301 lines
9.0 KiB
Lua

local S = minetest.get_translator("mcl_inventory")
local F = minetest.formspec_escape
mcl_inventory.registered_survival_inventory_tabs = {}
function mcl_inventory.register_survival_inventory_tab(def)
if #mcl_inventory.registered_survival_inventory_tabs == 7 then
error("Too many tabs registered!")
end
assert(def.id)
assert(def.description)
assert(def.item_icon)
assert(def.build)
assert(def.handle)
for _, d in ipairs(mcl_inventory.registered_survival_inventory_tabs) do
assert(d.id ~= def.id, "Another tab exists with the same name!")
end
if not def.access then
function def.access(_)
return true
end
end
if def.show_inventory == nil then
def.show_inventory = true
end
table.insert(mcl_inventory.registered_survival_inventory_tabs, def)
end
local player_current_tab = {}
minetest.register_on_joinplayer(function(player)
player_current_tab[player] = "main"
end)
minetest.register_on_leaveplayer(function(player)
player_current_tab[player] = nil
end)
local function build_page(_, content, inventory, tabname)
local tab_buttons = "style_type[image;noclip=true]"
if #mcl_inventory.registered_survival_inventory_tabs ~= 1 then
for i, d in ipairs(mcl_inventory.registered_survival_inventory_tabs) do
local btn_name = "tab_" .. d.id
tab_buttons = tab_buttons .. table.concat({
"style[" .. btn_name .. ";border=false;bgimg=;bgimg_pressed=;noclip=true]",
"image[" ..
(0.2 + (i - 1) * 1.6) ..
",-1.34;1.5,1.44;" .. (tabname == d.id and "crafting_creative_active.png" or "crafting_creative_inactive.png") ..
"]",
"item_image_button[" .. (0.44 + (i - 1) * 1.6) .. ",-1.1;1,1;" .. d.item_icon .. ";" .. btn_name .. ";]",
"tooltip[" .. btn_name .. ";" .. F(d.description) .. "]"
})
end
end
return table.concat({
"formspec_version[6]",
"size[11.75,10.9]",
inventory and table.concat({
--Main inventory
mcl_formspec.get_itemslot_bg_v4(0.375, 5.575, 9, 3),
"list[current_player;main;0.375,5.575;9,3;9]",
--Hotbar
mcl_formspec.get_itemslot_bg_v4(0.375, 9.525, 9, 1),
"list[current_player;main;0.375,9.525;9,1;]"
}) or "",
content,
tab_buttons,
})
end
local main_page_static = table.concat({
--Armor slots
mcl_formspec.get_itemslot_bg_v4(0.375, 0.375, 1, 4),
"list[current_player;armor;0.375,0.375;1,1;1]",
"list[current_player;armor;0.375,1.625;1,1;2]",
"list[current_player;armor;0.375,2.875;1,1;3]",
"list[current_player;armor;0.375,4.125;1,1;4]",
--Player model background
"image[1.57,0.343;3.62,4.85;mcl_inventory_background9.png;2]",
--Offhand
mcl_formspec.get_itemslot_bg_v4(5.375, 4.125, 1, 1),
"list[current_player;offhand;5.375,4.125;1,1]",
--Craft grid
"label[6.61,0.5;" .. F(minetest.colorize(mcl_formspec.label_color, S("Crafting"))) .. "]",
mcl_formspec.get_itemslot_bg_v4(6.625, 0.875, 2, 2),
"list[current_player;craft;6.625,0.875;2,2]",
"image[9.125,1;1,1;crafting_formspec_arrow.png]",
mcl_formspec.get_itemslot_bg_v4(10.375, 1, 1, 1),
"list[current_player;craftpreview;10.375,1;1,1;]",
"image_button[9.125,2.125;1,1;mcl_crafting_table_inv_fill.png;__mcl_crafting_fillgrid;]",
"tooltip[__mcl_crafting_fillgrid;" .. F(S("Fill Craft Grid")) .. "]",
--Crafting guide button
"image_button[6.575,4.075;1.1,1.1;craftguide_book.png;__mcl_craftguide;]",
"tooltip[__mcl_craftguide;" .. F(S("Recipe book")) .. "]",
--Help button
"image_button[7.825,4.075;1.1,1.1;doc_button_icon_lores.png;__mcl_doc;]",
"tooltip[__mcl_doc;" .. F(S("Help")) .. "]",
--Skins button
"image_button[9.075,4.075;1.1,1.1;mcl_skins_button.png;__mcl_skins;]",
"tooltip[__mcl_skins;" .. F(S("Select player skin")) .. "]",
--Achievements button
"image_button[10.325,4.075;1.1,1.1;mcl_achievements_button.png;__mcl_achievements;]",
"tooltip[__mcl_achievements;" .. F(S("Achievements")) .. "]",
--Listring
"listring[current_player;main]",
"listring[current_player;sorter]",
"listring[current_player;main]",
"listring[current_player;craft]",
"listring[current_player;main]",
"listring[current_player;armor]",
"listring[current_player;main]",
"listring[current_player;offhand]",
"listring[current_player;main]",
})
mcl_inventory.register_survival_inventory_tab({
id = "main",
description = "Main Inventory",
item_icon = "mcl_crafting_table:crafting_table",
show_inventory = true,
build = function(player)
local inv = player:get_inventory()
local armor_slots = { "helmet", "chestplate", "leggings", "boots" }
local armor_slot_imgs = ""
for a = 1, 4 do
if inv:get_stack("armor", a + 1):is_empty() then
armor_slot_imgs = armor_slot_imgs ..
"image[0.375," .. (0.375 + (a - 1) * 1.25) .. ";1,1;mcl_inventory_empty_armor_slot_" .. armor_slots[a] .. ".png]"
end
end
if inv:get_stack("offhand", 1):is_empty() then
armor_slot_imgs = armor_slot_imgs .. "image[5.375,4.125;1,1;mcl_inventory_empty_armor_slot_shield.png]"
end
return main_page_static .. armor_slot_imgs .. mcl_player.get_player_formspec_model(player, 1.57, 0.4, 3.62, 4.85, "")
end,
handle = function() end,
})
--[[
mcl_inventory.register_survival_inventory_tab({
id = "test",
description = "Test",
item_icon = "mcl_core:stone",
show_inventory = true,
build = function(player)
return "label[1,1;Hello hello]button[2,2;2,2;Hello;hey]"
end,
handle = function(player, fields)
print(dump(fields))
end,
})]]
function mcl_inventory.build_survival_formspec(player)
local inv = player:get_inventory()
inv:set_width("craft", 2)
inv:set_size("craft", 4)
local tab = player_current_tab[player]
local tab_def = nil
for _, d in ipairs(mcl_inventory.registered_survival_inventory_tabs) do
if tab == d.id then
tab_def = d
break
end
end
local form
if tab_def then
form = build_page(player, tab_def.build(player), tab_def.show_inventory, tab)
end
return form
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "" and #mcl_inventory.registered_survival_inventory_tabs ~= 1 and
player:get_meta():get_string("gamemode") ~= "creative" then
for _, d in ipairs(mcl_inventory.registered_survival_inventory_tabs) do
if fields["tab_" .. d.id] and d.access(player) then
player_current_tab[player] = d.id
mcl_inventory.update_inventory(player)
break
end
end
for _, d in ipairs(mcl_inventory.registered_survival_inventory_tabs) do
if player_current_tab[player] == d.id and d.access(player) then
d.handle(player, fields)
return
end
end
end
end)
local function sort_stack(stack, inv)
if minetest.get_item_group(stack:get_name(), "offhand_item") > 0 and inv:get_stack("offhand", 1):is_empty() then
return "offhand"
elseif minetest.get_item_group(stack:get_name(), "armor") > 0 then
return "armor"
end
end
local function find_empty_inv_slots(inv)
local main, hotbar
for i, stack in pairs(inv:get_list("main")) do
if i > 9 and not main and stack:is_empty() then
main = i
elseif i <= 9 and not hotbar and stack:is_empty() then
hotbar = i
end
if hotbar and main then break end
end
return main, hotbar
end
minetest.register_on_player_inventory_action(function(player, action, inv, info)
if action == "move" and info.to_list == "sorter" then
local stack = inv:get_stack(info.to_list, info.to_index)
local trg = sort_stack(stack, inv)
local empty_main, empty_hotbar = find_empty_inv_slots(inv)
if trg then
if trg == "armor" then
local newstack = mcl_armor.equip(stack, player, true)
if newstack and not newstack:is_empty() then
if inv:get_stack(info.from_list, info.from_index):is_empty() then
inv:set_stack(info.from_list, info.from_index, newstack)
elseif inv:room_for_item(info.from_list, newstack) then
inv:add_item(info.from_list, newstack)
end
end
else
inv:add_item(trg, stack)
end
elseif info.from_list == "main" and info.from_index <= 9 and empty_main then --hotbar to inv
inv:set_stack("main", empty_main, stack)
elseif info.from_list == "main" and info.from_index > 9 and empty_hotbar then
inv:set_stack("main", empty_hotbar, stack)
else
inv:set_stack(info.from_list, info.from_index, stack)
end
inv:set_stack("sorter", 1, ItemStack(""))
end
end)
minetest.register_allow_player_inventory_action(function(_, action, inv, info)
if info.to_list == "sorter" or info.from_list == "sorter" or info.listname == "sorter" then
if action == "put" or action == "take" then return 0 end
local stack = inv:get_stack(info.from_list, info.from_index)
local trg = sort_stack(stack, inv)
local empty_main, empty_hotbar = find_empty_inv_slots(inv)
if trg then
if trg == "armor" then
return 1
end
local stack1 = ItemStack(stack):take_item()
if inv:room_for_item(trg, stack) then
return stack:get_count()
elseif inv:room_for_item(trg, stack1) then
for k,v in pairs(inv:get_list(trg)) do
if v:to_string() == stack:to_string() then
return stack:get_stack_max() - inv:get_stack(trg, k):get_count()
end
end
end
elseif ( info.from_list == "main" and info.from_index <= 9 and empty_main ) or
( info.from_list == "main" and info.from_index > 9 and empty_hotbar ) then
return stack:get_count()
end
return 0
end
end)