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