a-planet-alive/mods/gui/smart_inventory/pages/player.lua

446 lines
15 KiB
Lua

smart_inventory.skins_mod = minetest.get_modpath("skinsdb")
smart_inventory.armor_mod = minetest.get_modpath("3d_armor")
smart_inventory.clothing_mod = minetest.get_modpath("clothing")
if not smart_inventory.skins_mod and
not smart_inventory.armor_mod and
not smart_inventory.clothing_mod then
return
end
local filter = smart_inventory.filter
local cache = smart_inventory.cache
local ui_tools = smart_inventory.ui_tools
local txt = smart_inventory.txt
local function update_grid(state, listname)
local player_has_creative = state.param.invobj:get_has_creative()
-- Update the users inventory grid
local list = {}
state.param["player_"..listname.."_list"] = list
local name = state.location.rootState.location.player
local player = minetest.get_player_by_name(name)
local invlist_tab = {}
if listname == "main" then
local inventory = player:get_inventory()
local invlist = inventory and inventory:get_list("main")
table.insert(invlist_tab, invlist)
else
if smart_inventory.armor_mod then
local inventory = minetest.get_inventory({type="detached", name=name.."_armor"})
local invlist = inventory and inventory:get_list("armor")
if invlist then
table.insert(invlist_tab, invlist)
end
end
if smart_inventory.clothing_mod then
local clothing_meta = player:get_attribute("clothing:inventory")
state.param.player_clothing_data = clothing_meta and minetest.deserialize(clothing_meta) or {}
local invlist = {}
for i=1,6 do
table.insert(invlist, ItemStack(state.param.player_clothing_data[i]))
end
table.insert(invlist_tab, invlist)
end
end
local list_dedup = {}
for _, invlist in ipairs(invlist_tab) do
for stack_index, stack in ipairs(invlist) do
local itemdef = stack:get_definition()
local is_armor = false
if itemdef then
cache.add_item(itemdef) -- analyze groups in case of hidden armor
if cache.citems[itemdef.name].cgroups["armor"] or cache.citems[itemdef.name].cgroups["clothing"] then
local entry = {}
for k, v in pairs(cache.citems[itemdef.name].ui_item) do
entry[k] = v
end
entry.stack_index = stack_index
local wear = stack:get_wear()
if wear > 0 then
entry.text = tostring(math.floor((1 - wear / 65535) * 100 + 0.5)).." %"
end
table.insert(list, entry)
list_dedup[itemdef.name] = itemdef
end
end
end
end
-- add all usable in creative available armor to the main list
if listname == "main" and player_has_creative == true then
if smart_inventory.armor_mod then
for _, itemdef in pairs(cache.cgroups["armor"].items) do
if not list_dedup[itemdef.name] and not itemdef.groups.not_in_creative_inventory then
list_dedup[itemdef.name] = itemdef
table.insert(list, cache.citems[itemdef.name].ui_item)
end
end
end
if smart_inventory.clothing_mod then
for _, itemdef in pairs(cache.cgroups["clothing"].items) do
if not list_dedup[itemdef.name] and not itemdef.groups.not_in_creative_inventory then
list_dedup[itemdef.name] = itemdef
table.insert(list, cache.citems[itemdef.name].ui_item)
end
end
end
end
local grid = state:get(listname.."_grid")
grid:setList(list)
end
local function update_selected_item(state, listentry)
local name = state.location.rootState.location.player
state.param.armor_selected_item = listentry or state.param.armor_selected_item
listentry = state.param.armor_selected_item
if not listentry then
return
end
local i_list = state:get("i_list")
i_list:clearItems()
for _, groupdef in ipairs(ui_tools.get_tight_groups(cache.citems[listentry.itemdef.name].cgroups)) do
i_list:addItem(groupdef.group_desc)
end
state:get("item_name"):setText(listentry.itemdef.description)
state:get("item_image"):setImage(listentry.item)
end
local function update_page(state)
local name = state.location.rootState.location.player
local player_obj = minetest.get_player_by_name(name)
local skin_obj = smart_inventory.skins_mod and skins.get_player_skin(player_obj)
-- Update grid lines
if smart_inventory.armor_mod or smart_inventory.clothing_mod then
update_grid(state, "main")
update_grid(state, "overlay")
end
-- Update preview area and armor informations list
if smart_inventory.armor_mod then
state:get("preview"):setImage(armor.textures[name].preview)
state.location.parentState:get("player_button"):setImage(armor.textures[name].preview)
local a_list = state:get("a_list")
a_list:clearItems()
for k, v in pairs(armor.def[name]) do
local grouptext
if k == "groups" then
for gn, gv in pairs(v) do
if txt and txt["armor:"..gn] then
grouptext = txt["armor:"..gn]
else
grouptext = "armor:"..gn
end
if grouptext and gv ~= 0 then
a_list:addItem(grouptext..": "..gv)
end
end
else
local is_physics = false
for _, group in ipairs(armor.physics) do
if group == k then
is_physics = true
break
end
end
if is_physics then
if txt and txt["physics:"..k] then
grouptext = txt["physics:"..k]
else
grouptext = "physics:"..k
end
if grouptext and v ~= 1 then
a_list:addItem(grouptext..": "..v)
end
else
if txt and txt["armor:"..k] then
grouptext = txt["armor:"..k]
else
grouptext = "armor:"..k
end
if grouptext and v ~= 0 then
if k == "state" then
a_list:addItem(grouptext..": "..tostring(math.floor((1 - v / armor.def[name].count / 65535) * 100 + 0.5)).." %")
else
a_list:addItem(grouptext..": "..v)
end
end
end
end
end
update_selected_item(state)
elseif skin_obj then
local skin_preview = skin_obj:get_preview()
state.location.parentState:get("player_button"):setImage(skin_preview)
state:get("preview"):setImage(skin_preview)
elseif smart_inventory.clothing_mod then
update_selected_item(state)
state.location.parentState:get("player_button"):setImage('inventory_plus_clothing.png')
state:get("preview"):setImage('blank.png') --TODO: build up clothing preview
end
-- Update skins list and skins info area
if skin_obj then
local m_name = skin_obj:get_meta_string("name")
local m_author = skin_obj:get_meta_string("author")
local m_license = skin_obj:get_meta_string("license")
if m_name then
state:get("skinname"):setText("Skin name: "..(skin_obj:get_meta_string("name")))
else
state:get("skinname"):setText("")
end
if m_author then
state:get("skinauthor"):setText("Author: "..(skin_obj:get_meta_string("author")))
else
state:get("skinauthor"):setText("")
end
if m_license then
state:get("skinlicense"):setText("License: "..(skin_obj:get_meta_string("license")))
else
state:get("skinlicense"):setText("")
end
-- set the skins list
state.param.skins_list = skins.get_skinlist_for_player(name)
local cur_skin = skins.get_player_skin(player_obj)
local skins_grid_data = {}
local grid_skins = state:get("skins_grid")
for idx, skin in ipairs(state.param.skins_list) do
table.insert(skins_grid_data, {
image = skin:get_preview(),
tooltip = skin:get_meta_string("name"),
is_button = true,
size = { w = 0.87, h = 1.30 }
})
if not state.param.skins_initial_page_adjusted and skin:get_key() == cur_skin:get_key() then
grid_skins:setFirstVisible(idx - 19) --8x5 (grid size) / 2 -1
state.param.skins_initial_page_adjusted = true
end
end
grid_skins:setList(skins_grid_data)
end
end
local function move_item_to_armor(state, item)
local player_has_creative = state.param.invobj:get_has_creative()
local name = state.location.rootState.location.player
local player = minetest.get_player_by_name(name)
local inventory = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
-- get item to be moved to armor inventory
local itemstack, itemname, itemdef
if player_has_creative == true then
itemstack = ItemStack(item.item)
itemname = item.item
else
itemstack = inventory:get_stack("main", item.stack_index)
itemname = itemstack:get_name()
end
itemdef = minetest.registered_items[itemname]
local new_groups = {}
for _, element in ipairs(armor.elements) do
if itemdef.groups["armor_"..element] then
new_groups["armor_"..element] = true
end
end
-- remove all items with the same group
local removed_items = {}
for stack_index, stack in ipairs(armor_inv:get_list("armor")) do
local old_def = stack:get_definition()
if old_def then
for groupname, groupdef in pairs(old_def.groups) do
if new_groups[groupname] then
table.insert(removed_items, stack)
armor_inv:set_stack("armor", stack_index, {}) --take old
minetest.detached_inventories[name.."_armor"].on_take(armor_inv, "armor", stack_index, stack, player)
if armor_inv:set_stack("armor", stack_index, itemstack) then --put new
minetest.detached_inventories[name.."_armor"].on_put(armor_inv, "armor", stack_index, itemstack, player)
itemstack = ItemStack("")
end
end
end
end
if stack:is_empty() and not itemstack:is_empty() then
if armor_inv:set_stack("armor", stack_index, itemstack) then
minetest.detached_inventories[name.."_armor"].on_put(armor_inv, "armor", stack_index, itemstack, player)
itemstack = ItemStack("")
end
end
end
-- handle put backs in non-creative to not lost items
if player_has_creative == false then
inventory:set_stack("main", item.stack_index, itemstack)
for _, stack in ipairs(removed_items) do
stack = inventory:add_item("main", stack)
if not stack:is_empty() then
armor_inv:add_item("armor", stack)
end
end
end
end
local function move_item_to_clothing(state, item)
local name = state.location.rootState.location.player
local player = minetest.get_player_by_name(name)
local inventory = player:get_inventory()
local clothes = state.param.player_clothing_data
local clothes_ordered = {}
for i=1, 6 do
if clothes[i] then
table.insert(clothes_ordered, clothes[i])
end
end
if #clothes_ordered < 6 then
table.insert(clothes_ordered, item.item)
player:set_attribute("clothing:inventory", minetest.serialize(clothes_ordered))
clothing:set_player_clothing(player)
state.param.player_clothing_data = clothes_ordered
-- handle put backs in non-creative to not lost items
if player_has_creative == false then
local itemstack = inventory:get_stack("main", item.stack_index)
itemstack:take_item()
inventory:set_stack("main", item.stack_index, itemstack)
end
end
end
local function move_item_to_inv(state, item)
local player_has_creative = state.param.invobj:get_has_creative()
local name = state.location.rootState.location.player
local player = minetest.get_player_by_name(name)
local inventory = player:get_inventory()
if cache.cgroups["armor"] and cache.cgroups["armor"].items[item.item] then
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
local itemstack = armor_inv:get_stack("armor", item.stack_index)
if player_has_creative == true then
-- trash armor item in creative
itemstack = ItemStack("")
else
itemstack = inventory:add_item("main", itemstack)
end
armor_inv:set_stack("armor", item.stack_index, itemstack)
minetest.detached_inventories[name.."_armor"].on_take(armor_inv, "armor", item.stack_index, itemstack, player)
elseif cache.cgroups["clothing"] and cache.cgroups["clothing"].items[item.item] then
local clothes = state.param.player_clothing_data
if player_has_creative ~= true and clothes[item.stack_index] then
local itemstack = inventory:add_item("main", ItemStack(clothes[item.stack_index]))
if itemstack:is_empty() then
clothes[item.stack_index] = nil
end
else
clothes[item.stack_index] = nil
end
player:set_attribute("clothing:inventory", minetest.serialize(clothes))
clothing:set_player_clothing(player)
end
end
local function player_callback(state)
local name = state.location.rootState.location.player
state:background(0, 1.2, 6, 6.6, "it_bg", "smart_inventory_background_border.png")
state:item_image(0.8, 1.5,2,2,"item_image","")
state:label(2.5,1.2,"item_name", "")
state:listbox(0.8,3.3,5.1,4,"i_list", nil, true)
state:background(6.2, 1.2, 6, 6.6, "pl_bg", "smart_inventory_background_border.png")
state:image(6.7,1.7,2,4,"preview","")
state:listbox(8.6,1.7,3.5,3,"a_list", nil, true)
state:label(6.7,5.5,"skinname","")
state:label(6.7,6.0,"skinauthor", "")
state:label(6.7,6.5, "skinlicense", "")
state:background(0, 0, 20, 1, "top_bg", "halo.png")
state:background(0, 8, 20, 2, "bottom_bg", "halo.png")
if smart_inventory.armor_mod or smart_inventory.clothing_mod then
local grid_overlay = smart_inventory.smartfs_elements.buttons_grid(state, 0, 0, 20, 1, "overlay_grid")
grid_overlay:onClick(function(self, state, index, player)
if state.param.player_overlay_list[index] then
update_selected_item(state, state.param.player_overlay_list[index])
move_item_to_inv(state, state.param.player_overlay_list[index])
update_page(state)
end
end)
local grid_main = smart_inventory.smartfs_elements.buttons_grid(state, 0, 8, 20, 2, "main_grid")
grid_main:onClick(function(self, state, index, player)
update_selected_item(state, state.param.player_main_list[index])
local item = state.param.player_main_list[index]
if cache.citems[item.item].cgroups["armor"] then
move_item_to_armor(state, state.param.player_main_list[index])
elseif cache.citems[item.item].cgroups["clothing"] then
move_item_to_clothing(state, state.param.player_main_list[index])
end
update_page(state)
end)
end
if smart_inventory.skins_mod then
local player_obj = minetest.get_player_by_name(name)
-- Skins Grid
local grid_skins = smart_inventory.smartfs_elements.buttons_grid(state, 12.9, 1.5, 7 , 7, "skins_grid", 0.80, 1.20)
state:background(12.4, 1.2, 7.5 , 6.6, "bg_skins", "smart_inventory_background_border.png")
grid_skins:onClick(function(self, state, index, player)
local cur_skin = state.param.skins_list[index]
if state.location.rootState.location.type ~= "inventory" and cur_skin._key:sub(1,17) == "character_creator" then
state.location.rootState.obsolete = true -- other screen appears, obsolete the inventory session
end
skins.set_player_skin(player_obj, cur_skin)
if smart_inventory.armor_mod then
armor.textures[name].skin = cur_skin:get_texture()
armor:set_player_armor(player_obj)
end
update_page(state)
end)
end
-- not visible update plugin for updates from outsite (API)
state:element("code", { name = "update_hook" }):onSubmit(function(self, state)
update_page(state)
state.location.rootState:show()
end)
update_page(state)
end
smart_inventory.register_page({
name = "player",
icon = "player.png",
tooltip = "Customize yourself",
smartfs_callback = player_callback,
sequence = 20,
on_button_click = update_page
})
-- register callback in 3d_armor for updates
if smart_inventory.armor_mod and armor.register_on_update then
local function submit_update_hook(player)
local name = player:get_player_name()
local state = smart_inventory.get_page_state("player", name)
if state then
state:get("update_hook"):submit()
end
end
armor:register_on_update(submit_update_hook)
-- There is no callback in 3d_armor for wear change in on_hpchange implementation
minetest.register_on_player_hpchange(function(player, hp_change)
minetest.after(0, submit_update_hook, player)
end)
end