smart_inventory-cd2025/crafting.lua

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local cache = smart_inventory.cache
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local function on_item_select(state, itemdef, recipe)
local inf_state = state:get("inf_area"):getContainerState()
if itemdef then
inf_state:get("info1"):setText(itemdef.description)
inf_state:get("info2"):setText("("..itemdef.name..")")
if itemdef._doc_items_longdesc then
inf_state:get("info3"):setText(itemdef._doc_items_longdesc)
else
inf_state:get("info3"):setText("")
end
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if recipe.type ~="normal" then
inf_state:get("cr_type"):setText(recipe.type)
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else
inf_state:get("cr_type"):setText("")
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end
inf_state:get("craft_result"):setImage(recipe.output)
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inf_state:get("craft_result"):setVisible()
state:get("craft_preview"):setCraft(recipe)
else
inf_state:get("info1"):setText("")
inf_state:get("info2"):setText("")
inf_state:get("info3"):setText("")
inf_state:get("cr_type"):setText("")
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inf_state:get("craft_result"):setVisible(false)
state:get("craft_preview"):setCraft(nil)
end
end
local function update_group_selection(state)
local grouped = state.param.crafting_grouped_items
local groups_sel = state:get("groups_sel")
-- save old selection
local sel_id = groups_sel:getSelected()
local sel_grp
if sel_id then
sel_grp = state.param.crafting_group_list[sel_id]
end
groups_sel:clearItems()
local group_sorted = {}
for _, group in pairs(grouped) do
table.insert(group_sorted, group)
end
table.sort(group_sorted, function(a,b)
if a.name == "all" then
return true
elseif a.name == "other" then
return false
elseif b.name == "all" then
return false
elseif b.name == "other" then
return true
else
return a.name < b.name
end
end)
state.param.crafting_group_list = {}
for _, group in ipairs(group_sorted) do
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if #group.items > 0 then
local idx = groups_sel:addItem(group.group_desc.." ("..#group.items..")")
state.param.crafting_group_list[idx] = group.name
if sel_grp == group.name then
sel_id = idx
end
end
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end
-- restore selection
if not state.param.crafting_group_list[sel_id] then
sel_id = 1
end
groups_sel:setSelected(sel_id)
local grid = state:get("buttons_grid")
local btn = state:get("groups_btn")
if state.param.crafting_group_list[sel_id] then
state.param.crafting_craftable_list = grouped[state.param.crafting_group_list[sel_id]].items
-- sort selected items
table.sort(state.param.crafting_craftable_list, function(a,b)
return a.item < b.item
end)
grid:setList(state.param.crafting_craftable_list)
btn:setText(groups_sel:getSelectedItem())
else
btn:setText("Empty List")
grid:setList({})
end
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end
local function update_craftable_list(state, recipelist)
local duplicate_index_tmp = {}
local craftable_itemlist = {}
for recipe, _ in pairs(recipelist) do
local def = minetest.registered_items[recipe.output]
if not def then
recipe.output:gsub("[^%s]+", function(z)
if minetest.registered_items[z] then
def = minetest.registered_items[z]
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end
end)
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end
if def then
if duplicate_index_tmp[def.name] then
table.insert(duplicate_index_tmp[def.name].recipes, recipe)
else
local entry = {
itemdef = def,
recipes = {},
-- buttons_grid related
item = def.name,
is_button = true
}
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duplicate_index_tmp[def.name] = entry
table.insert(entry.recipes, recipe)
table.insert(craftable_itemlist, entry)
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end
end
end
state.param.crafting_grouped_items = cache.get_list_grouped(craftable_itemlist)
update_group_selection(state)
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end
local function create_lookup_inv(state, name)
local player = minetest.get_player_by_name(name)
local invname = name.."_crafting_inv"
local plistname = "crafting_inv_lookup"
local listname = "lookup"
local pinv = player:get_inventory()
local inv = minetest.get_inventory({type="detached", name=invname})
if not inv then
inv = minetest.create_detached_inventory(invname, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return 0
end,
allow_put = function(inv, listname, index, stack, player)
if pinv:is_empty(plistname) then
return 1
else
return 0
end
end,
allow_take = function(inv, listname, index, stack, player)
return 1
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
end,
on_put = function(inv, listname, index, stack, player)
pinv:set_stack(plistname, index, stack)
update_craftable_list(state, cache.get_recipes_craftable_atnext(name, stack:get_name()))
smartfs.inv[name]:show() -- we are outsite of usual smartfs processing. So trigger the formspec update byself
-- put back
minetest.after(1, function(stack)
local applied = pinv:add_item("main", stack)
pinv:set_stack(plistname, 1, applied)
inv:set_stack(listname, 1, applied)
end, stack)
end,
on_take = function(inv, listname, index, stack, player)
pinv:set_stack(plistname, index, nil)
end,
}, name)
end
-- copy the item from player:listname inventory to the detached
inv:set_size(listname, 1)
pinv:set_size(plistname, 1)
local stack = pinv:get_stack(plistname, 1)
inv:set_stack(listname, 1, stack)
end
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local function crafting_callback(state)
local player = state.location.rootState.location.player
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--Inventorys / left site
state:inventory(1, 5, 8, 4,"main")
state:inventory(1.2, 0.2, 3, 3,"craft")
state:inventory(4.2, 2.2, 1, 1,"craftpreview")
state:background(1, 0, 4.5, 3.5, "img1", "menu_bg.png")
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state:button(1, 4.3, 2.5, 0.5, "compress", "Compress"):onClick(function(self, state, player)
local name = state.location.rootState.location.player
local inventory = minetest.get_player_by_name(name):get_inventory()
local invsize = inventory:get_size("main")
for idx1 = invsize, 1, -1 do
local stack1 = inventory:get_stack("main", idx1)
if not stack1:is_empty() then
for idx2 = 1, idx1 do
local stack2 = inventory:get_stack("main", idx2)
if idx1 ~= idx2 and stack1:get_name() == stack2:get_name() then
stack1 = stack2:add_item(stack1)
inventory:set_stack("main", idx1, stack1)
inventory:set_stack("main", idx2, stack2)
if stack1:is_empty() then
break
end
end
end
end
end
end)
create_lookup_inv(state, player)
state:inventory(8, 4.0, 1, 1,"lookup"):useDetached(player.."_crafting_inv")
-- functional buttons right site
local refresh_button = state:button(16, 4.3, 2, 0.5, "refresh", "Refresh")
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refresh_button:onClick(function(self, state, player)
update_craftable_list(state, cache.get_recipes_craftable(player))
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end)
-- functional buttons right site
local groups_button = state:button(10, 4.3, 6, 0.5, "groups_btn", "All items")
groups_button:onClick(function(self, state, player)
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if state:get("groups_sel"):getVisible() == true then
state:get("inf_area"):setVisible(true)
state:get("groups_sel"):setVisible(false)
else
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state:get("inf_area"):setVisible(false)
state:get("groups_sel"):setVisible(true)
end
end)
-- preview area / multifunctional
-- state:background(5.4, 0.1, 3.5, 3.8, "craft_img1", "menu_bg.png")
state:background(10.0, 0.1, 8, 3.8, "craft_img2", "minimap_overlay_square.png")
local inf_area = state:container(6.4, 0.1, "inf_area", true)
local inf_state = inf_area:getContainerState()
inf_state:label(11.5,0.5,"info1", "")
inf_state:label(11.5,1.0,"info2", "")
inf_state:label(11.5,1.5,"info3", "")
smart_inventory.smartfs_elements.craft_preview(state, 6, 0, "craft_preview")
inf_state:label(6.7,3,"cr_type", "")
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inf_state:item_image(10.2,0.3, 1, 1, "craft_result",nil):setVisible(false)
inf_area:setVisible(false)
local group_sel = state:listbox(10.2, 0.15, 7.6, 3.6, "groups_sel",nil, true)
group_sel:onClick(function(self, state, player)
local selected = self:getSelectedItem()
if selected then
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update_group_selection(state)
end
end)
-- craftable items grid
local grid = smart_inventory.smartfs_elements.buttons_grid(state, 10, 5.5, 8 , 4, "buttons_grid")
grid:onClick(function(self, state, index, player)
local listentry = state.param.crafting_craftable_list[index]
on_item_select(state, listentry.itemdef, listentry.recipes[1]) --TODO: recipes paging
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if state:get("inf_area"):getVisible() == false then
state:get("groups_btn"):submit()
end
end)
-- initial values
local player = state.location.rootState.location.player
update_craftable_list(state, cache.get_recipes_craftable(player))
group_sel:setSelected(1)
if group_sel:getSelectedItem() then
state:get("groups_btn"):setText(group_sel:getSelectedItem())
end
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end
smart_inventory.register_page({
name = "crafting",
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tooltip = "Craft new items",
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icon = "inventory_btn.png",
smartfs_callback = crafting_callback,
sequence = 10
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})