332 lines
10 KiB
Lua
332 lines
10 KiB
Lua
local filter = smart_inventory.filter
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local cache = smart_inventory.cache
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local txt = smart_inventory.txt
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local creative = minetest.setting_getbool("creative_mode")
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local armor_type = {}
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if smart_inventory.armor_mod then
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for _,v in ipairs(armor.elements) do
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armor_type["group:armor:"..v] = true
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end
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end
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local function update_grid(state, listname)
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-- Update the users inventory grid
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local list = {}
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state.param["armor_"..listname.."_list"] = list
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local name = state.location.rootState.location.player
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local inventory = minetest.get_player_by_name(name):get_inventory()
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local invlist = inventory:get_list(listname)
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for stack_index, stack in ipairs(invlist) do
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local itemdef = stack:get_definition()
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local is_armor = false
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if itemdef and cache.citems[itemdef.name] then
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for groupname, groupinfo in pairs(cache.citems[itemdef.name].cgroups) do
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if groupinfo.parent and armor_type[groupinfo.parent.name] then
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local wear = stack:get_wear()
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if wear == 0 then
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wear = ""
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else
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wear = " "..wear
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end
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table.insert(list, {
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itemdef = itemdef,
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stack_index = stack_index,
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-- buttons_grid related
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item = itemdef.name..wear,
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is_button = true
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})
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break
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end
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end
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end
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end
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table.sort(list, function(a,b)
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return a.item < b.item
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end)
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local grid = state:get(listname.."_grid")
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grid:setList(list)
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end
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local function update_selected_item(state, listentry)
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local name = state.location.rootState.location.player
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if listentry then
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state.param.armor_selected_item = listentry
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else
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listentry = state.param.armor_selected_item
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end
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if not listentry then
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return
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end
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local i_list = state:get("i_list")
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i_list:clearItems()
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for groupname, groupinfo in pairs(cache.citems[listentry.itemdef.name].cgroups) do
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if groupinfo.group_desc and cache.cgroups[groupname].parent then
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local parent = cache.cgroups[groupname].parent
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local parentvalue = cache.cgroups[groupname].parent.childs[groupname]
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if parentvalue and parentvalue ~= "0" and
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cache.cgroups[parent.name] and
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cache.cgroups[parent.name].parent and
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( cache.cgroups[parent.name].parent.name == "group:armor" or
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cache.cgroups[parent.name].parent.name == "group:physics" ) then
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i_list:addItem(parent.group_desc..": "..parentvalue)
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end
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end
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end
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state:get("item_name"):setText(listentry.itemdef.description)
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state:get("item_image"):setImage(listentry.item)
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end
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local function update_page(state)
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local name = state.location.rootState.location.player
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if smart_inventory.armor_mod then
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if creative == false then
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update_grid(state, "main")
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end
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update_grid(state, "armor")
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state:get("preview"):setImage(armor.textures[name].preview)
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state.location.parentState:get("player_button"):setImage(armor.textures[name].preview)
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local a_list = state:get("a_list")
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a_list:clearItems()
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for k, v in pairs(armor.def[name]) do
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local skipval = 1
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local groupinfo = cache.cgroups["group:physics:"..k]
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local grouptext
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if groupinfo then
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grouptext = groupinfo.group_desc
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else
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grouptext = filter.get("group"):get_description({name = "group:armor:"..k})
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skipval = 0
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end
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if grouptext and skipval ~= v then
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a_list:addItem(grouptext..": "..v)
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end
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end
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update_selected_item(state)
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elseif smart_inventory.skins_mod then
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state.location.parentState:get("player_button"):setImage(skins.skins[name].."_preview.png")
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state:get("preview"):setImage(skins.skins[name].."_preview.png")
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end
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if smart_inventory.skins_mod then
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local skin = skins.skins[name]
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if skin and skins.meta[skin] then
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state:get("skinname"):setText("Skin name: "..(skins.meta[skin].name or ""))
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state:get("skinauthor"):setText("Author: "..(skins.meta[skin].author or ""))
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state:get("skinlicense"):setText("License: "..(skins.meta[skin].license or ""))
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else
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state:get("skinname"):setText("")
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state:get("skinauthor"):setText("")
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state:get("skinlicense"):setText("")
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end
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end
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end
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local function move_item_to_armor(state, item)
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local name = state.location.rootState.location.player
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local inventory = minetest.get_player_by_name(name):get_inventory()
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local itemstack
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-- get item and try to move
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if creative == true then
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itemstack = inventory:add_item("armor", item.item)
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else
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itemstack = inventory:get_stack("main", item.stack_index)
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itemstack = inventory:add_item("armor", itemstack)
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inventory:set_stack("main", item.stack_index, itemstack)
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end
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-- second try: empty place and move again
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if not itemstack:is_empty() then
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local itemname = itemstack:get_name()
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local removestack, removeindex
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local newgroups = {}
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for groupname, groupdef in pairs(cache.citems[itemname].cgroups) do
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if string.sub(groupname, 1, 12) == "group:armor_" then
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newgroups[groupname] = groupdef
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end
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end
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-- check items group assignment. Prefer same group as new item to remove
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local oldgroups = {}
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for stack_index, stack in ipairs(inventory:get_list("armor")) do
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local itemname = stack:get_name()
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for groupname, groupdef in pairs(cache.citems[itemname].cgroups) do
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if newgroups[groupname] then
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removestack = stack
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removeindex = stack_index
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break
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end
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if string.sub(groupname, 1, 6) == "group:armor_" then
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if not oldgroups[groupname] then
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oldgroups[groupname] = 1
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else
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oldgroups[groupname] = oldgroups[groupname] + 1
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end
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end
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end
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if removestack then
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break
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end
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end
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-- no same group found. Check for biggest group (duplicates) to remove the item
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if not removestack then
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local maxcounter
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local removegroup
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for k, v in pairs(oldgroups) do
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if not maxcounter or maxcounter < v then
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maxcounter = v
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removegroup = k
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end
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end
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if removegroup then
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for stack_index, stack in ipairs(inventory:get_list("armor")) do
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local itemname = stack:get_name()
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if cache.citems[itemname].cgroups[removegroup] then
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removestack = stack
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removeindex = stack_index
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break
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end
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end
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end
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end
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-- replace the item
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if removestack then
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if creative == true then
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itemstack = inventory:set_stack("armor", removeindex, itemstack)
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else
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removestack = inventory:get_stack("armor", removeindex)
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removestack = inventory:add_item("main", removestack)
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inventory:set_stack("armor", removeindex, removestack)
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itemstack = inventory:get_stack("main", item.stack_index)
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itemstack = inventory:add_item("armor", itemstack)
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inventory:set_stack("main", item.stack_index, itemstack)
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end
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end
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end
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armor:set_player_armor(minetest.get_player_by_name(name))
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end
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local function move_item_to_inv(state, item)
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local name = state.location.rootState.location.player
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local inventory = minetest.get_player_by_name(name):get_inventory()
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if creative == true then
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inventory:set_stack("armor", item.stack_index, {})
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else
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local itemstack = inventory:get_stack("armor", item.stack_index)
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itemstack = inventory:add_item("main", itemstack)
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inventory:set_stack("armor", item.stack_index, itemstack)
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end
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armor:set_player_armor(minetest.get_player_by_name(name))
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end
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local function player_callback(state)
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local name = state.location.rootState.location.player
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state:background(0, 2.3, 6, 4.6, "it_bg", "minimap_overlay_square.png")
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state:label(2,5,"item_name", "")
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state:listbox(2.2,2.5,3.2,2.5,"i_list", nil, true)
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state:item_image(0,3.5,2,2,"item_image","")
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state:background(6.7, 2.3, 6, 4.6, "pl_bg", "minimap_overlay_square.png")
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state:image(7,3.0,2,4,"preview","")
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state:listbox(9.2,2.5,3.2,2.5,"a_list", nil, true)
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state:label(9,5.0,"skinname","")
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state:label(9,5.5,"skinauthor", "")
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state:label(9,6.0, "skinlicense", "")
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state:background(0, 0, 20, 1, "top_bg", "halo.png")
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state:background(0, 8, 20, 2, "bottom_bg", "halo.png")
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if smart_inventory.armor_mod then
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local grid_armor = smart_inventory.smartfs_elements.buttons_grid(state, 0, 0, 8, 1, "armor_grid")
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grid_armor:onClick(function(self, state, index, player)
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update_selected_item(state, state.param.armor_armor_list[index])
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move_item_to_inv(state, state.param.armor_armor_list[index])
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update_page(state)
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end)
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local grid_main = smart_inventory.smartfs_elements.buttons_grid(state, 0, 8, 20, 2, "main_grid")
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grid_main:onClick(function(self, state, index, player)
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update_selected_item(state, state.param.armor_main_list[index])
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move_item_to_armor(state, state.param.armor_main_list[index])
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update_page(state)
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end)
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armor:set_player_armor(minetest.get_player_by_name(name))
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if creative == true then
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-- fill creative list once, not each page update
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local list = {}
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local list_dedup = {}
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for armor_group, _ in pairs(armor_type) do
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for _, itemdef in pairs(cache.cgroups[armor_group].items) do
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list_dedup[itemdef.name] = itemdef
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end
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end
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for _, itemdef in pairs(list_dedup) do
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table.insert(list, {
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itemdef = itemdef,
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-- buttons_grid related
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item = itemdef.name,
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is_button = true
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})
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end
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table.sort(list, function(a,b)
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return a.item < b.item
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end)
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grid_main:setList(list)
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state.param.armor_main_list = list
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end
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end
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if smart_inventory.skins_mod then
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-- Skins Grid
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local grid_skins = smart_inventory.smartfs_elements.buttons_grid(state, 13.1, 1.3, 7 , 7, "skins_grid", 0.87, 1.30)
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state:background(13, 1, 7 , 7, "bg_skins", "minimap_overlay_square.png")
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grid_skins:onClick(function(self, state, index, player)
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local skin = skins.list[index]
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local player_obj = minetest.get_player_by_name(name)
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skins.skins[player] = skin
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skins.file_save = true
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skins.update_player_skin(player_obj)
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if smart_inventory.armor_mod then
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armor.textures[name].skin = skin..".png"
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armor:set_player_armor(player_obj)
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end
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update_page(state)
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end)
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local skins_grid_data = {}
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for idx, skin in pairs(skins.list) do
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table.insert(skins_grid_data, {
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image = skin.."_preview.png",
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tooltip = skins.meta[skin].name,
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is_button = true,
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size = { w = 0.87, h = 1.30 }
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})
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if skin == skins.skins[name] then
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grid_skins:setFirstVisible(idx - 19) --8x5 (grid size) / 2 -1
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end
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end
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grid_skins:setList(skins_grid_data)
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end
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-- not visible update plugin for updates from outsite (API)
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state:element("code", { name = "update_hook" }):onSubmit(function(self, state)
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update_page(state)
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state.location.rootState:show()
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end)
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update_page(state)
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end
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smart_inventory.register_page({
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name = "player",
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icon = "player.png",
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tooltip = "Customize yourself",
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smartfs_callback = player_callback,
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sequence = 20,
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on_button_click = update_page
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})
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