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