Validate and clean armor inventory before saving

hightime
stujones11 2018-05-19 20:25:27 +01:00
parent 21716ffd31
commit 21b5c68505
2 changed files with 38 additions and 36 deletions

View File

@ -438,6 +438,14 @@ armor.get_armor_formspec = function(self, name, listring)
return formspec return formspec
end end
armor.get_element = function(self, item_name)
for _, element in pairs(armor.elements) do
if minetest.get_item_group(item_name, "armor_"..element) > 0 then
return element
end
end
end
armor.serialize_inventory_list = function(self, list) armor.serialize_inventory_list = function(self, list)
local list_table = {} local list_table = {}
for _, stack in ipairs(list) do for _, stack in ipairs(list) do
@ -456,37 +464,39 @@ armor.deserialize_inventory_list = function(self, list_string)
end end
armor.load_armor_inventory = function(self, player) armor.load_armor_inventory = function(self, player)
local msg = "[load_armor_inventory]" local name, inv = self:get_valid_player(player, "[load_armor_inventory]")
local name = player:get_player_name()
if not name then if not name then
minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
return
end
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not armor_inv then
minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
return return
end end
local armor_list_string = player:get_attribute("3d_armor_inventory") local armor_list_string = player:get_attribute("3d_armor_inventory")
if armor_list_string then if armor_list_string then
armor_inv:set_list("armor", self:deserialize_inventory_list(armor_list_string)) inv:set_list("armor",
self:deserialize_inventory_list(armor_list_string))
return true return true
end end
end end
armor.save_armor_inventory = function(self, player) armor.save_armor_inventory = function(self, player)
local msg = "[save_armor_inventory]" local name, inv = self:get_valid_player(player, "[save_armor_inventory]")
local name = player:get_player_name()
if not name then if not name then
minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
return return
end end
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) local elements = {}
if not armor_inv then for i = 1, 6 do
minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg)) local stack = inv:get_stack("armor", i)
return local element = self:get_element(stack:get_name())
if element and not elements[element] then
elements[element] = true;
else
inv:remove_item("armor", stack)
local player_inv = player:get_inventory()
if player_inv and player_inv:room_for_item("main", stack) then
player_inv:add_item("main", stack)
end
end
end end
player:set_attribute("3d_armor_inventory", self:serialize_inventory_list(armor_inv:get_list("armor"))) player:set_attribute("3d_armor_inventory",
self:serialize_inventory_list(inv:get_list("armor")))
end end
armor.update_inventory = function(self, player) armor.update_inventory = function(self, player)
@ -494,18 +504,11 @@ armor.update_inventory = function(self, player)
end end
armor.set_inventory_stack = function(self, player, i, stack) armor.set_inventory_stack = function(self, player, i, stack)
local msg = "[set_inventory_stack]" local name, inv = self:get_valid_player(player, "[set_inventory_stack]")
local name = player:get_player_name()
if not name then if not name then
minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
return return
end end
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) inv:set_stack("armor", i, stack)
if not armor_inv then
minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
return
end
armor_inv:set_stack("armor", i, stack)
self:save_armor_inventory(player) self:save_armor_inventory(player)
end end

View File

@ -132,19 +132,18 @@ local function init_player_armor(player)
end, end,
allow_put = function(inv, listname, index, stack, player) allow_put = function(inv, listname, index, stack, player)
local def = stack:get_definition() or {} local def = stack:get_definition() or {}
local allowed = 0 local element = armor:get_element(stack:get_name())
for _, element in pairs(armor.elements) do if not element then
return 0
end
for i = 1, 6 do
local stack = inv:get_stack("armor", i)
local def = stack:get_definition() or {}
if def.groups["armor_"..element] then if def.groups["armor_"..element] then
allowed = 1 return 0
for i = 1, 6 do
local item = inv:get_stack("armor", i):get_name()
if minetest.get_item_group(item, "armor_"..element) > 0 then
return 0
end
end
end end
end end
return allowed return 1
end, end,
allow_take = function(inv, listname, index, stack, player) allow_take = function(inv, listname, index, stack, player)
return stack:get_count() return stack:get_count()