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MineClone2/mods/HUD/mcl_inventory/init.lua

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local S = minetest.get_translator(minetest.get_current_modname())
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local F = minetest.formspec_escape
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mcl_inventory = {}
--local mod_player = minetest.get_modpath("mcl_player")
--local mod_craftguide = minetest.get_modpath("mcl_craftguide")
-- Returns a single itemstack in the given inventory to the main inventory, or drop it when there's no space left
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function return_item(itemstack, dropper, pos, inv)
if dropper:is_player() then
-- Return to main inventory
if inv:room_for_item("main", itemstack) then
inv:add_item("main", itemstack)
else
-- Drop item on the ground
local v = dropper:get_look_dir()
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
p.x = p.x+(math.random(1,3)*0.2)
p.z = p.z+(math.random(1,3)*0.2)
local obj = minetest.add_item(p, itemstack)
if obj then
v.x = v.x*4
v.y = v.y*4 + 2
v.z = v.z*4
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obj:set_velocity(v)
obj:get_luaentity()._insta_collect = false
end
end
else
-- Fallback for unexpected cases
minetest.add_item(pos, itemstack)
end
return itemstack
end
-- Return items in the given inventory list (name) to the main inventory, or drop them if there is no space left
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function return_fields(player, name)
local inv = player:get_inventory()
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local list = inv:get_list(name)
if not list then return end
for i,stack in ipairs(list) do
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return_item(stack, player, player:get_pos(), inv)
stack:clear()
inv:set_stack(name, i, stack)
end
end
local function set_inventory(player, armor_change_only)
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if minetest.is_creative_enabled(player:get_player_name()) then
if armor_change_only then
-- Stay on survival inventory plage if only the armor has been changed
mcl_inventory.set_creative_formspec(player, 0, 0, nil, nil, "inv")
else
mcl_inventory.set_creative_formspec(player, 0, 1)
end
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return
end
local inv = player:get_inventory()
inv:set_width("craft", 2)
inv:set_size("craft", 4)
-- Show armor and player image
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local player_preview
if minetest.settings:get_bool("3d_player_preview", true) then
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player_preview = mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")
else
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player_preview = "image[1.1,0.2;2,4;"..mcl_player.player_get_preview(player).."]"
end
local armor_slots = {"helmet", "chestplate", "leggings", "boots"}
local armor_slot_imgs = ""
for a=1,4 do
if inv:get_stack("armor", a+1):is_empty() then
armor_slot_imgs = armor_slot_imgs .. "image[0,"..(a-1)..";1,1;mcl_inventory_empty_armor_slot_"..armor_slots[a]..".png]"
end
end
local form = "size[9,8.75]"..
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"background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]"..
player_preview..
--armor
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"list[current_player;armor;0,0;1,1;1]"..
"list[current_player;armor;0,1;1,1;2]"..
"list[current_player;armor;0,2;1,1;3]"..
"list[current_player;armor;0,3;1,1;4]"..
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mcl_formspec.get_itemslot_bg(0,0,1,1)..
mcl_formspec.get_itemslot_bg(0,1,1,1)..
mcl_formspec.get_itemslot_bg(0,2,1,1)..
mcl_formspec.get_itemslot_bg(0,3,1,1)..
armor_slot_imgs..
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-- craft and inventory
"label[0,4;"..F(minetest.colorize("#313131", S("Inventory"))).."]"..
"list[current_player;main;0,4.5;9,3;9]"..
"list[current_player;main;0,7.74;9,1;]"..
"label[4,0.5;"..F(minetest.colorize("#313131", S("Crafting"))).."]"..
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"list[current_player;craft;4,1;2,2]"..
"list[current_player;craftpreview;7,1.5;1,1;]"..
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mcl_formspec.get_itemslot_bg(0,4.5,9,3)..
mcl_formspec.get_itemslot_bg(0,7.74,9,1)..
mcl_formspec.get_itemslot_bg(4,1,2,2)..
mcl_formspec.get_itemslot_bg(7,1.5,1,1)..
-- crafting guide button
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"image_button[4.5,3;1,1;craftguide_book.png;__mcl_craftguide;]"..
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"tooltip[__mcl_craftguide;"..F(S("Recipe book")).."]"..
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-- help button
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"image_button[8,3;1,1;doc_button_icon_lores.png;__mcl_doc;]"..
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"tooltip[__mcl_doc;"..F(S("Help")).."]"..
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-- skins button
"image_button[3,3;1,1;mcl_skins_button.png;__mcl_skins;]"..
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"tooltip[__mcl_skins;"..F(S("Select player skin")).."]"..
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-- achievements button
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"image_button[7,3;1,1;mcl_achievements_button.png;__mcl_achievements;]"..
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"tooltip[__mcl_achievements;"..F(S("Achievements")).."]"..
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-- for shortcuts
"listring[current_player;main]"..
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"listring[current_player;armor]"..
"listring[current_player;main]" ..
"listring[current_player;craft]" ..
"listring[current_player;main]"
player:set_inventory_formspec(form)
end
-- Drop items in craft grid and reset inventory on closing
minetest.register_on_player_receive_fields(function(player, formname, fields)
if fields.quit then
return_fields(player,"craft")
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return_fields(player,"enchanting_lapis")
return_fields(player,"enchanting_item")
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if not minetest.is_creative_enabled(player:get_player_name()) and (formname == "" or formname == "main") then
set_inventory(player)
end
end
end)
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if not minetest.is_creative_enabled("") then
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function mcl_inventory.update_inventory_formspec(player)
set_inventory(player)
end
end
-- Drop crafting grid items on leaving
minetest.register_on_leaveplayer(function(player)
return_fields(player, "craft")
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return_fields(player, "enchanting_lapis")
return_fields(player, "enchanting_item")
end)
minetest.register_on_joinplayer(function(player)
--init inventory
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player:get_inventory():set_width("main", 9)
player:get_inventory():set_size("main", 36)
--set hotbar size
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player:hud_set_hotbar_itemcount(9)
--add hotbar images
player:hud_set_hotbar_image("mcl_inventory_hotbar.png")
player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png")
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local old_update_player = mcl_armor.update_player
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function mcl_armor.update_player(player, info)
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old_update_player(player, info)
set_inventory(player, true)
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end
-- In Creative Mode, the initial inventory setup is handled in creative.lua
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if not minetest.is_creative_enabled(player:get_player_name()) then
set_inventory(player)
end
--[[ Make sure the crafting grid is empty. Why? Because the player might have
items remaining in the crafting grid from the previous join; this is likely
when the server has been shutdown and the server didn't clean up the player
inventories. ]]
return_fields(player, "craft")
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return_fields(player, "enchanting_item")
return_fields(player, "enchanting_lapis")
end)
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if minetest.is_creative_enabled("") then
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dofile(minetest.get_modpath(minetest.get_current_modname()).."/creative.lua")
end