Fix Survival Inventory Tab API (#4147)
* restored some old code that had gone missing * fixed the survival inventory tab API not working * fixed some grammar Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/4147 Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land> Co-authored-by: James David Clarke <james@jamesdavidclarke.com> Co-committed-by: James David Clarke <james@jamesdavidclarke.com>patch_skins
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@ -3,6 +3,19 @@ mcl_inventory = {}
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dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/creative.lua")
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dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/survival.lua")
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local old_is_creative_enabled = minetest.is_creative_enabled
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function minetest.is_creative_enabled(name)
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if old_is_creative_enabled(name) then return true end
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if not name then return false end
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assert(type(name) == "string", "minetest.is_creative_enabled requires a string (the playername) argument.")
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local p = minetest.get_player_by_name(name)
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if p then
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return p:get_meta():get_string("gamemode") == "creative"
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end
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return false
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end
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---@param player mt.PlayerObjectRef
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---@param armor_change_only? boolean
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local function set_inventory(player, armor_change_only)
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@ -73,12 +86,14 @@ end)
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---@param player mt.PlayerObjectRef
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function mcl_inventory.update_inventory(player)
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local player_gamemode = mcl_gamemode.get_gamemode(player)
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if player_gamemode == "creative" then
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local player_name = player:get_player_name()
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local is_gamemode_creative = minetest.is_creative_enabled(player_name)
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if is_gamemode_creative then
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mcl_inventory.set_creative_formspec(player)
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elseif player_gamemode == "survival" then
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elseif not is_gamemode_creative then
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player:set_inventory_formspec(mcl_inventory.build_survival_formspec(player))
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end
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mcl_meshhand.update_player(player)
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end
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mcl_gamemode.register_on_gamemode_change(function(player, old_gamemode, new_gamemode)
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@ -1,18 +1,15 @@
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---@diagnostic disable need-check-nil
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local table = table
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local ipairs = ipairs
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local S = minetest.get_translator("mcl_inventory")
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local F = minetest.formspec_escape
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---@type {id: string, description: string, item_icon: string, build: (fun(player: ObjectRef): string), handle: fun(player: ObjectRef, fields: table), access: (fun(player): boolean), show_inventory: boolean}[]
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mcl_inventory.registered_survival_inventory_tabs = {}
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---@param def {id: string, description: string, item_icon: string, build: (fun(player: ObjectRef): string), handle: fun(player: ObjectRef, fields: table), access: (fun(player): boolean), show_inventory: boolean}
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function mcl_inventory.register_survival_inventory_tab(def)
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if #mcl_inventory.registered_survival_inventory_tabs == 7 then
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error("Too much tabs registered!")
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error("Too many tabs registered!")
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end
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assert(def.id)
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@ -134,10 +131,10 @@ local main_page_static = table.concat({
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--Listring
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"listring[current_player;main]",
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"listring[current_player;armor]",
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"listring[current_player;main]",
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"listring[current_player;craft]",
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"listring[current_player;main]",
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"listring[current_player;armor]",
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"listring[current_player;main]",
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})
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mcl_inventory.register_survival_inventory_tab({
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@ -204,13 +201,14 @@ function mcl_inventory.build_survival_formspec(player)
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end
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local player_name = player:get_player_name()
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if formname == "" and #mcl_inventory.registered_survival_inventory_tabs ~= 1 and
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mcl_gamemode.get_gamemode(player) == "survival" then
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not minetest.is_creative_enabled(player_name) then
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for _, d in ipairs(mcl_inventory.registered_survival_inventory_tabs) do
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if fields["tab_" .. d.id] and d.access(player) then
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player_current_tab[player] = d.id
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mcl_inventory.update_inventory(player)
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return
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break
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end
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end
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