minetest-mm/mods/unified_inventory/api.lua

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local S = minetest.get_translator("unified_inventory")
local F = minetest.formspec_escape
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local ui = unified_inventory
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-- Create detached creative inventory after loading all mods
minetest.after(0.01, function()
local rev_aliases = {}
for source, target in pairs(minetest.registered_aliases) do
if not rev_aliases[target] then rev_aliases[target] = {} end
table.insert(rev_aliases[target], source)
end
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ui.items_list = {}
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for name, def in pairs(minetest.registered_items) do
if (not def.groups.not_in_creative_inventory or
def.groups.not_in_creative_inventory == 0) and
def.description and def.description ~= "" then
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table.insert(ui.items_list, name)
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local all_names = rev_aliases[name] or {}
table.insert(all_names, name)
for _, player_name in ipairs(all_names) do
local recipes = minetest.get_all_craft_recipes(player_name)
if recipes then
for _, recipe in ipairs(recipes) do
local unknowns
for _,chk in pairs(recipe.items) do
local groupchk = string.find(chk, "group:")
if (not groupchk and not minetest.registered_items[chk])
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or (groupchk and not ui.get_group_item(string.gsub(chk, "group:", "")).item)
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or minetest.get_item_group(chk, "not_in_craft_guide") ~= 0 then
unknowns = true
end
end
if not unknowns then
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ui.register_craft(recipe)
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end
end
end
end
end
end
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table.sort(ui.items_list)
ui.items_list_size = #ui.items_list
print("Unified Inventory. inventory size: "..ui.items_list_size)
for _, name in ipairs(ui.items_list) do
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local def = minetest.registered_items[name]
-- Simple drops
if type(def.drop) == "string" then
local dstack = ItemStack(def.drop)
if not dstack:is_empty() and dstack:get_name() ~= name then
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ui.register_craft({
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type = "digging",
items = {name},
output = def.drop,
width = 0,
})
end
-- Complex drops. Yes, it's really complex!
elseif type(def.drop) == "table" then
--[[ Extract single items from the table and save them into dedicated tables
to register them later, in order to avoid duplicates. These tables counts
the total number of guaranteed drops and drops by chance (maybes) for each item.
For maybes, the final count is the theoretical maximum number of items, not
neccessarily the actual drop count. ]]
local drop_guaranteed = {}
local drop_maybe = {}
-- This is for catching an obscure corner case: If the top items table has
-- only items with rarity = 1, but max_items is set, then only the first
-- max_items will be part of the drop, any later entries are logically
-- impossible, so this variable is for keeping track of this
local max_items_left = def.drop.max_items
-- For checking whether we still encountered only guaranteed only so far;
-- for the first “maybe” item it will become false which will cause ALL
-- later items to be considered “maybes”.
-- A common idiom is:
-- { max_items 1, { items = {
-- { items={"example:1"}, rarity = 5 },
-- { items={"example:2"}, rarity = 1 }, }}}
-- example:2 must be considered a “maybe” because max_items is set and it
-- appears after a “maybe”
local max_start = true
-- Let's iterate through the items madness!
-- Handle invalid drop entries gracefully.
local drop_items = def.drop.items or { }
for i=1,#drop_items do
if max_items_left ~= nil and max_items_left <= 0 then break end
local itit = drop_items[i]
for j=1,#itit.items do
local dstack = ItemStack(itit.items[j])
if not dstack:is_empty() and dstack:get_name() ~= name then
local dname = dstack:get_name()
local dcount = dstack:get_count()
-- Guaranteed drops AND we are not yet in “maybe mode”
if #itit.items == 1 and itit.rarity == 1 and max_start then
if drop_guaranteed[dname] == nil then
drop_guaranteed[dname] = 0
end
drop_guaranteed[dname] = drop_guaranteed[dname] + dcount
if max_items_left ~= nil then
max_items_left = max_items_left - 1
if max_items_left <= 0 then break end
end
-- Drop was a “maybe”
else
if max_items_left ~= nil then max_start = false end
if drop_maybe[dname] == nil then
drop_maybe[dname] = 0
end
drop_maybe[dname] = drop_maybe[dname] + dcount
end
end
end
end
for itemstring, count in pairs(drop_guaranteed) do
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ui.register_craft({
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type = "digging",
items = {name},
output = itemstring .. " " .. count,
width = 0,
})
end
for itemstring, count in pairs(drop_maybe) do
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ui.register_craft({
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type = "digging_chance",
items = {name},
output = itemstring .. " " .. count,
width = 0,
})
end
end
end
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for _, recipes in pairs(ui.crafts_for.recipe) do
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for _, recipe in ipairs(recipes) do
local ingredient_items = {}
for _, spec in pairs(recipe.items) do
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local matches_spec = ui.canonical_item_spec_matcher(spec)
for _, name in ipairs(ui.items_list) do
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if matches_spec(name) then
ingredient_items[name] = true
end
end
end
for name, _ in pairs(ingredient_items) do
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if ui.crafts_for.usage[name] == nil then
ui.crafts_for.usage[name] = {}
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end
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table.insert(ui.crafts_for.usage[name], recipe)
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end
end
end
end)
-- load_home
local function load_home()
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local input = io.open(ui.home_filename, "r")
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if not input then
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ui.home_pos = {}
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return
end
while true do
local x = input:read("*n")
if not x then break end
local y = input:read("*n")
local z = input:read("*n")
local name = input:read("*l")
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ui.home_pos[name:sub(2)] = {x = x, y = y, z = z}
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end
io.close(input)
end
load_home()
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function ui.set_home(player, pos)
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local player_name = player:get_player_name()
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ui.home_pos[player_name] = vector.round(pos)
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-- save the home data from the table to the file
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local output = io.open(ui.home_filename, "w")
for k, v in pairs(ui.home_pos) do
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output:write(v.x.." "..v.y.." "..v.z.." "..k.."\n")
end
io.close(output)
end
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function ui.go_home(player)
local pos = ui.home_pos[player:get_player_name()]
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if pos then
player:set_pos(pos)
return true
end
return false
end
-- register_craft
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function ui.register_craft(options)
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if not options.output then
return
end
local itemstack = ItemStack(options.output)
if itemstack:is_empty() then
return
end
if options.type == "normal" and options.width == 0 then
options = { type = "shapeless", items = options.items, output = options.output, width = 0 }
end
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if not ui.crafts_for.recipe[itemstack:get_name()] then
ui.crafts_for.recipe[itemstack:get_name()] = {}
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end
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table.insert(ui.crafts_for.recipe[itemstack:get_name()],options)
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end
local craft_type_defaults = {
width = 3,
height = 3,
uses_crafting_grid = false,
}
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function ui.craft_type_defaults(name, options)
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if not options.description then
options.description = name
end
setmetatable(options, {__index = craft_type_defaults})
return options
end
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function ui.register_craft_type(name, options)
ui.registered_craft_types[name] =
ui.craft_type_defaults(name, options)
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end
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ui.register_craft_type("normal", {
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description = F(S("Crafting")),
icon = "ui_craftgrid_icon.png",
width = 3,
height = 3,
get_shaped_craft_width = function (craft) return craft.width end,
dynamic_display_size = function (craft)
local w = craft.width
local h = math.ceil(table.maxn(craft.items) / craft.width)
local g = w < h and h or w
return { width = g, height = g }
end,
uses_crafting_grid = true,
})
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ui.register_craft_type("shapeless", {
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description = F(S("Mixing")),
icon = "ui_craftgrid_icon.png",
width = 3,
height = 3,
dynamic_display_size = function (craft)
local maxn = table.maxn(craft.items)
local g = 1
while g*g < maxn do g = g + 1 end
return { width = g, height = g }
end,
uses_crafting_grid = true,
})
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ui.register_craft_type("cooking", {
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description = F(S("Cooking")),
icon = "default_furnace_front.png",
width = 1,
height = 1,
})
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ui.register_craft_type("digging", {
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description = F(S("Digging")),
icon = "default_tool_steelpick.png",
width = 1,
height = 1,
})
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ui.register_craft_type("digging_chance", {
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description = "Digging (by chance)",
icon = "default_tool_steelpick.png^[transformFY.png",
width = 1,
height = 1,
})
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function ui.register_page(name, def)
ui.pages[name] = def
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end
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function ui.register_button(name, def)
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if not def.action then
def.action = function(player)
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ui.set_inventory_formspec(player, name)
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end
end
def.name = name
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table.insert(ui.buttons, def)
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end
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function ui.is_creative(playername)
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return minetest.check_player_privs(playername, {creative=true})
or minetest.settings:get_bool("creative_mode")
end
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function ui.single_slot(xpos, ypos, bright)
return string.format("background9[%f,%f;%f,%f;ui_single_slot%s.png;false;16]",
xpos, ypos, ui.imgscale, ui.imgscale, (bright and "_bright" or "") )
end
function ui.make_trash_slot(xpos, ypos)
return
ui.single_slot(xpos, ypos)..
"image["..xpos..","..ypos..";1.25,1.25;ui_trash_slot_icon.png]"..
"list[detached:trash;main;"..(xpos + ui.list_img_offset)..","..(ypos + ui.list_img_offset)..";1,1;]"
end
function ui.make_inv_img_grid(xpos, ypos, width, height, bright)
local tiled = {}
local n=1
for y = 0, (height - 1) do
for x = 0, (width -1) do
tiled[n] = ui.single_slot(xpos + (ui.imgscale * x), ypos + (ui.imgscale * y), bright)
n = n + 1
end
end
return table.concat(tiled)
end