302 lines
8.2 KiB
Markdown
302 lines
8.2 KiB
Markdown
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---
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title: ItemStacks and Inventories
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layout: default
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root: ../..
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idx: 2.4
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description: Manipulate InvRefs and ItemStacks
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redirect_from:
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- /en/chapters/inventories.html
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- /en/chapters/itemstacks.html
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- /en/inventories/inventories.html
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- /en/inventories/itemstacks.html
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---
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## Introduction
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In this chapter you will learn how to use and manipulate inventories, whether
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that is a player inventory, a node inventory, or a detached inventory.
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* [What are Item Stacks and Inventories?](#what-are-item-stacks-and-inventories)
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* [ItemStacks](#itemstacks)
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* [Inventory Locations](#inventory-locations)
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* [Lists](#lists)
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* [Size and Width](#size-and-width)
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* [Checking Contents](#checking-contents)
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* [Modifying Inventories and ItemStacks](#modifying-inventories-and-itemstacks)
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* [Adding to a List](#adding-to-a-list)
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* [Taking Items](#taking-items)
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* [Manipulating Stacks](#manipulating-stacks)
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* [Wear](#wear)
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* [Lua Tables](#lua-tables)
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## What are ItemStacks and Inventories?
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An ItemStack is the data behind a single cell in an inventory.
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An *inventory* is a collection of *inventory lists*, each of which
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is a 2D grid of ItemStacks.
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Inventory lists are simply called *lists* in the context
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of inventories.
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The point of an inventory is to allow multiple grids when Players
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and Nodes only have at most one inventory in them.
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## ItemStacks
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ItemStacks have three components to them.
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The item name may be the item name of a registered item, an alias, or an unknown
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item name.
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Unknown items are common when users uninstall mods, or when mods remove items without
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any mitigation such as registering an alias.
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```lua
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print(stack:get_name())
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stack:set_name("default:dirt")
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if not stack:is_known() then
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print("Is an unknown item!")
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end
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```
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The count will always be 0 or greater.
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Through normal gameplay, the count should be no more than the maximum stack size
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of the item - `stack_max`.
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However, admin commands and buggy mods may result in stacks exceeding the maximum
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size.
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```lua
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print(stack:get_stack_max())
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```
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An ItemStack can be empty, in which case the count will be 0.
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```lua
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print(stack:get_count())
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stack:set_count(10)
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```
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ItemStacks can be constructed in multiple ways using the ItemStack function.
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```lua
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ItemStack() -- name="", count=0
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ItemStack("default:pick_stone") -- count=1
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ItemStack("default:stone 30")
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ItemStack({ name = "default:wood", count = 10 })
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```
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Item metadata is an unlimited key-value store for data about the item.
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Key-value means that you use a name (called the key) to access the data (called the value).
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Some keys have special meaning, such as `description` which is used to have a per-stack
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item description.
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This will be covered in more detail in the Metadata and Storage chapter.
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## Inventory Locations
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An Inventory Location is where and how the inventory is stored.
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There are three types of inventory location: player, node, and detached.
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An inventory is directly tied to one and only one location - updating the inventory
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will cause it to update immediately.
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Node inventories are related to the position of a specific node, such as a chest.
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The node must be loaded, because it is stored in [node metadata](node_metadata.html).
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```lua
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local inv = minetest.get_inventory({ type="node", pos={x=1, y=2, z=3} })
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```
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The above obtains an *inventory reference*, commonly referred to as *InvRef*.
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Inventory references are used to manipulate an inventory.
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*Reference* means that the data isn't actually stored inside that object,
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but the object instead directly updates the data in-place.
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Player inventories can be obtained similarly or using a player reference.
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The player must be online to access their inventory.
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```lua
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local inv = minetest.get_inventory({ type="player", name="player1" })
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-- or
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local inv = player:get_inventory()
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```
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A detached inventory is one which is independent of players or nodes.
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Detached inventories also don't save over a restart.
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Detached inventories need to be created before then can be retrieved -
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this will be covered latter.
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```lua
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local inv = minetest.get_inventory({ type="detached", name="inventory_name" })
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```
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The location of an inventory reference can be found like so:
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```lua
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local location = inv:get_location()
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```
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## Lists
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Inventory Lists are a concept used to allow multiple grids to be stored inside a single location.
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This is especially useful for the player as there are a number of common lists
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which all games have, such as the *main* inventory and *craft* slots.
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### Size and Width
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Lists have a size, which is the number of cells in the grid, and a width,
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which is used when the engine.
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The List width is not used when drawing the inventory in a window, as the
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code behind the window determines the width to use.
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```lua
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if inv:set_size("main", 32) then
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inv:set_width("main", 8)
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print("size: " .. inv.get_size("main"))
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print("width: " .. inv:get_width("main"))
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else
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print("Error! Invalid itemname or size to set_size()")
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end
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```
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`set_size` will fail and return false if the listname or size is invalid.
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For example, the new size may be too small to fit all the current items
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in the inventory.
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### Checking Contents
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`is_empty` can be used to see if a list contains any items:
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```lua
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if inv:is_empty("main") then
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print("The list is empty!")
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end
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```
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`contains_item` can be used to see if a list contains a specific item.
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## Modifying Inventories and ItemStacks
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### Adding to a List
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To add items to a list named `"main"`, whilst respecting any maximum stack sizes:
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```lua
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local stack = ItemStack("default:stone 99")
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local leftover = inv:add_item("main", stack)
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if leftover:get_count() > 0 then
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print("Inventory is full! " .. leftover:get_count() .. " items weren't added")
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end
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```
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### Taking Items
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To remove items from a list:
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```lua
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local taken = inv:remove_item("main", stack)
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print("Took " .. taken:get_count())
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```
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### Manipulating Stacks
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You can modify individual stacks by first getting them:
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```lua
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local stack = inv:get_stack(listname, 0)
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```
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Then modifying them by setting properties or by using the methods which
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respect `stack_size`:
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```lua
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local stack = ItemStack("default:stone 50")
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local to_add = ItemStack("default:stone 100")
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local leftover = stack:add_item(to_add)
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local taken = stack:take_item(19)
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print("Could not add" .. leftover:get_count() .. " of the items.")
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-- ^ will be 51
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print("Have " .. stack:get_count() .. " items")
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-- ^ will be 80
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-- min(50+100, stack_max) - 19 = 80
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-- where stack_max = 99
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```
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`add_item` will add items to an ItemStack and return any that could not be added.
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`take_item` will take up to the number of items but may take less, and returns the stack taken.
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Finally, set the item stack:
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```lua
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inv:set_stack(listname, 0, stack)
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```
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## Wear
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Tools can have wear; wear shows a progress bar and makes the tool break when completely worn.
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Wear is a number out of 65535, the higher it is, the more worn the tool is.
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Wear can be manipulated using `add_wear()`, `get_wear()` and `set_wear(wear)`.
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```lua
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local stack = ItemStack("default:pick_mese")
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local max_uses = 10
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-- This is done automatically when you use a tool that digs things
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-- It increases the wear of an item by one use.
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stack:add_wear(65535 / (max_uses - 1))
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```
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When digging a node, the amount of wear a tool gets may depends on the node
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being dug. So max_uses varies depending on what is being dug.
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## Lua Tables
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ItemStacks and Inventories can be converted to and from tables.
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This is useful for copying and bulk operations.
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```lua
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-- Entire inventory
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local data = inv1:get_lists()
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inv2:set_lists(data)
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-- One list
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local listdata = inv1:get_list("main")
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inv2:set_list("main", listdata)
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```
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The table of lists returned by `get_lists()` will be in this form:
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```lua
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{
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list_one = {
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ItemStack,
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ItemStack,
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ItemStack,
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ItemStack,
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-- inv:get_size("list_one") elements
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},
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list_two = {
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ItemStack,
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ItemStack,
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ItemStack,
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ItemStack,
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-- inv:get_size("list_two") elements
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}
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}
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```
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`get_list()` will return a single list as just a list of ItemStacks.
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One important thing to note is that the set methods above don't change the size
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of the lists.
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This means that you can clear a list by setting it to an empty table and it won't
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decrease in size:
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```lua
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inv:set_list("main", {})
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```
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