bd38827f60
Now the inventory view on creative is no longer set to the survival inventory upon taking damage. Also the initial inventory view when openning a world in creative is at the search page, not the survival inventory page. mcl_inventory/init.lua no longer wraps mcl_armor.update_player to also update the inventory view. This visual update happens anyways since it is registered to happen on a visual change with mcl_player.register_on_visual_change . This also fixes a small visual bug that, on creative mode, if you would equip/unequip an armor piece, the image of the player would be updated twice.
273 lines
8.5 KiB
Lua
273 lines
8.5 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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local F = minetest.formspec_escape
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mcl_inventory = {}
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--local mod_player = minetest.get_modpath("mcl_player")
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--local mod_craftguide = minetest.get_modpath("mcl_craftguide")
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-- 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)
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if dropper:is_player() then
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-- Return to main inventory
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if inv:room_for_item("main", itemstack) then
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inv:add_item("main", itemstack)
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else
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-- Drop item on the ground
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local v = dropper:get_look_dir()
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local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
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p.x = p.x+(math.random(1,3)*0.2)
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p.z = p.z+(math.random(1,3)*0.2)
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local obj = minetest.add_item(p, itemstack)
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if obj then
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v.x = v.x*4
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v.y = v.y*4 + 2
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v.z = v.z*4
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obj:set_velocity(v)
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obj:get_luaentity()._insta_collect = false
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end
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end
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else
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-- Fallback for unexpected cases
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minetest.add_item(pos, itemstack)
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end
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return itemstack
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end
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-- 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)
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local inv = player:get_inventory()
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local list = inv:get_list(name)
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if not list then return end
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for i,stack in ipairs(list) do
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return_item(stack, player, player:get_pos(), inv)
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stack:clear()
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inv:set_stack(name, i, stack)
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end
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end
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local function set_inventory(player, armor_change_only)
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if minetest.is_creative_enabled(player:get_player_name()) then
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if armor_change_only then
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-- Stay on survival inventory plage if only the armor has been changed
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mcl_inventory.set_creative_formspec(player, 0, 0, nil, nil, "inv")
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else
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mcl_inventory.set_creative_formspec(player, 0, 1)
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end
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return
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end
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local inv = player:get_inventory()
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inv:set_width("craft", 2)
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inv:set_size("craft", 4)
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local armor_slots = {"helmet", "chestplate", "leggings", "boots"}
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local armor_slot_imgs = ""
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for a=1,4 do
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if inv:get_stack("armor", a+1):is_empty() then
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armor_slot_imgs = armor_slot_imgs .. "image[0,"..(a-1)..";1,1;mcl_inventory_empty_armor_slot_"..armor_slots[a]..".png]"
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end
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end
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if inv:get_stack("offhand", 1):is_empty() then
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armor_slot_imgs = armor_slot_imgs .. "image[3,2;1,1;mcl_inventory_empty_armor_slot_shield.png]"
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end
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local form = "size[9,8.75]" ..
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"background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]" ..
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mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "") ..
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-- Armor
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"list[current_player;armor;0,0;1,1;1]" ..
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"list[current_player;armor;0,1;1,1;2]" ..
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"list[current_player;armor;0,2;1,1;3]" ..
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"list[current_player;armor;0,3;1,1;4]" ..
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mcl_formspec.get_itemslot_bg(0,0,1,1) ..
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mcl_formspec.get_itemslot_bg(0,1,1,1) ..
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mcl_formspec.get_itemslot_bg(0,2,1,1) ..
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mcl_formspec.get_itemslot_bg(0,3,1,1) ..
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"list[current_player;offhand;3,2;1,1]" ..
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mcl_formspec.get_itemslot_bg(3,2,1,1) ..
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armor_slot_imgs ..
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-- Craft and inventory
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"label[0,4;"..F(minetest.colorize("#313131", S("Inventory"))) .. "]" ..
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"list[current_player;main;0,4.5;9,3;9]" ..
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"list[current_player;main;0,7.74;9,1;]" ..
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"label[4,0.5;"..F(minetest.colorize("#313131", S("Crafting"))) .. "]" ..
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"list[current_player;craft;4,1;2,2]" ..
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"list[current_player;craftpreview;7,1.5;1,1;]" ..
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mcl_formspec.get_itemslot_bg(0, 4.5, 9, 3) ..
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mcl_formspec.get_itemslot_bg(0, 7.74, 9, 1) ..
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mcl_formspec.get_itemslot_bg(4, 1,2, 2) ..
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mcl_formspec.get_itemslot_bg(7, 1.5, 1, 1) ..
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-- 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
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if minetest.global_exists("mcl_skins") then
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form = form ..
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"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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end
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form = form ..
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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("Advancements")) .. "]" ..
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-- For shortcuts
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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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player:set_inventory_formspec(form)
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end
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-- Drop items in craft grid and reset inventory on closing
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if fields.quit then
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return_fields(player,"craft")
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return_fields(player,"enchanting_lapis")
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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
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set_inventory(player)
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end
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end
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end)
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if not minetest.is_creative_enabled("") then
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function mcl_inventory.update_inventory_formspec(player)
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set_inventory(player)
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end
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end
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-- Drop crafting grid items on leaving
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minetest.register_on_leaveplayer(function(player)
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return_fields(player, "craft")
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return_fields(player, "enchanting_lapis")
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return_fields(player, "enchanting_item")
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end)
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minetest.register_on_joinplayer(function(player)
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--init inventory
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local inv = player:get_inventory()
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inv:set_width("main", 9)
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inv:set_size("main", 36)
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inv:set_size("offhand", 1)
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--set hotbar size
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player:hud_set_hotbar_itemcount(9)
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--add hotbar images
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player:hud_set_hotbar_image("mcl_inventory_hotbar.png")
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player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png")
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-- 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
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set_inventory(player)
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end
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--[[ Make sure the crafting grid is empty. Why? Because the player might have
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items remaining in the crafting grid from the previous join; this is likely
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when the server has been shutdown and the server didn't clean up the player
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inventories. ]]
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return_fields(player, "craft")
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return_fields(player, "enchanting_item")
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return_fields(player, "enchanting_lapis")
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end)
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dofile(minetest.get_modpath(minetest.get_current_modname()).."/creative.lua")
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mcl_player.register_on_visual_change(mcl_inventory.update_inventory_formspec)
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local mt_is_creative_enabled = minetest.is_creative_enabled
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function minetest.is_creative_enabled(name)
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if mt_is_creative_enabled(name) then return true end
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if not name then return false end
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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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--Insta "digging" nodes in gamemode-creative
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minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
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if not puncher or not puncher:is_player() then return end
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local name = puncher:get_player_name()
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if not minetest.is_creative_enabled(name) then return end
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if pointed_thing.type ~= "node" then return end
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local def = minetest.registered_nodes[node.name]
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if def then
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minetest.node_dig(pos,node,puncher)
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return true
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end
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end)
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--Don't subtract from inv when placing in gamemode-creative
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minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
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if placer and placer:is_player() and minetest.is_creative_enabled(placer:get_player_name()) then return true end
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end)
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local function in_table(n,h)
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for k,v in pairs(h) do
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if v == n then return true end
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end
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return false
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end
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local gamemodes = {
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"survival",
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"creative"
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}
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function mcl_inventory.player_set_gamemode(p,g)
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local m = p:get_meta()
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m:set_string("gamemode",g)
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if g == "survival" then
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mcl_experience.setup_hud(p)
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mcl_experience.update(p)
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elseif g == "creative" then
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mcl_experience.remove_hud(p)
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end
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set_inventory(p)
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end
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minetest.register_chatcommand("gamemode",{
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params = S("[<gamemode>] [<player>]"),
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description = S("Change gamemode (survival/creative) for yourself or player"),
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privs = { server = true },
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func = function(n,param)
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-- Full input validation ( just for @erlehmann <3 )
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local p
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local args = param:split(" ")
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if args[2] ~= nil then
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p = minetest.get_player_by_name(args[2])
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n = args[2]
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else
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p = minetest.get_player_by_name(n)
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end
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if not p then
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return false, S("Player not online")
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end
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if args[1] ~= nil and not in_table(args[1],gamemodes) then
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return false, S("Gamemode " .. args[1] .. " does not exist.")
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elseif args[1] ~= nil then
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mcl_inventory.player_set_gamemode(p,args[1])
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end
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--Result message - show effective game mode
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local gm = p:get_meta():get_string("gamemode")
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if gm == "" then gm = gamemodes[1] end
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return true, S("Gamemode for player ")..n..S(": "..gm)
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end
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})
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