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Only scan item defs once for creative inventory
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20dabaa352
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@ -3,14 +3,21 @@ mcl_inventory.creative_inventory_size = 0
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-- Prepare player info table
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local players = {}
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local function set_inv(filter, player)
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local playername = player:get_player_name()
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local inv = minetest.get_inventory({type="detached", name="creative_"..playername})
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inv:set_size("main", 0)
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local creative_list = {}
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-- Containing all the items for each Creative Mode tab
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local inventory_lists = {}
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-- Create tables
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local builtin_filter_ids = {"\0blocks","\0deco","\0redstone","\0rail","\0food","\0tools","\0combat","\0brew","\0matr","\0misc","\0all"}
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for _, f in pairs(builtin_filter_ids) do
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inventory_lists[f] = {}
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end
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--[[ Populate all the item tables. We only do this once. Note this mod must be
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loaded after mcl_autogroup for this to work, because it required certain
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groups to be set. ]]
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do
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for name,def in pairs(minetest.registered_items) do
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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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if filter ~= "" then
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local is_redstone = function(def)
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return def.mesecons or def.groups.mesecon or def.groups.mesecon_conductor_craftable or def.groups.mesecon_effecor_off
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end
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@ -20,58 +27,65 @@ local function set_inv(filter, player)
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local is_weapon = function(def)
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return def.groups.weapon or def.groups.weapon_ranged or def.groups.ammo or def.groups.armor_head or def.groups.armor_torso or def.groups.armor_legs or def.groups.armor_feet
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end
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if filter == "\0blocks" then
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if def.groups.building_block then
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table.insert(creative_list, name)
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table.insert(inventory_lists["\0blocks"], name)
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end
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elseif filter == "\0deco" then
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if def.groups.deco_block then
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table.insert(creative_list, name)
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table.insert(inventory_lists["\0deco"], name)
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end
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elseif filter == "\0redstone" then
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if is_redstone(def) then
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table.insert(creative_list, name)
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table.insert(inventory_lists["\0redstone"], name)
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end
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elseif filter == "\0rail" then
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if def.groups.transport then
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table.insert(creative_list, name)
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table.insert(inventory_lists["\0rail"], name)
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end
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elseif filter == "\0food" then
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if (def.groups.food and not def.groups.brewitem) or def.groups.eatable then
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table.insert(creative_list, name)
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table.insert(inventory_lists["\0food"], name)
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end
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elseif filter == "\0tools" then
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if is_tool(def) then
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table.insert(creative_list, name)
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table.insert(inventory_lists["\0tools"], name)
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end
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elseif filter == "\0combat" then
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if is_weapon(def) then
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table.insert(creative_list, name)
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table.insert(inventory_lists["\0combat"], name)
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end
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elseif filter == "\0brew" then
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if def.groups.brewitem then
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table.insert(creative_list, name)
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table.insert(inventory_lists["\0brew"], name)
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end
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elseif filter == "\0matr" then
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if def.groups.craftitem then
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table.insert(creative_list, name)
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table.insert(inventory_lists["\0matr"], name)
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end
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elseif filter == "\0misc" then
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if not def.groups.building_block and not def.groups.deco_block and not is_redstone(def) and not def.groups.transport and not def.groups.food and not def.groups.eatable and not is_tool(def) and not is_weapon(def) and not def.groups.craftitem and not def.groups.brewitem then
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table.insert(creative_list, name)
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table.insert(inventory_lists["\0misc"], name)
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end
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elseif filter == "\0all" then
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table.insert(creative_list, name)
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else --for all other
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table.insert(inventory_lists["\0all"], name)
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end
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end
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for _, to_sort in pairs(inventory_lists) do
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table.sort(to_sort)
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end
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end
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local function set_inv(filter, player)
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local playername = player:get_player_name()
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local inv = minetest.get_inventory({type="detached", name="creative_"..playername})
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inv:set_size("main", 0)
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local creative_list = {}
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if filter ~= "" then
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if inventory_lists[filter] then -- Standard filter
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creative_list = inventory_lists[filter]
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else -- Search
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for name,def in pairs(minetest.registered_items) do
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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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if string.find(string.lower(def.name), filter) or string.find(string.lower(def.description), filter) then
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table.insert(creative_list, name)
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end
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end
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end
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end
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end
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table.sort(creative_list)
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end
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end
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inv:set_size("main", #creative_list)
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for _,itemstring in ipairs(creative_list) do
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inv:add_item("main", ItemStack(itemstring))
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@ -1,4 +1,5 @@
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mcl_init
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mcl_core
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mcl_sounds
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mcl_autogroup
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3d_armor?
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