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https://github.com/minetest-mods/unified_inventory.git
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Categories: Improve automatic ore categorization
This function is now executed after registering all recipes within unified_inventory to properly register all item drops as ores.
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@ -115,6 +115,11 @@ function unified_inventory.set_category_index(category_name, index)
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update_category_list()
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end
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function unified_inventory.add_category_item(category_name, item)
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if type(item) ~= "string" then
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minetest.log("warning", "[unified_inventory] Cannot register category item: " .. dump(item))
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return
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end
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ensure_category_exists(category_name)
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unified_inventory.registered_category_items[category_name][item] = true
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end
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@ -1,4 +1,5 @@
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local S = minetest.get_translator("unified_inventory")
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local ui = unified_inventory
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unified_inventory.register_category('plants', {
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symbol = "flowers:tulip",
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@ -25,74 +26,87 @@ unified_inventory.register_category('lighting', {
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label = S("Lighting")
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})
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if unified_inventory.automatic_categorization then
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minetest.register_on_mods_loaded(function()
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-- Add biome nodes to environment category
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for _,def in pairs(minetest.registered_biomes) do
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local env_nodes = {
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def.node_riverbed, def.node_top, def.node_filler, def.node_dust,
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}
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for i,node in pairs(env_nodes) do
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if node then
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unified_inventory.add_category_item('environment', node)
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end
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local function register_automatic_categorization()
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-- Add biome nodes to environment category
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for _,def in pairs(minetest.registered_biomes) do
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local env_nodes = {
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def.node_riverbed, def.node_top, def.node_filler, def.node_dust,
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}
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for i,node in pairs(env_nodes) do
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if node then
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unified_inventory.add_category_item('environment', node)
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end
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end
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end
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-- Add minable ores to minerals and everything else (pockets of stone & sand variations) to environment
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for _,item in pairs(minetest.registered_ores) do
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if item.ore_type == "scatter" then
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-- The NodeResolver is run *after* minetest.register_on_mods_loaded, thus the
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-- existence of ore names were yet not checked or enforced.
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local def = minetest.registered_nodes[item.ore] or {}
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local drop = def.drop
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if drop and drop ~= "" then
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unified_inventory.add_category_item('minerals', item.ore)
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unified_inventory.add_category_item('minerals', drop)
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else
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unified_inventory.add_category_item('environment', item.ore)
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-- Preparation for ore registration: find all possible drops (digging)
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local possible_node_dig_drops = {
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-- ["default:stone_with_coal"] = { "default:coal_lump", "mymod:raregem" }
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-- Ores may be contained multiple times, depending on drop chances.
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}
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for itemname, recipes in pairs(ui.crafts_for.usage) do
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for _, recipe in ipairs(recipes) do
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if recipe.type == "digging" or recipe.type == "digging_chance" then
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if not possible_node_dig_drops[itemname] then
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possible_node_dig_drops[itemname] = {}
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end
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else
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unified_inventory.add_category_item('environment', item.ore)
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local stack = ItemStack(recipe.output)
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table.insert(possible_node_dig_drops[itemname], stack:get_name())
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end
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end
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end
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-- Add items by item definition
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for name, def in pairs(minetest.registered_items) do
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local group = def.groups or {}
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if not group.not_in_creative_inventory then
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if group.stair or
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group.slab or
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group.wall or
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group.fence then
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unified_inventory.add_category_item('building', name)
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elseif group.flora or
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group.flower or
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group.seed or
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group.leaves or
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group.sapling or
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group.tree then
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unified_inventory.add_category_item('plants', name)
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elseif def.type == 'tool' then
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unified_inventory.add_category_item('tools', name)
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elseif def.liquidtype == 'source' then
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unified_inventory.add_category_item('environment', name)
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elseif def.light_source and def.light_source > 0 then
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unified_inventory.add_category_item('lighting', name)
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elseif group.door or
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minetest.global_exists("doors") and (
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doors.registered_doors and doors.registered_doors[name..'_a'] or
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doors.registered_trapdoors and doors.registered_trapdoors[name]
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) then
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unified_inventory.add_category_item('building', name)
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end
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-- Add minable ores to minerals and everything else (pockets of stone & sand variations) to environment
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for _, odef in pairs(minetest.registered_ores) do
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local drops = possible_node_dig_drops[odef.ore]
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if drops and odef.ore_type == "scatter" then
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ui.add_category_item('minerals', odef.ore)
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-- Register all possible drops as "minerals"
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ui.add_category_items('minerals', drops)
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possible_node_dig_drops[odef.ore] = {} -- mask as handled
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else
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ui.add_category_item('environment', odef.ore)
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end
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end
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-- Add items by item definition
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for name, def in pairs(minetest.registered_items) do
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local group = def.groups or {}
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if not group.not_in_creative_inventory then
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if group.stair or
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group.slab or
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group.wall or
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group.fence then
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unified_inventory.add_category_item('building', name)
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elseif group.flora or
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group.flower or
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group.seed or
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group.leaves or
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group.sapling or
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group.tree then
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unified_inventory.add_category_item('plants', name)
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elseif def.type == 'tool' then
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unified_inventory.add_category_item('tools', name)
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elseif def.liquidtype == 'source' then
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unified_inventory.add_category_item('environment', name)
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elseif def.light_source and def.light_source > 0 then
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unified_inventory.add_category_item('lighting', name)
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elseif group.door or
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minetest.global_exists("doors") and (
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doors.registered_doors and doors.registered_doors[name..'_a'] or
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doors.registered_trapdoors and doors.registered_trapdoors[name]
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) then
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unified_inventory.add_category_item('building', 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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if ui.automatic_categorization then
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ui.register_on_initialized(register_automatic_categorization)
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end
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-- [[
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unified_inventory.add_category_items('plants', {
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"default:dry_grass_5",
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@ -259,23 +273,6 @@ unified_inventory.add_category_items('minerals', {
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"default:coal_lump",
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"default:bronzeblock",
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"default:goldblock",
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"stairs:slab_bronzeblock",
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"stairs:slab_copperblock",
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"stairs:slab_steelblock",
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"stairs:slab_tinblock",
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"stairs:stair_bronzeblock",
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"stairs:stair_copperblock",
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"stairs:stair_inner_bronzeblock",
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"stairs:stair_inner_copperblock",
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"stairs:stair_inner_steelblock",
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"stairs:stair_inner_tinblock",
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"stairs:stair_outer_bronzeblock",
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"stairs:stair_outer_copperblock",
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"stairs:stair_outer_steelblock",
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"stairs:stair_outer_tinblock",
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"stairs:stair_steelblock",
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"stairs:stair_tinblock",
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})
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unified_inventory.add_category_items('building', {
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@ -215,7 +215,7 @@ local function stack_image_button(x, y, w, h, buttonname_prefix, item)
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local group_name = name:sub(7)
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local group_item = ui.get_group_item(group_name)
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show_is_group = not group_item.sole
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displayitem = group_item.item or "unknown"
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displayitem = group_item.item or name
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selectitem = group_item.sole and displayitem or name
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end
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local label = show_is_group and "G" or ""
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