Move around some group code and make the craftguide render well without a recipe
This also keeps recipes aligned to the right, close to the arrow. It also calculates the craft's height.
This commit is contained in:
parent
ba956d6838
commit
043f608145
24
api.lua
24
api.lua
@ -107,20 +107,29 @@ function unified_inventory.register_craft(options)
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table.insert(unified_inventory.crafts_table[itemstack:get_name()],options)
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end
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local craft_type_defaults = {
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width = 3,
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height = 3,
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uses_crafting_grid = false,
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}
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function unified_inventory.canonicalise_craft_type(name, options)
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if not options.description then options.description = name end
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function unified_inventory.craft_type_defaults(name, options)
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if not options.description then
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options.description = name
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end
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setmetatable(options, {__index = craft_type_defaults})
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return options
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end
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function unified_inventory.register_craft_type(name, options)
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unified_inventory.registered_craft_types[name] = unified_inventory.canonicalise_craft_type(name, options)
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unified_inventory.registered_craft_types[name] =
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unified_inventory.craft_type_defaults(name, options)
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end
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unified_inventory.register_craft_type("normal", {
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description = "Crafting",
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width = 3,
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@ -128,6 +137,7 @@ unified_inventory.register_craft_type("normal", {
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uses_crafting_grid = true,
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})
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unified_inventory.register_craft_type("shapeless", {
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description = "Mixing",
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width = 3,
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@ -135,26 +145,26 @@ unified_inventory.register_craft_type("shapeless", {
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uses_crafting_grid = true,
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})
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unified_inventory.register_craft_type("cooking", {
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description = "Cooking",
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width = 1,
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height = 1,
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})
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unified_inventory.register_craft_type("digging", {
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description = "Digging",
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width = 1,
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height = 1,
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})
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function unified_inventory.register_group_representative_item(groupname, itemname)
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unified_inventory.registered_group_representative_items[groupname] = itemname
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end
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function unified_inventory.register_page(name, def)
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unified_inventory.pages[name] = def
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end
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function unified_inventory.register_button(name, def)
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if not def.action then
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def.action = function(player)
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@ -165,9 +175,11 @@ function unified_inventory.register_button(name, def)
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table.insert(unified_inventory.buttons, def)
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end
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function unified_inventory.is_creative(playername)
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if minetest.check_player_privs(playername, {creative=true}) or
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minetest.setting_getbool("creative_mode") then
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return true
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end
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end
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66
group.lua
Normal file
66
group.lua
Normal file
@ -0,0 +1,66 @@
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unified_inventory.registered_group_items = {
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mesecon_conductor_craftable = "mesecons:wire_00000000_off",
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wool = "wool:white",
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}
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function unified_inventory.register_group_item(groupname, itemname)
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unified_inventory.registered_group_items[groupname] = itemname
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end
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-- This is used when displaying craft recipes, where an ingredient is
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-- specified by group rather than as a specific item. A single-item group
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-- is represented by that item, with the single-item status signalled
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-- in the "sole" field. If the group contains no items at all, the item
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-- field will be nil.
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--
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-- Within a multiple-item group, we prefer to use an item that has the
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-- same specific name as the group, and if there are more than one of
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-- those items we prefer the one registered for the group by a mod.
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-- Among equally-preferred items, we just pick the one with the
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-- lexicographically earliest name.
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function compute_group_item(group_name)
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local candidate_items = {}
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for itemname, itemdef in pairs(minetest.registered_items) do
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if (itemdef.groups.not_in_creative_inventory or 0) == 0 and
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(itemdef.groups[group_name] or 0) ~= 0 then
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table.insert(candidate_items, itemname)
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end
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end
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local num_candidates = #candidate_items
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if num_candidates == 0 then
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return {sole = true}
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elseif num_candidates == 1 then
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return {item = candidate_items[1], sole = true}
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end
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local bestitem = ""
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local bestpref = 0
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for _, item in ipairs(candidate_items) do
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local pref
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if item == unified_inventory.registered_group_items[group_name] then
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pref = 3
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elseif item:gsub("^[^:]+:", "") == group_name then
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pref = 2
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else
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pref = 1
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end
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if pref > bestpref or (pref == bestpref and item < bestitem) then
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bestitem = item
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bestpref = pref
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end
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end
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return {item = bestitem, sole = false}
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end
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local group_item_cache = {}
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function unified_inventory.get_group_item(group_name)
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if not group_item_cache[group_name] then
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group_item_cache[group_name] = compute_group_item(group_name)
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end
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return group_item_cache[group_name]
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end
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2
init.lua
2
init.lua
@ -12,7 +12,6 @@ unified_inventory.current_searchbox = {}
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unified_inventory.current_index = {}
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unified_inventory.current_item = {}
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unified_inventory.registered_craft_types = {}
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unified_inventory.registered_group_representative_items = {}
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unified_inventory.crafts_table = {}
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unified_inventory.crafts_table_count = 0
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unified_inventory.players = {}
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@ -39,6 +38,7 @@ if creative_inventory then
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end
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dofile(modpath.."/datastorage.lua")
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dofile(modpath.."/group.lua")
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dofile(modpath.."/api.lua")
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dofile(modpath.."/internal.lua")
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dofile(modpath.."/callbacks.lua")
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167
register.lua
167
register.lua
@ -134,106 +134,39 @@ unified_inventory.register_page("craft", {
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end,
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})
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-- group_representative_item(): select representative item for a group
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--
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-- This is used when displaying craft recipes, where an ingredient is
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-- specified by group rather than as a specific item. A single-item group
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-- is represented by that item, with the single-item status signalled
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-- so that stack_image_button() can treat it as just the item. If the
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-- group contains no items at all, it will be treated as containing a
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-- single unknown item.
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--
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-- Within a multiple-item group, we prefer to use an item that has the
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-- same specific name as the group, and if there are more than one of
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-- those items we prefer the one specified by the default mod if there
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-- is one. If this produces a bad result, the mod defining a group can
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-- register its preference for which item should represent the group,
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-- and we'll use that instead if possible. Also, for a handful of groups
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-- (predating this registration system) we have built-in preferences
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-- that are used like registered preferences. Among equally-preferred
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-- items, we just pick the one with the lexicographically earliest name,
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-- for determinism.
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local builtin_group_representative_items = {
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mesecon_conductor_craftable = "mesecons:wire_00000000_off",
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stone = "default:cobble",
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wool = "wool:white",
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}
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local function compute_group_representative_item(groupspec)
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local groupname = string.sub(groupspec, 7)
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local candidate_items = {}
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for itemname, itemdef in pairs(minetest.registered_items) do
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if (itemdef.groups.not_in_creative_inventory or 0) == 0 and (itemdef.groups[groupname] or 0) ~= 0 then
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table.insert(candidate_items, itemname)
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end
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end
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if #candidate_items == 0 then return { item = "unobtainium!", sole = true } end
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if #candidate_items == 1 then return { item = candidate_items[1], sole = true } end
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local bestitem = ""
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local bestpref = 0
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for _, item in ipairs(candidate_items) do
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local pref
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if item == unified_inventory.registered_group_representative_items[groupname] then
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pref = 5
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elseif item == builtin_group_representative_items[groupname] then
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pref = 4
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elseif item == "default:"..groupname then
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pref = 3
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elseif item:gsub("^[^:]*:", "") == groupname then
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pref = 2
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else
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pref = 1
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end
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if pref > bestpref or (pref == bestpref and item < bestitem) then
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bestitem = item
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bestpref = pref
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end
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end
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return { item = bestitem, sole = false }
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end
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local group_representative_item_cache = {}
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local function group_representative_item(groupspec)
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if not group_representative_item_cache[groupspec] then
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group_representative_item_cache[groupspec] = compute_group_representative_item(groupspec)
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end
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return group_representative_item_cache[groupspec]
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end
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-- stack_image_button(): generate a form button displaying a stack of items
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--
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-- Normally a simple item_image_button[] is used. If the stack contains
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-- more than one item, item_image_button[] doesn't have an option to
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-- display an item count in the way that an inventory slot does, so
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-- we have to fake it using the label facility. This doesn't let us
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-- specify that the count should appear at bottom right, so we use some
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-- dodgy whitespace to shift it away from the centre of the button.
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-- Unfortunately the correct amount of whitespace depends on display
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-- resolution, so the results from this will be variable. This should be
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-- replaced as soon as the engine adds support for a proper item count,
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-- or at least label placement control, on buttons.
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-- we have to fake it using the label facility.
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--
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-- The specified item may be a group. In that case, the group will be
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-- represented by some item in the group, along with a flag indicating
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-- that it's a group. If the group contains only one item, it will be
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-- treated as if that item had been specified directly.
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local function stack_image_button(x, y, w, h, buttonname_prefix, stackstring)
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local st = ItemStack(stackstring)
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local specitem = st:get_name()
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local c = st:get_count()
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local clab = c == 1 and " " or string.format("%7d", c)
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local gflag, displayitem, selectitem
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if string.sub(specitem, 1, 6) == "group:" then
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local gri = group_representative_item(specitem)
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gflag = not gri.sole
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displayitem = gri.item
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selectitem = gri.sole and gri.item or specitem
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else
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gflag = false
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displayitem = specitem
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selectitem = specitem
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local function stack_image_button(x, y, w, h, buttonname_prefix, item)
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local name = item:get_name()
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local count = item:get_count()
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local show_is_group = false
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local displayitem = name
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local selectitem = name
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if name:sub(1, 6) == "group:" then
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local group_name = name:sub(7)
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local group_item = unified_inventory.get_group_item(group_name)
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show_group = not group_item.sole
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displayitem = group_item.item or "unknown"
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selectitem = group_item.sole and displayitem or name
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end
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local label = string.format("\n\n%s%7d", gflag and "G" or " ", c):gsub(" 1$", " .")
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if label == "\n\n ." then label = "" end
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return "item_image_button["..x..","..y..";"..w..","..h..";"..minetest.formspec_escape(displayitem)..";"..minetest.formspec_escape(buttonname_prefix..selectitem)..";"..label.."]"
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-- Hackily shift the count to the bottom right
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local shiftstr = "\n\n "
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return string.format("item_image_button[%u,%u;%u,%u;%s;%s;%s]",
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x, y, w, h,
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minetest.formspec_escape(displayitem),
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minetest.formspec_escape(buttonname_prefix..selectitem),
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count ~= 1 and shiftstr..tostring(count) or "")
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end
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unified_inventory.register_page("craftguide", {
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@ -241,14 +174,15 @@ unified_inventory.register_page("craftguide", {
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local player_name = player:get_player_name()
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local formspec = ""
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formspec = formspec.."background[0,4.5;8,4;ui_main_inventory.png]"
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formspec = formspec.."background[0,1;8,3;ui_craftguide_form.png]"
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formspec = formspec.."label[0,0;Crafting Guide]"
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formspec = formspec.."listcolors[#00000000;#00000000]"
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local craftinv = minetest.get_inventory({
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type = "detached",
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name = player_name.."craftrecipe"
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})
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local item_name = unified_inventory.current_item[player_name]
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if not item_name then return {formspec=formspec} end
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local item_name = unified_inventory.current_item[player_name] or ""
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formspec = formspec.."textarea[0.3,0.6;10,1;;Result: "..minetest.formspec_escape(item_name)..";]"
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formspec = formspec.."list[detached:"..minetest.formspec_escape(player_name).."craftrecipe;output;6,1;1,1;]"
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@ -259,38 +193,47 @@ unified_inventory.register_page("craftguide", {
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alternates = #crafts
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craft = crafts[alternate]
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end
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if not craft then
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if craft then
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craftinv:set_stack("output", 1, craft.output)
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craft_type = unified_inventory.registered_craft_types[craft.type] or
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unified_inventory.craft_type_defaults(craft.type, {})
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formspec = formspec.."label[6,3.35;Method:]"
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formspec = formspec.."label[6,3.75;"
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..minetest.formspec_escape(craft_type.description).."]"
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else
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craftinv:set_stack("output", 1, item_name)
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craft_type = unified_inventory.craft_type_defaults("", {})
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formspec = formspec.."label[6,3.35;No recipes]"
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return {formspec=formspec}
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end
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formspec = formspec.."background[0,1;8,3;ui_craftguide_form.png]"
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craft_type = unified_inventory.registered_craft_types[craft.type] or unified_inventory.canonicalise_craft_type(craft.type, {})
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formspec = formspec.."label[6,3.35;Method:]"
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formspec = formspec.."label[6,3.75;"..minetest.formspec_escape(craft_type.description).."]"
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craftinv:set_stack("output", 1, craft.output)
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-- fake buttons just to make grid
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for y = 1, craft_type.height do
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for x = 1, craft_type.width do
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formspec = formspec.."image_button["
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..(1.0 + x)..","..(0.0 + y)..";1.1,1.1;ui_blank_image.png;;]"
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end
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end
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local width = craft.width
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local width = craft and craft.width or 0
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if width == 0 then
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-- Shapeless recipe
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width = craft_type.width
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end
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local height = craft_type.height
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if craft then
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height = math.ceil(table.maxn(craft.items) / width)
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end
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local i = 1
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for y = 1, craft_type.height do
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-- This keeps recipes aligned to the right,
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-- so that they're close to the arrow.
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local xoffset = 1 + (3 - width)
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for y = 1, height do
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for x = 1, width do
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local item = craft.items[i]
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local item = craft and craft.items[i]
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if item then
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formspec = formspec..stack_image_button(1.0+x, 0.0+y, 1.1, 1.1, "item_button_", item)
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formspec = formspec..stack_image_button(
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xoffset + x, y, 1.1, 1.1,
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"item_button_", ItemStack(item))
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else
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-- Fake buttons just to make grid
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formspec = formspec.."image_button["
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..tostring(xoffset + x)..","..tostring(y)
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..";1,1;ui_blank_image.png;;]"
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end
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i = i + 1
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end
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@ -303,13 +246,13 @@ unified_inventory.register_page("craftguide", {
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.."button[7.2,2.5;0.6,0.5;craftguide_craft_max;All]"
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end
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if alternates > 1 then
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if alternates and alternates > 1 then
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formspec = formspec.."label[0,2.6;Recipe "
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..tostring(alternate).." of "
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..tostring(alternates).."]"
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.."button[0,3.15;2,1;alternate;Alternate]"
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end
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return {formspec=formspec}
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return {formspec = formspec}
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end,
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})
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