5d34b235dd
Alloy cooking recipes have quantities for the ingredients, which need to be shown. The buttons on which the ingredients are shown don't natively support showing an item count, so hack it up with the label facility. Also, the button names, supporting clicking to see recipes recursively, need to be based only on the item name part of the ingredient, dropping the quantity part.
319 lines
10 KiB
Lua
319 lines
10 KiB
Lua
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minetest.register_privilege("creative", {
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description = "Can use the creative inventory",
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give_to_singleplayer = false,
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})
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local trash = minetest.create_detached_inventory("trash", {
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--allow_put = function(inv, listname, index, stack, player)
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-- if unified_inventory.is_creative(player:get_player_name()) then
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-- return stack:get_count()
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-- else
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-- return 0
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-- end
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--end,
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on_put = function(inv, listname, index, stack, player)
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inv:set_stack(listname, index, nil)
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local player_name = player:get_player_name()
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minetest.sound_play("trash", {to_player=player_name, gain = 1.0})
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end,
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})
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trash:set_size("main", 1)
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unified_inventory.register_button("craft", {
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type = "image",
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image = "ui_craft_icon.png",
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})
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unified_inventory.register_button("craftguide", {
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type = "image",
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image = "ui_craftguide_icon.png",
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})
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unified_inventory.register_button("home_gui_set", {
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type = "image",
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image = "ui_sethome_icon.png",
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action = function(player)
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local player_name = player:get_player_name()
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unified_inventory.set_home(player, player:getpos())
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local home = unified_inventory.home_pos[player_name]
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if home ~= nil then
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minetest.sound_play("dingdong",
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{to_player=player_name, gain = 1.0})
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minetest.chat_send_player(player_name,
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"Home position set to: "
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..minetest.pos_to_string(home))
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end
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end,
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})
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unified_inventory.register_button("home_gui_go", {
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type = "image",
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image = "ui_gohome_icon.png",
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action = function(player)
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minetest.sound_play("teleport",
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{to_player=player:get_player_name(), gain = 1.0})
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unified_inventory.go_home(player)
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end,
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})
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unified_inventory.register_button("misc_set_day", {
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type = "image",
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image = "ui_sun_icon.png",
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action = function(player)
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local player_name = player:get_player_name()
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if minetest.check_player_privs(player_name, {settime=true}) then
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minetest.sound_play("birds",
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{to_player=player_name, gain = 1.0})
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minetest.set_timeofday((6000 % 24000) / 24000)
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minetest.chat_send_player(player_name,
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"Time of day set to 6am")
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else
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minetest.chat_send_player(player_name,
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"You don't have the"
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.." settime priviledge!")
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end
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end,
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})
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unified_inventory.register_button("misc_set_night", {
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type = "image",
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image = "ui_moon_icon.png",
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action = function(player)
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local player_name = player:get_player_name()
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if minetest.check_player_privs(player_name, {settime=true}) then
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minetest.sound_play("owl",
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{to_player=player_name, gain = 1.0})
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minetest.set_timeofday((21000 % 24000) / 24000)
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minetest.chat_send_player(player_name,
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"Time of day set to 9pm")
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else
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minetest.chat_send_player(player_name,
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"You don't have the"
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.." settime priviledge!")
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end
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end,
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})
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unified_inventory.register_button("clear_inv", {
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type = "image",
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image = "ui_trash_icon.png",
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action = function(player)
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local player_name = player:get_player_name()
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if not unified_inventory.is_creative(player_name) then
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minetest.chat_send_player(player_name,
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"This button has been disabled outside"
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.." of creative mode to prevent"
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.." accidental inventory trashing."
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.." Use the trash slot instead.")
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return
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end
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player:get_inventory():set_list("main", {})
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minetest.chat_send_player(player_name, 'Inventory Cleared!')
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minetest.sound_play("trash_all",
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{to_player=player_name, gain = 1.0})
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end,
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})
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unified_inventory.register_page("craft", {
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get_formspec = function(player, formspec)
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local player_name = player:get_player_name()
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local formspec = "background[0,1;8,3;ui_crafting_form.png]"
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formspec = formspec.."background[0,4.5;8,4;ui_main_inventory.png]"
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formspec = formspec.."label[0,0;Crafting]"
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formspec = formspec.."listcolors[#00000000;#00000000]"
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formspec = formspec.."list[current_player;craftpreview;6,1;1,1;]"
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formspec = formspec.."list[current_player;craft;2,1;3,3;]"
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formspec = formspec.."label[7,2.5;Trash:]"
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formspec = formspec.."list[detached:trash;main;7,3;1,1;]"
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if unified_inventory.is_creative(player_name) then
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formspec = formspec.."label[0,2.5;Refill:]"
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formspec = formspec.."list[detached:"..minetest.formspec_escape(player_name).."refill;main;0,3;1,1;]"
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end
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return {formspec=formspec}
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end,
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})
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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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--
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-- The specified item may be a group. In that case, an image_button[]
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-- is used, displaying an image that just indicates grouping, with a
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-- label giving the name of the specific group. It very often happens
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-- that the group name doesn't fit within the confines of the button and
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-- gets cropped. Group names are also not brilliantly readable against
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-- the background of the group image.
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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 n = st:get_name()
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local c = st:get_count()
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local clab = c == 1 and "" or string.format("%9d", c)
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local buttonname = buttonname_prefix..n
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local xywh = x..","..y..";"..w..","..h
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if string.sub(n, 1, 6) == "group:" then
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return "image_button["..xywh..";".."ui_group.png;"..minetest.formspec_escape(buttonname)..";"..minetest.formspec_escape(string.sub(n, 7)).."\n\n"..clab.."]"
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else
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return "item_image_button["..xywh..";"..minetest.formspec_escape(n)..";"..minetest.formspec_escape(buttonname_prefix..n)..";\n\n"..clab.."]"
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end
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end
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unified_inventory.register_page("craftguide", {
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get_formspec = function(player)
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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.."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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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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local alternate, alternates, craft, craft_type
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alternate = unified_inventory.alternate[player_name]
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local crafts = unified_inventory.crafts_table[item_name]
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if crafts ~= nil and #crafts > 0 then
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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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craftinv:set_stack("output", 1, item_name)
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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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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 i = 1
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for y = 1, craft_type.height do
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for x = 1, width do
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local item = 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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end
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i = i + 1
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end
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end
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if craft_type.uses_crafting_grid then
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formspec = formspec.."label[6,1.95;Copy to craft grid:]"
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.."button[6,2.5;0.6,0.5;craftguide_craft_1;1]"
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.."button[6.6,2.5;0.6,0.5;craftguide_craft_10;10]"
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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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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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end,
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})
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local amount
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for k, v in pairs(fields) do
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amount = k:match("craftguide_craft_(.*)")
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if amount then break end
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end
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if not amount then return end
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local player_name = player:get_player_name()
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local recipe_inv = 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 output = unified_inventory.current_item[player_name]
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if (not output) or (output == "") then return end
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local player_inv = player:get_inventory()
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local crafts = unified_inventory.crafts_table[output]
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if (not crafts) or (#crafts == 0) then return end
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local alternate = unified_inventory.alternate[player_name]
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local craft = crafts[alternate]
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if craft.width > 3 then return end
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local needed = craft.items
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local craft_list = player_inv:get_list("craft")
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local width = craft.width
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if width == 0 then
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-- Shapeless recipe
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width = 3
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end
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if amount == "max" then
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amount = 99 -- Arbitrary; need better way to do this.
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else
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amount = tonumber(amount)
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end
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for iter = 1, amount do
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local index = 1
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for y = 1, 3 do
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for x = 1, width do
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local needed_item = needed[index]
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if needed_item then
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local craft_index = ((y - 1) * 3) + x
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local craft_item = craft_list[craft_index]
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if (not craft_item) or (craft_item:is_empty()) or (craft_item:get_name() == needed_item) then
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itemname = craft_item and craft_item:get_name() or needed_item
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local needed_stack = ItemStack(needed_item)
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if player_inv:contains_item("main", needed_stack) then
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local count = (craft_item and craft_item:get_count() or 0) + 1
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if count <= needed_stack:get_definition().stack_max then
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local stack = ItemStack({name=needed_item, count=count})
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craft_list[craft_index] = stack
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player_inv:remove_item("main", needed_stack)
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end
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end
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end
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end
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index = index + 1
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end
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end
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end
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player_inv:set_list("craft", craft_list)
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unified_inventory.set_inventory_formspec(player, "craft")
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end)
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