local S = minetest.get_translator(minetest.get_current_modname()) local F = minetest.formspec_escape mcl_inventory = {} --local mod_player = minetest.get_modpath("mcl_player") --local mod_craftguide = minetest.get_modpath("mcl_craftguide") -- Returns a single itemstack in the given inventory to the main inventory, or drop it when there's no space left function return_item(itemstack, dropper, pos, inv) if dropper:is_player() then -- Return to main inventory if inv:room_for_item("main", itemstack) then inv:add_item("main", itemstack) else -- Drop item on the ground local v = dropper:get_look_dir() local p = {x=pos.x, y=pos.y+1.2, z=pos.z} p.x = p.x+(math.random(1,3)*0.2) p.z = p.z+(math.random(1,3)*0.2) local obj = minetest.add_item(p, itemstack) if obj then v.x = v.x*4 v.y = v.y*4 + 2 v.z = v.z*4 obj:set_velocity(v) obj:get_luaentity()._insta_collect = false end end else -- Fallback for unexpected cases minetest.add_item(pos, itemstack) end return itemstack end -- Return items in the given inventory list (name) to the main inventory, or drop them if there is no space left function return_fields(player, name) local inv = player:get_inventory() local list = inv:get_list(name) if not list then return end for i,stack in ipairs(list) do return_item(stack, player, player:get_pos(), inv) stack:clear() inv:set_stack(name, i, stack) end end local function set_inventory(player, armor_change_only) if minetest.is_creative_enabled(player:get_player_name()) then if armor_change_only then -- Stay on survival inventory plage if only the armor has been changed mcl_inventory.set_creative_formspec(player, 0, 0, nil, nil, "inv") else mcl_inventory.set_creative_formspec(player, 0, 1) end return end local inv = player:get_inventory() inv:set_width("craft", 2) inv:set_size("craft", 4) local armor_slots = {"helmet", "chestplate", "leggings", "boots"} local armor_slot_imgs = "" for a=1,4 do if inv:get_stack("armor", a+1):is_empty() then armor_slot_imgs = armor_slot_imgs .. "image[0,"..(a-1)..";1,1;mcl_inventory_empty_armor_slot_"..armor_slots[a]..".png]" end end if inv:get_stack("offhand", 1):is_empty() then armor_slot_imgs = armor_slot_imgs .. "image[3,2;1,1;mcl_inventory_empty_armor_slot_shield.png]" end local form = "size[9,8.75]" .. "background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]" .. mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "") .. -- Armor "list[current_player;armor;0,0;1,1;1]" .. "list[current_player;armor;0,1;1,1;2]" .. "list[current_player;armor;0,2;1,1;3]" .. "list[current_player;armor;0,3;1,1;4]" .. mcl_formspec.get_itemslot_bg(0,0,1,1) .. mcl_formspec.get_itemslot_bg(0,1,1,1) .. mcl_formspec.get_itemslot_bg(0,2,1,1) .. mcl_formspec.get_itemslot_bg(0,3,1,1) .. "list[current_player;offhand;3,2;1,1]" .. mcl_formspec.get_itemslot_bg(3,2,1,1) .. armor_slot_imgs .. -- Craft and inventory "label[0,4;"..F(minetest.colorize("#313131", S("Inventory"))) .. "]" .. "list[current_player;main;0,4.5;9,3;9]" .. "list[current_player;main;0,7.74;9,1;]" .. "label[4,0.5;"..F(minetest.colorize("#313131", S("Crafting"))) .. "]" .. "list[current_player;craft;4,1;2,2]" .. "list[current_player;craftpreview;7,1.5;1,1;]" .. mcl_formspec.get_itemslot_bg(0, 4.5, 9, 3) .. mcl_formspec.get_itemslot_bg(0, 7.74, 9, 1) .. mcl_formspec.get_itemslot_bg(4, 1,2, 2) .. mcl_formspec.get_itemslot_bg(7, 1.5, 1, 1) .. -- Crafting guide button "image_button[4.5,3;1,1;craftguide_book.png;__mcl_craftguide;]" .. "tooltip[__mcl_craftguide;"..F(S("Recipe book")) .. "]" .. -- Help button "image_button[8,3;1,1;doc_button_icon_lores.png;__mcl_doc;]" .. "tooltip[__mcl_doc;" .. F(S("Help")) .. "]" -- Skins button if minetest.global_exists("mcl_skins") then form = form .. "image_button[3,3;1,1;mcl_skins_button.png;__mcl_skins;]" .. "tooltip[__mcl_skins;" .. F(S("Select player skin")) .. "]" end form = form .. -- Achievements button "image_button[7,3;1,1;mcl_achievements_button.png;__mcl_achievements;]" .. "tooltip[__mcl_achievements;" .. F(S("Advancements")) .. "]" .. -- For shortcuts "listring[current_player;main]" .. "listring[current_player;armor]" .. "listring[current_player;main]" .. "listring[current_player;craft]" .. "listring[current_player;main]" player:set_inventory_formspec(form) end -- Drop items in craft grid and reset inventory on closing minetest.register_on_player_receive_fields(function(player, formname, fields) if fields.quit then return_fields(player,"craft") return_fields(player,"enchanting_lapis") return_fields(player,"enchanting_item") if not minetest.is_creative_enabled(player:get_player_name()) and (formname == "" or formname == "main") then set_inventory(player) end end end) if not minetest.is_creative_enabled("") then function mcl_inventory.update_inventory_formspec(player) set_inventory(player) end end -- Drop crafting grid items on leaving minetest.register_on_leaveplayer(function(player) return_fields(player, "craft") return_fields(player, "enchanting_lapis") return_fields(player, "enchanting_item") end) minetest.register_on_joinplayer(function(player) --init inventory local inv = player:get_inventory() inv:set_width("main", 9) inv:set_size("main", 36) inv:set_size("offhand", 1) --set hotbar size player:hud_set_hotbar_itemcount(9) --add hotbar images player:hud_set_hotbar_image("mcl_inventory_hotbar.png") player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png") -- In Creative Mode, the initial inventory setup is handled in creative.lua if not minetest.is_creative_enabled(player:get_player_name()) then set_inventory(player) end --[[ Make sure the crafting grid is empty. Why? Because the player might have items remaining in the crafting grid from the previous join; this is likely when the server has been shutdown and the server didn't clean up the player inventories. ]] return_fields(player, "craft") return_fields(player, "enchanting_item") return_fields(player, "enchanting_lapis") end) dofile(minetest.get_modpath(minetest.get_current_modname()).."/creative.lua") mcl_player.register_on_visual_change(mcl_inventory.update_inventory_formspec) local mt_is_creative_enabled = minetest.is_creative_enabled function minetest.is_creative_enabled(name) if mt_is_creative_enabled(name) then return true end if not name then return false end local p = minetest.get_player_by_name(name) if p then return p:get_meta():get_string("gamemode") == "creative" end return false end --Insta "digging" nodes in gamemode-creative minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing) if not puncher or not puncher:is_player() then return end local name = puncher:get_player_name() if not minetest.is_creative_enabled(name) then return end if pointed_thing.type ~= "node" then return end local def = minetest.registered_nodes[node.name] if def then minetest.node_dig(pos,node,puncher) return true end end) --Don't subtract from inv when placing in gamemode-creative minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing) if placer and placer:is_player() and minetest.is_creative_enabled(placer:get_player_name()) then return true end end) local function in_table(n,h) for k,v in pairs(h) do if v == n then return true end end return false end local gamemodes = { "survival", "creative" } function mcl_inventory.player_set_gamemode(p,g) local m = p:get_meta() m:set_string("gamemode",g) if g == "survival" then mcl_experience.setup_hud(p) mcl_experience.update(p) elseif g == "creative" then mcl_experience.remove_hud(p) end set_inventory(p) end minetest.register_chatcommand("gamemode",{ params = S("[] []"), description = S("Change gamemode (survival/creative) for yourself or player"), privs = { server = true }, func = function(n,param) -- Full input validation ( just for @erlehmann <3 ) local p local args = param:split(" ") if args[2] ~= nil then p = minetest.get_player_by_name(args[2]) n = args[2] else p = minetest.get_player_by_name(n) end if not p then return false, S("Player not online") end if args[1] ~= nil and not in_table(args[1],gamemodes) then return false, S("Gamemode " .. args[1] .. " does not exist.") elseif args[1] ~= nil then mcl_inventory.player_set_gamemode(p,args[1]) end --Result message - show effective game mode local gm = p:get_meta():get_string("gamemode") if gm == "" then gm = gamemodes[1] end return true, S("Gamemode for player ")..n..S(": "..gm) end })