mcl_inventory = {} dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/creative.lua") dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/survival.lua") --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. ---@param itemstack mt.ItemStack ---@param dropper mt.ObjectRef ---@param pos mt.Vector ---@param inv mt.InvRef local 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 = vector.offset(pos, 0, 1.2, 0) 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. ---@param player mt.PlayerObjectRef ---@param name string local 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 ---@param player mt.PlayerObjectRef ---@param armor_change_only? boolean 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 player:set_inventory_formspec(mcl_inventory.build_survival_formspec(player)) 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) function mcl_inventory.update_inventory_formspec(player) set_inventory(player) 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) ---@param player mt.PlayerObjectRef function mcl_inventory.update_inventory(player) local player_gamemode = mcl_gamemode.get_gamemode(player) if player_gamemode == "creative" then mcl_inventory.set_creative_formspec(player) elseif player_gamemode == "survival" then player:set_inventory_formspec(mcl_inventory.build_survival_formspec(player)) end end mcl_gamemode.register_on_gamemode_change(function(player, old_gamemode, new_gamemode) set_inventory(player) end) mcl_player.register_on_visual_change(mcl_inventory.update_inventory_formspec)