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https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-22 10:31:06 +01:00
139 lines
4.4 KiB
Lua
139 lines
4.4 KiB
Lua
mcl_inventory = {}
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dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/creative.lua")
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dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/survival.lua")
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--local mod_player = minetest.get_modpath("mcl_player")
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--local mod_craftguide = minetest.get_modpath("mcl_craftguide")
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---Returns a single itemstack in the given inventory to the main inventory, or drop it when there's no space left.
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---@param itemstack mt.ItemStack
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---@param dropper mt.ObjectRef
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---@param pos mt.Vector
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---@param inv mt.InvRef
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local function return_item(itemstack, dropper, pos, inv)
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if dropper:is_player() then
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-- Return to main inventory
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if inv:room_for_item("main", itemstack) then
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inv:add_item("main", itemstack)
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else
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-- Drop item on the ground
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local v = dropper:get_look_dir()
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local p = vector.offset(pos, 0, 1.2, 0)
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p.x = p.x + (math.random(1, 3) * 0.2)
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p.z = p.z + (math.random(1, 3) * 0.2)
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local obj = minetest.add_item(p, itemstack)
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if obj then
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v.x = v.x * 4
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v.y = v.y * 4 + 2
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v.z = v.z * 4
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obj:set_velocity(v)
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obj:get_luaentity()._insta_collect = false
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end
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end
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else
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-- Fallback for unexpected cases
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minetest.add_item(pos, itemstack)
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end
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return itemstack
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end
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---Return items in the given inventory list (name) to the main inventory, or drop them if there is no space left.
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---@param player mt.PlayerObjectRef
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---@param name string
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local function return_fields(player, name)
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local inv = player:get_inventory()
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local list = inv:get_list(name)
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if not list then return end
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for i, stack in ipairs(list) do
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return_item(stack, player, player:get_pos(), inv)
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stack:clear()
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inv:set_stack(name, i, stack)
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end
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end
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---@param player mt.PlayerObjectRef
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---@param armor_change_only? boolean
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local function set_inventory(player, armor_change_only)
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if minetest.is_creative_enabled(player:get_player_name()) then
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if armor_change_only then
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-- Stay on survival inventory plage if only the armor has been changed
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mcl_inventory.set_creative_formspec(player, 0, 0, nil, nil, "inv")
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else
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mcl_inventory.set_creative_formspec(player, 0, 1)
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end
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return
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end
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player:set_inventory_formspec(mcl_inventory.build_survival_formspec(player))
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end
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-- Drop items in craft grid and reset inventory on closing
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if fields.quit then
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return_fields(player, "craft")
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return_fields(player, "enchanting_lapis")
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return_fields(player, "enchanting_item")
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if not minetest.is_creative_enabled(player:get_player_name()) and (formname == "" or formname == "main") then
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set_inventory(player)
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end
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end
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end)
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function mcl_inventory.update_inventory_formspec(player)
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set_inventory(player)
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end
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-- Drop crafting grid items on leaving
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minetest.register_on_leaveplayer(function(player)
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return_fields(player, "craft")
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return_fields(player, "enchanting_lapis")
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return_fields(player, "enchanting_item")
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end)
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minetest.register_on_joinplayer(function(player)
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--init inventory
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local inv = player:get_inventory()
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inv:set_width("main", 9)
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inv:set_size("main", 36)
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inv:set_size("offhand", 1)
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--set hotbar size
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player:hud_set_hotbar_itemcount(9)
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--add hotbar images
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player:hud_set_hotbar_image("mcl_inventory_hotbar.png")
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player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png")
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-- In Creative Mode, the initial inventory setup is handled in creative.lua
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if not minetest.is_creative_enabled(player:get_player_name()) then
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set_inventory(player)
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end
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--[[ Make sure the crafting grid is empty. Why? Because the player might have
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items remaining in the crafting grid from the previous join; this is likely
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when the server has been shutdown and the server didn't clean up the player
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inventories. ]]
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return_fields(player, "craft")
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return_fields(player, "enchanting_item")
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return_fields(player, "enchanting_lapis")
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end)
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---@param player mt.PlayerObjectRef
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function mcl_inventory.update_inventory(player)
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local player_gamemode = mcl_gamemode.get_gamemode(player)
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if player_gamemode == "creative" then
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mcl_inventory.set_creative_formspec(player)
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elseif player_gamemode == "survival" then
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player:set_inventory_formspec(mcl_inventory.build_survival_formspec(player))
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end
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mcl_meshhand.update_player(player)
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end
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mcl_gamemode.register_on_gamemode_change(function(player, old_gamemode, new_gamemode)
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set_inventory(player)
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end)
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mcl_player.register_on_visual_change(mcl_inventory.update_inventory_formspec)
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