minetest-i4/src/common.lua

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local ItemStack = ItemStack
local loadstring = loadstring
local reg_items = core.registered_items
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local translate = core.get_translated_string
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local vec_new, vec_add, vec_mul = vector.new, vector.add, vector.multiply
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local sort, concat, insert = table.sort, table.concat, table.insert
local min, floor, ceil = math.min, math.floor, math.ceil
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local fmt, find, match, gmatch, sub, split, lower, upper =
string.format, string.find, string.match, string.gmatch,
string.sub, string.split, string.lower, string.upper
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if not core.registered_privileges.creative then
core.register_privilege("creative", {
description = "Allow player to use creative inventory",
give_to_singleplayer = false,
give_to_admin = false,
})
end
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local old_is_creative_enabled = core.is_creative_enabled
function core.is_creative_enabled(name)
if name == "" then
return old_is_creative_enabled(name)
end
return core.check_player_privs(name, {creative = true}) or old_is_creative_enabled(name)
end
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local S = core.get_translator"i3"
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local ES = function(...) return core.formspec_escape(S(...)) end
local function is_num(x)
return type(x) == "number"
end
local function is_str(x)
return type(x) == "string"
end
local function is_table(x)
return type(x) == "table"
end
local function is_func(x)
return type(x) == "function"
end
local function true_str(str)
return is_str(str) and str ~= ""
end
local function true_table(x)
return is_table(x) and next(x)
end
local function reset_compression(data)
data.alt_items = nil
data.expand = ""
end
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local function msg(name, str)
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local prefix = "[i3]"
return core.chat_send_player(name, fmt("%s %s", core.colorize("#ff0", prefix), str))
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end
local function err(str)
return core.log("error", str)
end
local function round(num, decimal)
local mul = 10 ^ decimal
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return floor(num * mul + 0.5) / mul
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end
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local function toupper(str)
return str:gsub("%f[%w]%l", upper):gsub("_", " ")
end
local function utf8_len(str)
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local c = 0
for _ in str:gmatch"([%z\1-\127\194-\244][\128-\191]*)" do -- Arguably working duct-tape code
c++
end
return c
end
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local function get_bag_description(data, stack)
local desc = translate(data.lang_code, stack:get_description())
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desc = split(desc, "(")[1] or desc
desc = toupper(desc:trim())
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return desc
end
local function search(data)
reset_compression(data)
local filter = data.filter
local opt = "^(.-)%+([%w_]+)=([%w_,]+)"
local search_filter = next(i3.search_filters) and match(filter, opt)
local filters = {}
if search_filter then
search_filter = search_filter:trim()
for filter_name, values in gmatch(filter, sub(opt, 6)) do
if i3.search_filters[filter_name] then
values = split(values, ",")
filters[filter_name] = values
end
end
end
local filtered_list, c = {}, 0
for i = 1, #data.items_raw do
local item = data.items_raw[i]
local def = reg_items[item]
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local desc = lower(translate(data.lang_code, def.description)) or ""
local search_in = fmt("%s %s", item, desc)
local temp, j, to_add = {}, 1
if search_filter then
for filter_name, values in pairs(filters) do
if values then
local func = i3.search_filters[filter_name]
to_add = (j > 1 and temp[item] or j == 1) and
func(item, values) and (search_filter == "" or
find(search_in, search_filter, 1, true))
if to_add then
temp[item] = true
end
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j++
end
end
else
local ok = true
for keyword in gmatch(filter, "%S+") do
if not find(search_in, keyword, 1, true) then
ok = nil
break
end
end
if ok then
to_add = true
end
end
if to_add then
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c++
filtered_list[c] = item
end
end
data.items = filtered_list
end
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local function table_replace(t, val, new)
for k, v in pairs(t) do
if v == val then
t[k] = new
end
end
end
local function table_merge(t1, t2, hash)
t1 = t1 or {}
t2 = t2 or {}
if hash then
for k, v in pairs(t2) do
t1[k] = v
end
else
local c = #t1
for i = 1, #t2 do
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c++
t1[c] = t2[i]
end
end
return t1
end
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local function array_diff(t1, t2)
local hash = {}
for i = 1, #t1 do
local v = t1[i]
hash[v] = true
end
for i = 1, #t2 do
local v = t2[i]
hash[v] = nil
end
local diff, c = {}, 0
for i = 1, #t1 do
local v = t1[i]
if hash[v] then
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c++
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diff[c] = v
end
end
return diff
end
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local function rcp_eq(rcp, rcp2)
if rcp.type ~= rcp2.type then return end
if rcp.width ~= rcp2.width then return end
if #rcp.items ~= #rcp2.items then return end
if rcp.output ~= rcp2.output then return end
for i, item in pairs(rcp.items) do
if item ~= rcp2.items[i] then return end
end
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for i, item in pairs(rcp2.items) do
if item ~= rcp.items[i] then return end
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end
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return true
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end
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local function clean_name(item)
if sub(item, 1, 1) == ":" or sub(item, 1, 1) == " " or sub(item, 1, 1) == "_" then
item = sub(item, 2)
end
return item
end
local function is_group(item)
return sub(item, 1, 6) == "group:"
end
local function extract_groups(str)
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return split(sub(str, 7), ",")
end
local function item_has_groups(item_groups, groups)
for i = 1, #groups do
local group = groups[i]
if (item_groups[group] or 0) == 0 then return end
end
return true
end
local function valid_item(def)
return def and def.groups.not_in_creative_inventory ~= 1 and
def.description and def.description ~= ""
end
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local function get_group_stereotype(group)
local stereotype = i3.group_stereotypes[group]
local def = reg_items[stereotype]
if valid_item(def) then
return stereotype
end
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end
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local function groups_to_items(groups)
local names = {}
for name, def in pairs(reg_items) do
if valid_item(def) and item_has_groups(def.groups, groups) then
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insert(names, name)
end
end
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sort(names)
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return names
end
local function is_cube(drawtype)
return drawtype == "normal" or drawtype == "liquid" or
sub(drawtype, 1, 9) == "glasslike" or
sub(drawtype, 1, 8) == "allfaces"
end
local function get_cube(tiles)
if not true_table(tiles) then
return "i3_blank.png"
end
local top = tiles[1] or "i3_blank.png"
if is_table(top) then
top = top.name or top.image
end
local left = tiles[3] or top or "i3_blank.png"
if is_table(left) then
left = left.name or left.image
end
local right = tiles[5] or left or "i3_blank.png"
if is_table(right) then
right = right.name or right.image
end
return core.inventorycube(top, left, right)
end
local function apply_recipe_filters(recipes, player)
for _, filter in pairs(i3.recipe_filters) do
recipes = filter(recipes, player)
end
return recipes
end
local function compression_active(data)
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return i3.settings.item_compression and not next(i3.recipe_filters) and data.filter == ""
end
local function compressible(item, data)
return compression_active(data) and i3.compress_groups[item]
end
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local function is_fav(data)
for i = 1, #data.favs do
if data.favs[i] == data.query_item then
return i
end
end
end
local function sort_by_category(data)
reset_compression(data)
local items = data.items_raw
if data.filter ~= "" then
search(data)
items = data.items
end
local new = {}
for i = 1, #items do
local item = items[i]
local to_add = true
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if data.itab == 2 then
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to_add = core.registered_nodes[item]
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elseif data.itab == 3 then
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to_add = core.registered_craftitems[item] or core.registered_tools[item]
end
if to_add then
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insert(new, item)
end
end
data.items = new
end
local function spawn_item(player, stack)
local dir = player:get_look_dir()
local ppos = player:get_pos()
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ppos.y = ppos.y + player:get_properties().eye_height
local look_at = vec_add(ppos, vec_mul(dir, 1))
core.add_item(look_at, stack)
end
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local function get_recipes(player, item)
item = core.registered_aliases[item] or item
local recipes = i3.recipes_cache[item]
local usages = i3.usages_cache[item]
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if recipes then
recipes = apply_recipe_filters(recipes, player)
end
local no_recipes = not recipes or #recipes == 0
if no_recipes and not usages then return end
usages = apply_recipe_filters(usages, player)
local no_usages = not usages or #usages == 0
return not no_recipes and recipes or nil,
not no_usages and usages or nil
end
local function get_stack(player, stack)
local inv = player:get_inventory()
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
spawn_item(player, stack)
end
end
local function craft_stack(player, data, craft_rcp)
local inv = player:get_inventory()
local rcp_usg = craft_rcp and "recipe" or "usage"
local output = craft_rcp and data.recipes[data.rnum].output or data.usages[data.unum].output
output = ItemStack(output)
local stackname, stackcount, stackmax = output:get_name(), output:get_count(), output:get_stack_max()
local scrbar_val = data[fmt("scrbar_%s", craft_rcp and "rcp" or "usg")] or 1
for name, count in pairs(data.export_counts[rcp_usg].rcp) do
local items = {[name] = count}
if is_group(name) then
items = {}
local groups = extract_groups(name)
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local groupname = name:sub(7)
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local item_groups = i3.groups[groupname].items or groups_to_items(groups)
local remaining = count
for _, item in ipairs(item_groups) do
for _name, _count in pairs(data.export_counts[rcp_usg].inv) do
if item == _name and remaining > 0 then
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local c = min(remaining, _count)
items[item] = c
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remaining -= c
end
if remaining == 0 then break end
end
end
end
for k, v in pairs(items) do
inv:remove_item("main", fmt("%s %s", k, v * scrbar_val))
end
end
local count = stackcount * scrbar_val
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local iter = ceil(count / stackmax)
local leftover = count
for _ = 1, iter do
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local c = min(stackmax, leftover)
local stack = ItemStack(fmt("%s %s", stackname, c))
get_stack(player, stack)
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leftover -= stackmax
end
end
local function play_sound(name, sound, volume)
core.sound_play(sound, {to_player = name, gain = volume}, true)
end
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local function safe_teleport(player, pos)
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local name = player:get_player_name()
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play_sound(name, "i3_teleport", 0.8)
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local vel = player:get_velocity()
player:add_velocity(vec_mul(vel, -1))
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local p = vec_new(pos)
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p.y += 0.25
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player:set_pos(p)
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end
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local function get_sorting_idx(name)
local idx = 1
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for i, def in ipairs(i3.sorting_methods) do
if name == def.name then
idx = i
end
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end
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return idx
end
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local function sorter(inv, data, mode)
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sort(inv, function(a, b)
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if mode == 1 then
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a = translate(data.lang_code, a:get_short_description())
b = translate(data.lang_code, b:get_short_description())
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else
a, b = a:get_count(), b:get_count()
end
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if data.reverse_sorting then
return a > b
end
return a < b
end)
end
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local function pre_sorting(list, start_i)
local new_inv, special = {}, {}
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for i = start_i, #list do
local stack = list[i]
local empty = stack:is_empty()
local meta = stack:get_meta():to_table()
local wear = stack:get_wear() > 0
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if not empty then
if next(meta.fields) or wear then
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insert(special, stack)
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else
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insert(new_inv, stack)
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end
end
end
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new_inv = table_merge(new_inv, special)
return new_inv
end
local function compress_items(list, start_i)
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local hash, new_inv, special = {}, {}, {}
for i = start_i, #list do
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local stack = list[i]
local name = stack:get_name()
local count = stack:get_count()
local stackmax = stack:get_stack_max()
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local empty = stack:is_empty()
local meta = stack:get_meta():to_table()
local wear = stack:get_wear() > 0
if not empty then
if next(meta.fields) or wear or count >= stackmax then
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insert(special, stack)
else
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hash[name] = hash[name] or 0
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hash[name] += count
end
end
end
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for name, count in pairs(hash) do
local stackmax = ItemStack(name):get_stack_max()
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local iter = ceil(count / stackmax)
local leftover = count
for _ = 1, iter do
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insert(new_inv, ItemStack(fmt("%s %u", name, min(stackmax, leftover))))
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leftover -= stackmax
end
end
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new_inv = table_merge(new_inv, special)
return new_inv
end
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local function drop_items(player, inv, list, start_i, rej, remove)
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for i = start_i, #list do
local stack = list[i]
local name = stack:get_name()
for _, it in ipairs(rej) do
if name == it then
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if not remove then
spawn_item(player, stack)
end
inv:set_stack("main", i, ItemStack(""))
end
end
end
return inv:get_list"main"
end
local function sort_inventory(player, data)
local inv = player:get_inventory()
local list = inv:get_list"main"
local size = inv:get_size"main"
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local start_i = data.ignore_hotbar and (i3.settings.hotbar_len + 1) or 1
if true_table(data.drop_items) then
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list = drop_items(player, inv, list, start_i, data.drop_items, true)
end
if data.inv_compress then
list = compress_items(list, start_i)
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else
list = pre_sorting(list, start_i)
end
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local idx = get_sorting_idx(data.sort)
local new_inv = i3.sorting_methods[idx].func(list, data)
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if not new_inv then return end
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if not data.ignore_hotbar then
inv:set_list("main", new_inv)
return
end
for i = start_i, size do
local index = i - start_i + 1
inv:set_stack("main", i, new_inv[index] or "")
end
end
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local function reset_data(data)
data.filter = ""
data.expand = ""
data.pagenum = 1
data.rnum = 1
data.unum = 1
data.scrbar_rcp = 1
data.scrbar_usg = 1
data.query_item = nil
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data.enable_search = nil
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data.recipes = nil
data.usages = nil
data.export_rcp = nil
data.export_usg = nil
data.alt_items = nil
data.confirm_trash = nil
data.show_settings = nil
data.show_setting = "home"
data.items = data.items_raw
if data.itab > 1 then
sort_by_category(data)
end
end
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local function add_hud_waypoint(player, name, pos, color)
return player:hud_add {
hud_elem_type = "waypoint",
name = name,
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text = "m",
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world_pos = pos,
number = color,
z_index = -300,
}
end
local function get_detached_inv(name, player_name)
return core.get_inventory {
type = "detached",
name = fmt("i3_%s_%s", name, player_name)
}
end
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-- Much faster implementation of `unpack`
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local function createunpack(n)
local ret = {"local t = ... return "}
for k = 2, n do
ret[2 + (k - 2) * 4] = "t["
ret[3 + (k - 2) * 4] = k - 1
ret[4 + (k - 2) * 4] = "]"
if k ~= n then
ret[5 + (k - 2) * 4] = ","
end
end
return loadstring(concat(ret))
end
local newunpack = createunpack(33)
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-------------------------------------------------------------------------------
local _ = {
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-- Groups
is_group = is_group,
extract_groups = extract_groups,
item_has_groups = item_has_groups,
groups_to_items = groups_to_items,
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get_group_stereotype = get_group_stereotype,
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-- Compression
compressible = compressible,
compression_active = compression_active,
-- Sorting
search = search,
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sorter = sorter,
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get_recipes = get_recipes,
sort_inventory = sort_inventory,
get_sorting_idx = get_sorting_idx,
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sort_by_category = sort_by_category,
apply_recipe_filters = apply_recipe_filters,
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-- Type checks
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is_fav = is_fav,
is_str = is_str,
is_num = is_num,
is_func = is_func,
true_str = true_str,
true_table = true_table,
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-- Console
err = err,
msg = msg,
-- Misc. functions
is_cube = is_cube,
get_cube = get_cube,
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ItemStack = ItemStack,
valid_item = valid_item,
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spawn_item = spawn_item,
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clean_name = clean_name,
play_sound = play_sound,
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reset_data = reset_data,
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safe_teleport = safe_teleport,
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add_hud_waypoint = add_hud_waypoint,
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-- Core functions
clr = core.colorize,
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slz = core.serialize,
dslz = core.deserialize,
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ESC = core.formspec_escape,
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draw_cube = core.inventorycube,
get_group = core.get_item_group,
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pos_to_str = core.pos_to_string,
str_to_pos = core.string_to_pos,
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check_privs = core.check_player_privs,
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get_player_by_name = core.get_player_by_name,
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get_connected_players = core.get_connected_players,
-- Inventory
get_stack = get_stack,
craft_stack = craft_stack,
get_detached_inv = get_detached_inv,
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get_bag_description = get_bag_description,
create_inventory = core.create_detached_inventory,
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-- Registered items
reg_items = core.registered_items,
reg_nodes = core.registered_nodes,
reg_tools = core.registered_tools,
reg_aliases = core.registered_aliases,
reg_entities = core.registered_entities,
reg_craftitems = core.registered_craftitems,
-- i18n
S = S,
ES = ES,
translate = core.get_translated_string,
-- String
sub = string.sub,
find = string.find,
fmt = string.format,
upper = string.upper,
lower = string.lower,
split = string.split,
match = string.match,
gmatch = string.gmatch,
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toupper = toupper,
utf8_len = utf8_len,
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-- Table
maxn = table.maxn,
sort = table.sort,
copy = table.copy,
concat = table.concat,
insert = table.insert,
remove = table.remove,
indexof = table.indexof,
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unpack = newunpack,
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is_table = is_table,
table_merge = table_merge,
table_replace = table_replace,
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rcp_eq = rcp_eq,
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array_diff = array_diff,
-- Math
round = round,
min = math.min,
max = math.max,
ceil = math.ceil,
floor = math.floor,
random = math.random,
-- Vectors
vec_new = vector.new,
vec_add = vector.add,
vec_sub = vector.subtract,
vec_mul = vector.multiply,
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vec_round = vector.round,
vec_eq = vector.equals,
}
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function i3.get(...)
local t = {}
for i, var in ipairs{...} do
t[i] = _[var]
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end
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return newunpack(t)
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end