local set_fs = i3.set_fs local hud_notif = i3.hud_notif local fmt, search, table_merge, array_diff = i3.get("fmt", "search", "table_merge", "array_diff") local is_group, extract_groups, item_has_groups, apply_recipe_filters = i3.get("is_group", "extract_groups", "item_has_groups", "apply_recipe_filters") local POLL_FREQ = 0.25 local function get_filtered_items(player, data) local items, known, c = {}, 0, 0 for i = 1, #i3.init_items do local item = i3.init_items[i] local recipes = i3.recipes_cache[item] local usages = i3.usages_cache[item] recipes = #apply_recipe_filters(recipes or {}, player) usages = #apply_recipe_filters(usages or {}, player) if recipes > 0 or usages > 0 then c++ items[c] = item known += recipes + usages end end data.known_recipes = known return items end local function item_in_inv(item, inv_items) local inv_items_size = #inv_items if is_group(item) then local groups = extract_groups(item) for i = 1, inv_items_size do local def = core.registered_items[inv_items[i]] if def then if item_has_groups(def.groups, groups) then return true end end end else for i = 1, inv_items_size do if inv_items[i] == item then return true end end end end local function recipe_in_inv(rcp, inv_items) for _, item in pairs(rcp.items) do if not item_in_inv(item, inv_items) then return end end return true end local function progressive_filter(recipes, player) if not recipes then return {} end local name = player:get_player_name() local data = i3.data[name] if #data.inv_items == 0 then return {} end local filtered, c = {}, 0 for i = 1, #recipes do local recipe = recipes[i] if recipe_in_inv(recipe, data.inv_items) then c++ filtered[c] = recipe end end return filtered end local item_lists = {"main", "craft", "craftpreview"} local function get_inv_items(player) local inv = player:get_inventory() local stacks = {} for i = 1, #item_lists do local list = inv:get_list(item_lists[i]) table_merge(stacks, list) end local inv_items, c = {}, 0 for i = 1, #stacks do local stack = stacks[i] if not stack:is_empty() then local name = stack:get_name() if core.registered_items[name] then c++ inv_items[c] = name end end end return inv_items end -- Workaround. Need an engine call to detect when the contents of -- the player inventory changed, instead. local function poll_new_items(player, data, join) local inv_items = get_inv_items(player) local diff = array_diff(inv_items, data.inv_items) if join or #diff > 0 then data.inv_items = table_merge(diff, data.inv_items) local oldknown = data.known_recipes or 0 local items = get_filtered_items(player, data) data.discovered = data.known_recipes - oldknown if data.discovered > 0 then local msg = fmt("%u new recipe%s unlocked!", data.discovered, data.discovered > 1 and "s" or "") hud_notif(data.player_name, msg, "i3_book.png") end data.items_raw = items data.itab = 1 search(data) set_fs(player) end core.after(POLL_FREQ, poll_new_items, player, data) end i3.add_recipe_filter("Default progressive filter", progressive_filter) core.register_on_joinplayer(function(player) local name = player:get_player_name() local data = i3.data[name] if not data then return end data.inv_items = data.inv_items or {} data.known_recipes = data.known_recipes or 0 data.discovered = data.discovered or 0 poll_new_items(player, data, true) end)