minetest_x_bows/quiver.lua

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Lua
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2022-10-16 15:02:04 -05:00
---Close one or all open quivers in players inventory
---@param player ObjectRef
---@param quiver_id? string If `nil` then all open quivers will be closed
---@returns nil
function x_bows.quiver.close_quiver(player, quiver_id)
local player_inv = player:get_inventory()
---find matching quiver item in players inventory with the open formspec name
if player_inv and player_inv:contains_item('main', 'x_bows:quiver_open') then
local inv_list = player_inv:get_list('main')
for i, st in ipairs(inv_list) do
local st_meta = st:get_meta()
if not st:is_empty() and st:get_name() == 'x_bows:quiver_open' then
if quiver_id and st_meta:get_string('quiver_id') == quiver_id then
local replace_item = x_bows.quiver.get_replacement_item(st, 'x_bows:quiver')
player_inv:set_stack('main', i, replace_item)
break
else
local replace_item = x_bows.quiver.get_replacement_item(st, 'x_bows:quiver')
player_inv:set_stack('main', i, replace_item)
end
end
end
end
end
---Swap item in player inventory indicating open quiver. Preserve all ItemStack definition and meta.
---@param from_stack ItemStack transfer data from this item
---@param to_item_name string transfer data to this item
---@return ItemStack ItemStack replacement item
function x_bows.quiver.get_replacement_item(from_stack, to_item_name)
---@type ItemStack
local replace_item = ItemStack({
name = to_item_name,
count = from_stack:get_count(),
wear = from_stack:get_wear()
})
local replace_item_meta = replace_item:get_meta()
local from_stack_meta = from_stack:get_meta()
replace_item_meta:set_string('quiver_items', from_stack_meta:get_string('quiver_items'))
replace_item_meta:set_string('quiver_id', from_stack_meta:get_string('quiver_id'))
replace_item_meta:set_string('description', from_stack_meta:get_string('description'))
return replace_item
end
---Gets arrow from quiver
---@param player ObjectRef
---@return {["found_arrow_stack"]: ItemStack|nil, ["quiver_id"]: string|nil, ["quiver_name"]: string|nil}
function x_bows.quiver.get_itemstack_arrow_from_quiver(player)
local player_inv = player:get_inventory()
---@type ItemStack|nil
local found_arrow_stack
local prev_detached_inv_list = {}
local quiver_id
local quiver_name
---find matching quiver item in players inventory with the open formspec name
if player_inv and player_inv:contains_item('main', 'x_bows:quiver') then
local inv_list = player_inv:get_list('main')
for i, st in ipairs(inv_list) do
if not st:is_empty() and st:get_name() == 'x_bows:quiver' then
local st_meta = st:get_meta()
local player_name = player:get_player_name()
quiver_id = st_meta:get_string('quiver_id')
local detached_inv = x_bows.quiver.get_or_create_detached_inv(
quiver_id,
player_name,
st_meta:get_string('quiver_items')
)
if not detached_inv:is_empty('main') then
local detached_inv_list = detached_inv:get_list('main')
---find arrows inside quiver inventory
for j, qst in ipairs(detached_inv_list) do
---save copy of inv list before we take the item
table.insert(prev_detached_inv_list, detached_inv:get_stack('main', j))
if not qst:is_empty() and not found_arrow_stack then
quiver_name = st:get_name()
found_arrow_stack = qst:take_item()
if not x_bows.is_creative(player_name) then
detached_inv:set_list('main', detached_inv_list)
x_bows.quiver.save(detached_inv, player, true)
end
end
end
end
end
if found_arrow_stack then
---show HUD - quiver inventory
x_bows.quiver.udate_or_create_hud(player, prev_detached_inv_list)
break
end
end
end
return {
found_arrow_stack = found_arrow_stack,
quiver_id = quiver_id,
quiver_name = quiver_name
}
end
---Remove all added HUDs
---@param player ObjectRef
function x_bows.quiver.remove_hud(player)
local player_name = player:get_player_name()
if x_bows.quiver.hud_item_ids[player_name] then
for _, v in pairs(x_bows.quiver.hud_item_ids[player_name]) do
if type(v) == 'table' then
for _, v2 in pairs(v) do
player:hud_remove(v2)
end
else
player:hud_remove(v)
end
end
x_bows.quiver.hud_item_ids[player_name] = {
arrow_inv_img = {},
stack_count = {}
}
else
x_bows.quiver.hud_item_ids[player_name] = {
arrow_inv_img = {},
stack_count = {}
}
end
end
---Update or create HUD
---@todo implement hud_change?
---@param player ObjectRef
---@param inv_list ItemStack[]
---@return nil
function x_bows.quiver.udate_or_create_hud(player, inv_list)
local player_name = player:get_player_name()
local selected_bg_added = false
if x_bows.quiver.after_job[player_name] then
for _, v in pairs(x_bows.quiver.after_job[player_name]) do
v:cancel()
end
x_bows.quiver.after_job[player_name] = {}
else
x_bows.quiver.after_job[player_name] = {}
end
x_bows.quiver.remove_hud(player)
---title image
x_bows.quiver.hud_item_ids[player_name].title_image = player:hud_add({
hud_elem_type = 'image',
position = {x = 1, y = 0.5},
offset = {x = -120, y = -140},
text = 'x_bows_quiver.png',
scale = {x = 4, y = 4},
alignment = 0,
})
---title copy
local quiver_def = minetest.registered_items['x_bows:quiver']
x_bows.quiver.hud_item_ids[player_name].title_copy = player:hud_add({
hud_elem_type = 'text',
position = {x = 1, y = 0.5},
offset = {x = -120, y = -75},
text = quiver_def.short_description,
alignment = 0,
scale = {x = 100, y = 30},
number = 0xFFFFFF,
})
---hotbar bg
x_bows.quiver.hud_item_ids[player_name].hotbar_bg = player:hud_add({
hud_elem_type = 'image',
position = {x = 1, y = 0.5},
offset = {x = -238, y = 0},
text = 'x_bows_quiver_hotbar.png',
scale = {x = 1, y = 1},
alignment = {x = 1, y = 0 },
})
for j, qst in ipairs(inv_list) do
if not qst:is_empty() then
local found_arrow_stack_def = minetest.registered_items[qst:get_name()]
if not selected_bg_added then
selected_bg_added = true
---ui selected bg
x_bows.quiver.hud_item_ids[player_name].hotbar_selected = player:hud_add({
hud_elem_type = 'image',
position = {x = 1, y = 0.5},
offset = {x = -308 + (j * 74), y = 2},
text = 'x_bows_quiver_hotbar_selected.png',
scale = {x = 1, y = 1},
alignment = {x = 1, y = 0 },
})
end
if found_arrow_stack_def then
---arrow inventory image
table.insert(x_bows.quiver.hud_item_ids[player_name].arrow_inv_img, player:hud_add({
hud_elem_type = 'image',
position = {x = 1, y = 0.5},
offset = {x = -300 + (j * 74), y = 0},
text = found_arrow_stack_def.inventory_image,
scale = {x = 4, y = 4},
alignment = {x = 1, y = 0 },
}))
---stack count
table.insert(x_bows.quiver.hud_item_ids[player_name].stack_count, player:hud_add({
hud_elem_type = 'text',
position = {x = 1, y = 0.5},
offset = {x = -244 + (j * 74), y = 23},
text = qst:get_count(),
alignment = -1,
scale = {x = 50, y = 10},
number = 0xFFFFFF,
}))
end
end
end
---@param v_player ObjectRef
table.insert(x_bows.quiver.after_job[player_name], minetest.after(10, function(v_player)
x_bows.quiver.remove_hud(v_player)
end, player))
end
---Get existing detached inventory or create new one
---@param quiver_id string
---@param player_name string
---@param quiver_items? string
---@return InvRef
function x_bows.quiver.get_or_create_detached_inv(quiver_id, player_name, quiver_items)
local detached_inv
if quiver_id ~= '' then
detached_inv = minetest.get_inventory({type='detached', name=quiver_id})
end
if not detached_inv then
detached_inv = minetest.create_detached_inventory(quiver_id, {
---@param inv InvRef detached inventory
---@param from_list string
---@param from_index number
---@param to_list string
---@param to_index number
---@param count number
---@param player ObjectRef
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if x_bows.quiver.quiver_can_allow(inv, player) then
return count
else
return 0
end
end,
---@param inv InvRef detached inventory
---@param listname string listname of the inventory, e.g. `'main'`
---@param index number
---@param stack ItemStack
---@param player ObjectRef
allow_put = function(inv, listname, index, stack, player)
if minetest.get_item_group(stack:get_name(), 'arrow') ~= 0 and x_bows.quiver.quiver_can_allow(inv, player) then
return stack:get_count()
else
return 0
end
end,
---@param inv InvRef detached inventory
---@param listname string listname of the inventory, e.g. `'main'`
---@param index number
---@param stack ItemStack
---@param player ObjectRef
allow_take = function(inv, listname, index, stack, player)
if minetest.get_item_group(stack:get_name(), 'arrow') ~= 0 and x_bows.quiver.quiver_can_allow(inv, player) then
return stack:get_count()
else
return 0
end
end,
---@param inv InvRef detached inventory
---@param from_list string
---@param from_index number
---@param to_list string
---@param to_index number
---@param count number
---@param player ObjectRef
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
x_bows.quiver.save(inv, player)
end,
---@param inv InvRef detached inventory
---@param listname string listname of the inventory, e.g. `'main'`
---@param index number index where was item put
---@param stack ItemStack stack of item what was put
---@param player ObjectRef
on_put = function(inv, listname, index, stack, player)
x_bows.quiver.save(inv, player)
end,
---@param inv InvRef detached inventory
---@param listname string listname of the inventory, e.g. `'main'`
---@param index number
---@param stack ItemStack
---@param player ObjectRef
on_take = function(inv, listname, index, stack, player)
x_bows.quiver.save(inv, player)
end,
}, player_name)
detached_inv:set_size('main', 3 * 1)
end
---populate items in inventory
if quiver_items and quiver_items ~= '' then
x_bows.quiver.set_string_to_inv(detached_inv, quiver_items)
end
return detached_inv
end
---create UUID
---@return string
local function uuid()
local template ='xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'
---@diagnostic disable-next-line: redundant-return-value
return string.gsub(template, '[xy]', function (c)
local v = (c == 'x') and math.random(0, 0xf) or math.random(8, 0xb)
return string.format('%x', v)
end)
end
---create formspec
---@param name string name of the form
---@return string
local function get_formspec(name)
local width = 3
local height = 1
local list_w = 8
local list_pos_x = (list_w - width) / 2
local formspec =
'size['..list_w..',6]' ..
'list[detached:'..name..';main;'..list_pos_x..',0.3;'..width..',1;]'..
'list[current_player;main;0,'..(height + 0.85)..';'..list_w..',1;]'..
'list[current_player;main;0,'..(height + 2.08)..';'..list_w..',3;8]'..
'listring[detached:'..name..';main]'..
'listring[current_player;main]'..
default.get_hotbar_bg(0, height + 0.85)
--update formspec
local inv = minetest.get_inventory({type='detached', name=name})
local invlist = inv:get_list(name)
---inventory slots overlay
local px, py = list_pos_x, 0.3
for i = 1, 3 do
if not invlist or invlist[i]:is_empty() then
formspec = formspec ..
'image[' .. px .. ',' .. py .. ';1,1;x_bows_arrow_slot.png]'
end
px = px + 1
end
return formspec
end
---convert inventory of itemstacks to serialized string
---@param inv InvRef
---@return {['inv_string']: string, ['content_description']: string}
local function get_string_from_inv(inv)
local inv_list = inv:get_list('main')
local t = {}
local content_description = ''
for i, st in ipairs(inv_list) do
if not st:is_empty() then
table.insert(t, st:to_table())
content_description = content_description .. '\n' ..st:get_short_description()..' '..st:get_count()
else
table.insert(t, {is_empty = true})
end
end
return {
inv_string = minetest.serialize(t),
content_description = content_description == '' and '\nEmpty' or content_description
}
end
---set items from serialized string to inventory
---@param inv InvRef inventory to add items to
---@param str string previously stringified inventory of itemstacks
function x_bows.quiver.set_string_to_inv(inv, str)
local t = minetest.deserialize(str)
for i, item in ipairs(t) do
if not item.is_empty then
inv:set_stack('main', i, ItemStack(item))
end
end
end
---save quiver inventory to itemstack meta
---@param inv InvRef
---@param player ObjectRef
---@param quiver_is_closed? boolean default `false`
function x_bows.quiver.save(inv, player, quiver_is_closed)
local player_inv = player:get_inventory()
local inv_loc = inv:get_location()
local quiver_item_name = quiver_is_closed and 'x_bows:quiver' or 'x_bows:quiver_open'
---find matching quiver item in players inventory with the open formspec name
if player_inv and player_inv:contains_item('main', quiver_item_name) then
local inv_list = player_inv:get_list('main')
for i, st in ipairs(inv_list) do
local st_meta = st:get_meta()
if not st:is_empty() and st:get_name() == quiver_item_name and st_meta:get_string('quiver_id') == inv_loc.name then
---save inventory items in quiver item meta
local string_from_inventory_result = get_string_from_inv(inv)
st_meta:set_string('quiver_items', string_from_inventory_result.inv_string)
---update description
local new_description = st:get_short_description()..'\n'..string_from_inventory_result.content_description..'\n'
st_meta:set_string('description', new_description)
player_inv:set_stack('main', i, st)
break
end
end
end
end
---check if we are allowing actions in the correct quiver inventory
---@param inv InvRef
---@param player ObjectRef
---@return boolean
function x_bows.quiver.quiver_can_allow(inv, player)
local player_inv = player:get_inventory()
local inv_loc = inv:get_location()
---find matching quiver item in players inventory with the open formspec name
if player_inv and player_inv:contains_item('main', 'x_bows:quiver_open') then
local inv_list = player_inv:get_list('main')
for i, st in ipairs(inv_list) do
local st_meta = st:get_meta()
if not st:is_empty() and st:get_name() == 'x_bows:quiver_open' and st_meta:get_string('quiver_id') == inv_loc.name then
return true
end
end
end
return false
end
---Open quiver
---@param itemstack ItemStack
---@param user ObjectRef
---@return ItemStack
function x_bows.open_quiver(itemstack, user)
local itemstack_meta = itemstack:get_meta()
local pname = user:get_player_name()
local quiver_id = itemstack_meta:get_string('quiver_id')
---create inventory id and save it
if quiver_id == '' then
quiver_id = itemstack:get_name()..'_'..uuid()
itemstack_meta:set_string('quiver_id', quiver_id)
end
local quiver_items = itemstack_meta:get_string('quiver_items')
x_bows.quiver.get_or_create_detached_inv(quiver_id, pname, quiver_items)
---show open variation of quiver
local replace_item = x_bows.quiver.get_replacement_item(itemstack, 'x_bows:quiver_open')
itemstack:replace(replace_item)
minetest.sound_play('x_bows_quiver', {
to_player = user:get_player_name(),
gain = 0.1
})
minetest.show_formspec(pname, quiver_id, get_formspec(quiver_id))
return itemstack
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if player and fields.quit then
x_bows.quiver.close_quiver(player, formname)
end
end)