cleanup and fallbacks
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parent
cf759edfec
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08d4d54864
111
api.lua
111
api.lua
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@ -44,7 +44,8 @@ XBows = {
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settings = {
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x_bows_attach_arrows_to_entities = minetest.settings:get_bool('x_bows_attach_arrows_to_entities', false)
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},
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charge_sound_after_job = {}
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charge_sound_after_job = {},
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fallback_quiver = not minetest.global_exists('sfinv') and not minetest.global_exists('unified_inventory') and not minetest.global_exists('i3')
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}
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XBows.__index = XBows
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@ -468,6 +469,7 @@ function XBows.load(self, itemstack, user, pointed_thing)
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local itemstack_arrow = quiver_result.found_arrow_stack
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if itemstack_arrow then
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---we got arrow from quiver
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local itemstack_arrow_meta = itemstack_arrow:get_meta()
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itemstack_arrow_meta:set_int('is_arrow_from_quiver', 1)
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@ -485,17 +487,22 @@ function XBows.load(self, itemstack, user, pointed_thing)
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table.insert(itemstack_arrows, {stack = arrow_stack, idx = 1})
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end
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-- for i, st in ipairs(inv_list) do
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-- local st_name = st:get_name()
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---if everything else fails
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if self.fallback_quiver then
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local inv_list = inv:get_list('main')
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-- if not st:is_empty() and self.registered_arrows[st_name] then
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-- local is_allowed_ammunition = self:is_allowed_ammunition(bow_name, st_name)
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for i, st in ipairs(inv_list) do
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local st_name = st:get_name()
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-- if self.registered_arrows[st_name] and is_allowed_ammunition then
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-- table.insert(itemstack_arrows, {stack = st, idx = i})
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-- end
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-- end
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-- end
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if not st:is_empty() and self.registered_arrows[st_name] then
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local _is_allowed_ammunition = self:is_allowed_ammunition(bow_name, st_name)
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if self.registered_arrows[st_name] and _is_allowed_ammunition then
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table.insert(itemstack_arrows, {stack = st, idx = i})
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end
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end
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end
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end
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-- take 1st found arrow in the list
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itemstack_arrow = #itemstack_arrows > 0 and itemstack_arrows[1].stack or nil
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@ -1503,58 +1510,58 @@ function XBowsQuiver.get_itemstack_arrow_from_quiver(self, player)
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end
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end
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---check arrows inventory slot
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if self.fallback_quiver then
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---find matching quiver item in players inventory with the open formspec name
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-- if player_inv and player_inv:contains_item('main', 'x_bows:quiver') then
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-- local inv_list = player_inv:get_list('main')
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if player_inv and player_inv:contains_item('main', 'x_bows:quiver') then
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local inv_list = player_inv:get_list('main')
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-- for i, st in ipairs(inv_list) do
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-- if not st:is_empty() and st:get_name() == 'x_bows:quiver' then
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-- local st_meta = st:get_meta()
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-- local player_name = player:get_player_name()
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-- quiver_id = st_meta:get_string('quiver_id')
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for i, st in ipairs(inv_list) do
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if not st:is_empty() and st:get_name() == 'x_bows:quiver' then
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local st_meta = st:get_meta()
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local player_name = player:get_player_name()
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quiver_id = st_meta:get_string('quiver_id')
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-- local detached_inv = self:get_or_create_detached_inv(
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-- quiver_id,
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-- player_name,
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-- st_meta:get_string('quiver_items')
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-- )
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local detached_inv = self:get_or_create_detached_inv(
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quiver_id,
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player_name,
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st_meta:get_string('quiver_items')
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)
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-- if not detached_inv:is_empty('main') then
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-- local detached_inv_list = detached_inv:get_list('main')
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if not detached_inv:is_empty('main') then
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local detached_inv_list = detached_inv:get_list('main')
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-- ---find arrows inside quiver inventory
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-- for j, qst in ipairs(detached_inv_list) do
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-- ---save copy of inv list before we take the item
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-- table.insert(prev_detached_inv_list, detached_inv:get_stack('main', j))
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---find arrows inside quiver inventory
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for j, qst in ipairs(detached_inv_list) do
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---save copy of inv list before we take the item
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table.insert(prev_detached_inv_list, detached_inv:get_stack('main', j))
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-- if not qst:is_empty() and not found_arrow_stack then
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-- local is_allowed_ammunition = self:is_allowed_ammunition(wielded_stack:get_name(), qst:get_name())
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if not qst:is_empty() and not found_arrow_stack then
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local is_allowed_ammunition = self:is_allowed_ammunition(wielded_stack:get_name(), qst:get_name())
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-- if is_allowed_ammunition then
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-- quiver_name = st:get_name()
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-- found_arrow_stack = qst:take_item()
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-- found_arrow_stack_idx = j
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if is_allowed_ammunition then
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quiver_name = st:get_name()
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found_arrow_stack = qst:take_item()
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found_arrow_stack_idx = j
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-- if not self:is_creative(player_name) then
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-- detached_inv:set_list('main', detached_inv_list)
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-- self:save(detached_inv, player, true)
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-- end
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-- end
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-- end
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-- end
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-- end
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-- end
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if not self:is_creative(player_name) then
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detached_inv:set_list('main', detached_inv_list)
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self:save(detached_inv, player, true)
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end
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end
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end
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end
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end
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end
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-- if found_arrow_stack then
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-- ---show HUD - quiver inventory
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-- self:udate_or_create_hud(player, prev_detached_inv_list, found_arrow_stack_idx)
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if found_arrow_stack then
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---show HUD - quiver inventory
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self:udate_or_create_hud(player, prev_detached_inv_list, found_arrow_stack_idx)
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-- break
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-- end
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-- end
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-- end
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break
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end
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end
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end
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end
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return {
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found_arrow_stack = found_arrow_stack,
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2
mod.conf
2
mod.conf
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@ -1,6 +1,6 @@
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name = x_bows
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description = Adds bow and arrows to Minetest.
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depends =
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optional_depends = default, farming, 3d_armor, mesecons, playerphysics, player_monoids, wool, i3, unified_inventory, simple_skins, u_skins, wardrobe
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optional_depends = default, farming, 3d_armor, mesecons, playerphysics, player_monoids, wool, i3, unified_inventory, simple_skins, u_skins, wardrobe, sfinv
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supported_games = minetest_game
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min_minetest_version = 5.4
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@ -28,6 +28,7 @@
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---@field register_particle_effect fun(self: XBows, name: string, def: ParticlespawnerDef|ParticlespawnerDefCustom): nil Add new particle to XBow registration
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---@field open_quiver fun(self: XBowsQuiver, itemstack: ItemStack, user: ObjectRef): ItemStack Open quiver
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---@field uuid fun(): string Creates UUID
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---@field fallback_quiver boolean If no invenotory mod is detected then fallback solution will be used
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---XBowsQuiver class extended from XBows
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