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https://github.com/MihailRis/voxelcore.git
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Merge pull request #930 from Neveix/feat-inventory-enhancements
[WIP] Inventory enhancements
This commit is contained in:
commit
f8e4e2759b
9 changed files with 88 additions and 24 deletions
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@ -57,6 +57,10 @@ hud.get_block_inventory() -> int
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-- Gives the ID of the second open inventory (block, virtual inventory...) or 0.
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-- Gives the ID of the second open inventory (block, virtual inventory...) or 0.
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hud.get_second_inventory() -> int
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hud.get_second_inventory() -> int
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-- Get the inventory ID of exchange item (grabbed item in inventory) or 0.
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-- It has only one slot - 0
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hud.get_exchange_inventory() -> int
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-- Gives the ID of the player that the UI is bound to.
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-- Gives the ID of the player that the UI is bound to.
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hud.get_player() -> int
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hud.get_player() -> int
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@ -58,6 +58,11 @@ hud.get_block_inventory() -> int
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-- Дает ID второго открытого инвентаря (блок, виртуальный инвентарь...) или 0.
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-- Дает ID второго открытого инвентаря (блок, виртуальный инвентарь...) или 0.
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hud.get_second_inventory() -> int
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hud.get_second_inventory() -> int
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-- Получить ID инвентаря, в котором находится предмет во время
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-- его перемещения в инвентаре, или 0 если его не существует.
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-- Имеет единственный слот - 0
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hud.get_exchange_inventory() -> int
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-- Дает ID игрока, к которому привязан пользовательский интерфейс.
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-- Дает ID игрока, к которому привязан пользовательский интерфейс.
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hud.get_player() -> int
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hud.get_player() -> int
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@ -1,5 +1,44 @@
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local util = {}
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local util = {}
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local DROP_FORCE = 8
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local DROP_INIT_VEL = {0, 3, 0}
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---@param mode integer 0 - whole stack, 1 - single item, 2 - dupe whole stack
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function util.drop_from_slot(invid, slot, mode)
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if invid == 0 then
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return
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end
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local pid = hud.get_player()
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if mode == 2 and not player.is_infinite_items(pid) then
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return
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end
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local itemid, itemcount = inventory.get(invid, slot)
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if itemid == 0 then
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return
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end
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local drop_itemcount = 1
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if mode == 0 then
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drop_itemcount = itemcount
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end
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if mode == 2 then
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drop_itemcount = item.stack_size(itemid)
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else
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inventory.set(invid, slot, itemid, itemcount - drop_itemcount)
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end
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local data = inventory.get_all_data(invid, slot)
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local pvel = { player.get_vel(pid) }
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local ppos = vec3.add({ player.get_pos(pid) }, { 0, 0.7, 0 })
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local throw_force = vec3.mul(player.get_dir(pid), DROP_FORCE)
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local drop = util.drop(ppos, itemid, drop_itemcount, data, 1.5)
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if not drop then
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return
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end
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local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL))
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drop.rigidbody:set_vel(velocity)
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end
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function util.drop(ppos, itemid, count, data, pickup_delay)
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function util.drop(ppos, itemid, count, data, pickup_delay)
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if itemid == 0 or not itemid then
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if itemid == 0 or not itemid then
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return nil
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return nil
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@ -1,31 +1,21 @@
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local base_util = require "util"
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local base_util = require "util"
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local DROP_FORCE = 8
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local DROP_INIT_VEL = {0, 3, 0}
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function on_hud_open()
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function on_hud_open()
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input.add_callback("player.drop", function ()
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events.on("core:drop_outside_inventory", function(mode)
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local invid = hud.get_exchange_inventory()
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base_util.drop_from_slot(invid, 0, mode)
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end)
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input.add_callback("player.drop", function()
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if hud.is_paused() or hud.is_inventory_open() then
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if hud.is_paused() or hud.is_inventory_open() then
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return
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return
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end
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end
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local pid = hud.get_player()
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local pid = hud.get_player()
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local invid, slot = player.get_inventory(pid)
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local invid, slot = player.get_inventory(pid)
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local itemid, itemcount = inventory.get(invid, slot)
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local mode = 1
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if itemid == 0 then
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if input.is_pressed("key:left-ctrl") or input.is_pressed("key:right-ctrl") then
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return
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mode = 0
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end
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end
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local data = inventory.get_all_data(invid, slot)
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base_util.drop_from_slot(invid, slot, mode)
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inventory.set(invid, slot, itemid, itemcount-1)
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local pvel = {player.get_vel(pid)}
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local ppos = vec3.add({player.get_pos(pid)}, {0, 0.7, 0})
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local throw_force = vec3.mul(player.get_dir(pid), DROP_FORCE)
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local drop = base_util.drop(ppos, itemid, 1, data, 1.5)
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if not drop then
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return
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end
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local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL))
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drop.rigidbody:set_vel(velocity)
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end)
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end)
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rules.create("do-loot-non-player", true)
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rules.create("do-loot-non-player", true)
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end
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end
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@ -175,6 +175,15 @@ Hud::Hud(Engine& engine, LevelFrontend& frontend, Player& player)
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"<container size='4000' color='#00000080' z-index='-1' visible='false'/>"
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"<container size='4000' color='#00000080' z-index='-1' visible='false'/>"
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);
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);
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inventoryDropArea = guiutil::create(
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gui,
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R"(<container size='4000' color='#00000000' z-index='-1' visible='false'
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onclick='events.emit(\"core:drop_outside_inventory\", 0)'
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onrightclick='events.emit(\"core:drop_outside_inventory\", 1)'
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onmiddleclick='events.emit(\"core:drop_outside_inventory\", 2)'
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/>)"
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);
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uicamera = std::make_unique<Camera>(glm::vec3(), 1);
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uicamera = std::make_unique<Camera>(glm::vec3(), 1);
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uicamera->perspective = false;
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uicamera->perspective = false;
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uicamera->flipped = true;
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uicamera->flipped = true;
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@ -188,6 +197,7 @@ Hud::Hud(Engine& engine, LevelFrontend& frontend, Player& player)
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gui.add(debugPanel);
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gui.add(debugPanel);
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gui.add(darkOverlay);
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gui.add(darkOverlay);
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gui.add(inventoryDropArea);
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gui.add(hotbarView);
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gui.add(hotbarView);
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gui.add(contentAccessPanel);
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gui.add(contentAccessPanel);
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@ -213,6 +223,7 @@ Hud::~Hud() {
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}
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}
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gui.remove(hotbarView);
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gui.remove(hotbarView);
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gui.remove(darkOverlay);
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gui.remove(darkOverlay);
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gui.remove(inventoryDropArea);
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gui.remove(contentAccessPanel);
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gui.remove(contentAccessPanel);
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gui.remove(debugPanel);
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gui.remove(debugPanel);
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}
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}
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@ -358,6 +369,7 @@ void Hud::update(bool visible) {
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contentAccess->setMinSize(glm::vec2(1, windowSize.y));
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contentAccess->setMinSize(glm::vec2(1, windowSize.y));
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hotbarView->setVisible(visible && !(secondUI && !inventoryView));
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hotbarView->setVisible(visible && !(secondUI && !inventoryView));
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darkOverlay->setVisible(isMenuOpen);
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darkOverlay->setVisible(isMenuOpen);
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inventoryDropArea->setVisible(inventoryOpen);
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menu.setVisible(isMenuOpen);
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menu.setVisible(isMenuOpen);
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if (visible) {
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if (visible) {
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@ -739,6 +751,10 @@ std::shared_ptr<Inventory> Hud::getSecondInventory() {
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return nullptr;
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return nullptr;
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}
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}
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std::shared_ptr<Inventory> Hud::getExchangeInventory() {
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return exchangeSlotInv;
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}
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bool Hud::isContentAccess() const {
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bool Hud::isContentAccess() const {
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return showContentPanel;
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return showContentPanel;
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}
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}
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@ -93,6 +93,8 @@ class Hud : public util::ObjectsKeeper {
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std::shared_ptr<gui::UINode> debugPanel;
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std::shared_ptr<gui::UINode> debugPanel;
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/// @brief Overlay used in pause mode
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/// @brief Overlay used in pause mode
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std::shared_ptr<gui::UINode> darkOverlay;
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std::shared_ptr<gui::UINode> darkOverlay;
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/// @brief Overlay used in inventory
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std::shared_ptr<gui::UINode> inventoryDropArea;
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/// @brief Inventories interaction agent (grabbed item)
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/// @brief Inventories interaction agent (grabbed item)
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std::shared_ptr<gui::SlotView> exchangeSlot;
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std::shared_ptr<gui::SlotView> exchangeSlot;
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/// @brief Exchange slot inventory (1 slot only)
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/// @brief Exchange slot inventory (1 slot only)
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@ -207,6 +209,8 @@ public:
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std::shared_ptr<Inventory> getSecondInventory();
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std::shared_ptr<Inventory> getSecondInventory();
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std::shared_ptr<Inventory> getExchangeInventory();
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bool isContentAccess() const;
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bool isContentAccess() const;
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void setContentAccess(bool flag);
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void setContentAccess(bool flag);
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@ -14,7 +14,6 @@
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#include "frontend/UiDocument.hpp"
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#include "frontend/UiDocument.hpp"
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#include "frontend/locale.hpp"
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#include "frontend/locale.hpp"
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#include "graphics/core/Batch2D.hpp"
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#include "graphics/core/Batch2D.hpp"
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#include "graphics/core/LineBatch.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Font.hpp"
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#include "graphics/core/Font.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "graphics/core/DrawContext.hpp"
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@ -12,11 +12,8 @@
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#include "graphics/core/Batch2D.hpp"
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#include "graphics/core/Batch2D.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "graphics/core/Font.hpp"
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#include "graphics/core/Font.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Texture.hpp"
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#include "graphics/render/BlocksPreview.hpp"
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#include "graphics/render/BlocksPreview.hpp"
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#include "graphics/ui/GUI.hpp"
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#include "graphics/ui/GUI.hpp"
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#include "items/Inventories.hpp"
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#include "items/Inventory.hpp"
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#include "items/Inventory.hpp"
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#include "items/ItemDef.hpp"
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#include "items/ItemDef.hpp"
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#include "logic/scripting/scripting.hpp"
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#include "logic/scripting/scripting.hpp"
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@ -149,6 +149,15 @@ static int l_get_second_inventory(lua::State* L) {
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}
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}
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}
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}
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static int l_get_exchange_inventory(lua::State* L) {
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auto inventory = hud->getExchangeInventory();
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if (inventory == nullptr) {
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return lua::pushinteger(L, 0);
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} else {
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return lua::pushinteger(L, inventory->getId());
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}
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}
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static int l_get_player(lua::State* L) {
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static int l_get_player(lua::State* L) {
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auto player = hud->getPlayer();
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auto player = hud->getPlayer();
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return lua::pushinteger(L, player->getId());
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return lua::pushinteger(L, player->getId());
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@ -216,6 +225,7 @@ const luaL_Reg hudlib[] = {
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{"show_overlay", wrap_hud<l_show_overlay>},
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{"show_overlay", wrap_hud<l_show_overlay>},
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{"get_block_inventory", wrap_hud<l_get_block_inventory>},
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{"get_block_inventory", wrap_hud<l_get_block_inventory>},
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{"get_second_inventory", wrap_hud<l_get_second_inventory>},
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{"get_second_inventory", wrap_hud<l_get_second_inventory>},
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{"get_exchange_inventory", wrap_hud<l_get_exchange_inventory>},
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{"close", wrap_hud<l_close>},
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{"close", wrap_hud<l_close>},
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{"pause", wrap_hud<l_pause>},
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{"pause", wrap_hud<l_pause>},
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{"resume", wrap_hud<l_resume>},
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{"resume", wrap_hud<l_resume>},
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