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Categories: Improve automatic ore categorization
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This function is now executed after registering all recipes
within unified_inventory to properly register all item drops
as ores.
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SmallJoker committed Jan 13, 2024
1 parent eb3bb03 commit 004a39a
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Showing 3 changed files with 79 additions and 77 deletions.
5 changes: 5 additions & 0 deletions category.lua
Original file line number Diff line number Diff line change
Expand Up @@ -115,6 +115,11 @@ function unified_inventory.set_category_index(category_name, index)
update_category_list()
end
function unified_inventory.add_category_item(category_name, item)
if type(item) ~= "string" then
minetest.log("warning", "[unified_inventory] Cannot register category item: " .. dump(item))
return
end

ensure_category_exists(category_name)
unified_inventory.registered_category_items[category_name][item] = true
end
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149 changes: 73 additions & 76 deletions default-categories.lua
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
local S = minetest.get_translator("unified_inventory")
local ui = unified_inventory

unified_inventory.register_category('plants', {
symbol = "flowers:tulip",
Expand All @@ -25,74 +26,87 @@ unified_inventory.register_category('lighting', {
label = S("Lighting")
})


if unified_inventory.automatic_categorization then
minetest.register_on_mods_loaded(function()

-- Add biome nodes to environment category
for _,def in pairs(minetest.registered_biomes) do
local env_nodes = {
def.node_riverbed, def.node_top, def.node_filler, def.node_dust,
}
for i,node in pairs(env_nodes) do
if node then
unified_inventory.add_category_item('environment', node)
end
local function register_automatic_categorization()
-- Add biome nodes to environment category
for _,def in pairs(minetest.registered_biomes) do
local env_nodes = {
def.node_riverbed, def.node_top, def.node_filler, def.node_dust,
}
for i,node in pairs(env_nodes) do
if node then
unified_inventory.add_category_item('environment', node)
end
end

-- Add minable ores to minerals and everything else (pockets of stone & sand variations) to environment
for _,item in pairs(minetest.registered_ores) do
if item.ore_type == "scatter" then
-- The NodeResolver is run *after* minetest.register_on_mods_loaded, thus the
-- existence of ore names were yet not checked or enforced.
local def = minetest.registered_nodes[item.ore] or {}
local drop = def.drop
if drop and drop ~= "" then
unified_inventory.add_category_item('minerals', item.ore)
unified_inventory.add_category_item('minerals', drop)
else
unified_inventory.add_category_item('environment', item.ore)
end

-- Preparation for ore registration: find all possible drops (digging)
local possible_node_dig_drops = {
-- ["default:stone_with_coal"] = { "default:coal_lump", "mymod:raregem" }
-- Ores may be contained multiple times, depending on drop chances.
}
for itemname, recipes in pairs(ui.crafts_for.usage) do
for _, recipe in ipairs(recipes) do
if recipe.type == "digging" or recipe.type == "digging_chance" then
if not possible_node_dig_drops[itemname] then
possible_node_dig_drops[itemname] = {}
end
else
unified_inventory.add_category_item('environment', item.ore)
local stack = ItemStack(recipe.output)
table.insert(possible_node_dig_drops[itemname], stack:get_name())
end
end

-- Add items by item definition
for name, def in pairs(minetest.registered_items) do
local group = def.groups or {}
if not group.not_in_creative_inventory then
if group.stair or
group.slab or
group.wall or
group.fence then
unified_inventory.add_category_item('building', name)
elseif group.flora or
group.flower or
group.seed or
group.leaves or
group.sapling or
group.tree then
unified_inventory.add_category_item('plants', name)
elseif def.type == 'tool' then
unified_inventory.add_category_item('tools', name)
elseif def.liquidtype == 'source' then
unified_inventory.add_category_item('environment', name)
elseif def.light_source and def.light_source > 0 then
unified_inventory.add_category_item('lighting', name)
elseif group.door or
minetest.global_exists("doors") and (
doors.registered_doors and doors.registered_doors[name..'_a'] or
doors.registered_trapdoors and doors.registered_trapdoors[name]
) then
unified_inventory.add_category_item('building', name)
end
end

-- Add minable ores to minerals and everything else (pockets of stone & sand variations) to environment
for _, odef in pairs(minetest.registered_ores) do
local drops = possible_node_dig_drops[odef.ore]
if drops and odef.ore_type == "scatter" then
ui.add_category_item('minerals', odef.ore)
-- Register all possible drops as "minerals"
ui.add_category_items('minerals', drops)
possible_node_dig_drops[odef.ore] = {} -- mask as handled
else
ui.add_category_item('environment', odef.ore)
end
end

-- Add items by item definition
for name, def in pairs(minetest.registered_items) do
local group = def.groups or {}
if not group.not_in_creative_inventory then
if group.stair or
group.slab or
group.wall or
group.fence then
unified_inventory.add_category_item('building', name)
elseif group.flora or
group.flower or
group.seed or
group.leaves or
group.sapling or
group.tree then
unified_inventory.add_category_item('plants', name)
elseif def.type == 'tool' then
unified_inventory.add_category_item('tools', name)
elseif def.liquidtype == 'source' then
unified_inventory.add_category_item('environment', name)
elseif def.light_source and def.light_source > 0 then
unified_inventory.add_category_item('lighting', name)
elseif group.door or
minetest.global_exists("doors") and (
doors.registered_doors and doors.registered_doors[name..'_a'] or
doors.registered_trapdoors and doors.registered_trapdoors[name]
) then
unified_inventory.add_category_item('building', name)
end
end
end)
end
end

if ui.automatic_categorization then
ui.register_on_initialized(register_automatic_categorization)
end


-- [[
unified_inventory.add_category_items('plants', {
"default:dry_grass_5",
Expand Down Expand Up @@ -259,23 +273,6 @@ unified_inventory.add_category_items('minerals', {
"default:coal_lump",
"default:bronzeblock",
"default:goldblock",

"stairs:slab_bronzeblock",
"stairs:slab_copperblock",
"stairs:slab_steelblock",
"stairs:slab_tinblock",
"stairs:stair_bronzeblock",
"stairs:stair_copperblock",
"stairs:stair_inner_bronzeblock",
"stairs:stair_inner_copperblock",
"stairs:stair_inner_steelblock",
"stairs:stair_inner_tinblock",
"stairs:stair_outer_bronzeblock",
"stairs:stair_outer_copperblock",
"stairs:stair_outer_steelblock",
"stairs:stair_outer_tinblock",
"stairs:stair_steelblock",
"stairs:stair_tinblock",
})

unified_inventory.add_category_items('building', {
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2 changes: 1 addition & 1 deletion register.lua
Original file line number Diff line number Diff line change
Expand Up @@ -215,7 +215,7 @@ local function stack_image_button(x, y, w, h, buttonname_prefix, item)
local group_name = name:sub(7)
local group_item = ui.get_group_item(group_name)
show_is_group = not group_item.sole
displayitem = group_item.item or "unknown"
displayitem = group_item.item or name
selectitem = group_item.sole and displayitem or name
end
local label = show_is_group and "G" or ""
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