local drop_action = InventoryAction("drop") local strip_move_act = InventoryAction("move") strip_move_act:to("current_player", "craft", 1) local strip_craft_act = InventoryAction("craft") strip_craft_act:craft("current_player") local strip_move_back_act = InventoryAction("move") strip_move_back_act:from("current_player", "craftresult", 1) core.register_globalstep(function(dtime) local player = core.localplayer if not player then return end local item = player:get_wielded_item() local itemdef = core.get_item_def(item:get_name()) local wieldindex = player:get_wield_index() -- AutoRefill if core.settings:get_bool("autorefill") and itemdef then local space = item:get_free_space() local i = core.find_item(item:get_name(), wieldindex + 1) if i and space > 0 then local move_act = InventoryAction("move") move_act:to("current_player", "main", wieldindex) move_act:from("current_player", "main", i) move_act:set_count(space) move_act:apply() end end -- Strip if core.settings:get_bool("strip") then if itemdef and itemdef.groups.tree and player:get_control().place then strip_move_act:from("current_player", "main", wieldindex) strip_move_back_act:to("current_player", "main", wieldindex) strip_move_act:apply() strip_craft_act:apply() strip_move_back_act:apply() end end -- AutoEject if core.settings:get_bool("autoeject") then local list = (core.settings:get("eject_items") or ""):split(",") local inventory = core.get_inventory("current_player") for index, stack in pairs(inventory.main) do if table.indexof(list, stack:get_name()) ~= -1 then drop_action:from("current_player", "main", index) drop_action:apply() end end end end) core.register_list_command("eject", "Configure AutoEject", "eject_items") -- AutoTool local function check_tool(stack, node_groups, old_best_time) local toolcaps = stack:get_tool_capabilities() if not toolcaps then return end local best_time = old_best_time for group, groupdef in pairs(toolcaps.groupcaps) do local level = node_groups[group] if level then local this_time = groupdef.times[level] if this_time < best_time then best_time = this_time end end end return best_time < old_best_time, best_time end local function find_best_tool(nodename) local player = core.localplayer local inventory = core.get_inventory("current_player") local node_groups = core.get_node_def(nodename).groups local new_index = player:get_wield_index() local is_better, best_time = false, math.huge is_better, best_time = check_tool(player:get_wielded_item(), node_groups, best_time) is_better, best_time = check_tool(inventory.hand[1], node_groups, best_time) for index, stack in ipairs(inventory.main) do is_better, best_time = check_tool(stack, node_groups, best_time) if is_better then new_index = index end end return new_index end function core.select_best_tool(nodename) core.localplayer:set_wield_index(find_best_tool(nodename)) end local new_index, old_index, pointed_pos core.register_on_punchnode(function(pos, node) if core.settings:get_bool("autotool") then pointed_pos = pos old_index = old_index or core.localplayer:get_wield_index() new_index = find_best_tool(node.name) end end) core.register_globalstep(function() local player = core.localplayer if not new_index then return end if core.settings:get_bool("autotool") then local pt = core.get_pointed_thing() if pt and pt.type == "node" and vector.equals(core.get_pointed_thing_position(pt), pointed_pos) and player:get_control().dig then player:set_wield_index(new_index) return end end player:set_wield_index(old_index) new_index, old_index, pointed_pos = nil end) -- Enderchest function get_itemslot_bg(x, y, w, h) local out = "" for i = 0, w - 1, 1 do for j = 0, h - 1, 1 do out = out .."image["..x+i..","..y+j..";1,1;mcl_formspec_itemslot.png]" end end return out end local enderchest_formspec = "size[9,8.75]".. "label[0,0;"..minetest.formspec_escape(minetest.colorize("#313131", "Ender Chest")).."]".. "list[current_player;enderchest;0,0.5;9,3;]".. get_itemslot_bg(0,0.5,9,3).. "label[0,4.0;"..minetest.formspec_escape(minetest.colorize("#313131", "Inventory")).."]".. "list[current_player;main;0,4.5;9,3;9]".. get_itemslot_bg(0,4.5,9,3).. "list[current_player;main;0,7.74;9,1;]".. get_itemslot_bg(0,7.74,9,1).. "listring[current_player;enderchest]".. "listring[current_player;main]" function core.open_enderchest() core.show_formspec("__builtin__:enderchest", enderchest_formspec) end -- HandSlot local hand_formspec = "size[9,8.75]".. "label[0,0;"..minetest.formspec_escape(minetest.colorize("#313131", "Hand")).."]".. "list[current_player;hand;0,0.5;1,1;]".. get_itemslot_bg(0,0.5,1,1).. "label[0,4.0;"..minetest.formspec_escape(minetest.colorize("#313131", "Inventory")).."]".. "list[current_player;main;0,4.5;9,3;9]".. get_itemslot_bg(0,4.5,9,3).. "list[current_player;main;0,7.74;9,1;]".. get_itemslot_bg(0,7.74,9,1).. "listring[current_player;hand]".. "listring[current_player;main]" function core.open_handslot() core.show_formspec("__builtin__:hand", hand_formspec) end