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Add entity inventories
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mods/ENTITIES/mcl_entity_invs/api.txt
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mods/ENTITIES/mcl_entity_invs/api.txt
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mcl_entity_invs
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===============
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Inventories for your entities. It's simple. Depend on mcl_entity_invs and register your entity like so:
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* mcl_entity_invs.register_inv("entity:name","Title shown in formspec",inventory_size)
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It works by setting up a detached inventory per entity which is accessed by an id/hash generated from the entities position at creation, the progressed gametime at creation and a random salt.
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mods/ENTITIES/mcl_entity_invs/init.lua
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mods/ENTITIES/mcl_entity_invs/init.lua
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mcl_entity_invs = {}
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local function check_distance(inv,player,count)
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for _,o in pairs(minetest.get_objects_inside_radius(player:get_pos(),5)) do
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local l = o:get_luaentity()
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if l and l._inv_id and inv:get_location().name == l._inv_id then return count end
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end
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return 0
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end
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local inv_callbacks = {
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allow_take = function(inv, listname, index, stack, player)
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return check_distance(inv,player,stack:get_count())
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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return check_distance(inv,player,count)
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end,
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allow_put = function(inv, listname, index, stack, player)
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return check_distance(inv,player,stack:get_count())
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end,
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}
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local function load_inv(ent,size)
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if not ent._inv_id then return end
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local inv = minetest.get_inventory({type="detached", name=ent._inv_id})
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if not inv then
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inv = minetest.create_detached_inventory(ent._inv_id, inv_callbacks)
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inv:set_size("main", size)
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if ent._items then
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inv:set_list("main",ent._items)
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end
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end
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return inv
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end
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local function show_form(ent,player,show_name)
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if not ent._inv_id then return end
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local playername = player:get_player_name()
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local formspec = "size[9,8.75]"
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.. "label[0,0;" .. minetest.formspec_escape(
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minetest.colorize("#313131", show_name)) .. "]"
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.. "list[detached:"..ent._inv_id..";main;0,0.5;9,3;]"
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.. mcl_formspec.get_itemslot_bg(0,0.5,9,3)
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.. "label[0,4.0;" .. minetest.formspec_escape(
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minetest.colorize("#313131", "Inventory")) .. "]"
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.. "list[current_player;main;0,4.5;9,3;9]"
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.. mcl_formspec.get_itemslot_bg(0,4.5,9,3)
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.. "list[current_player;main;0,7.74;9,1;]"
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.. mcl_formspec.get_itemslot_bg(0,7.74,9,1)
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.. "listring[detached:"..ent._inv_id..";main]"
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.. "listring[current_player;main]"
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minetest.show_formspec(playername,ent._inv_id,formspec)
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end
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function mcl_entity_invs.register_inv(entity_name,show_name,size)
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local old_oa = minetest.registered_entities[entity_name].on_activate
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minetest.registered_entities[entity_name].on_activate = function(self,staticdata,dtime_s)
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local d = minetest.deserialize(staticdata)
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if type(d) == "table" and d._inv_id then
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self._inv_id = d._inv_id
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self._items = d._items
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else
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self._inv_id="entity_inv_"..minetest.sha1(minetest.get_gametime()..minetest.pos_to_string(self.object:get_pos())..tostring(math.random()))
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--gametime and position for collision safety and math.random salt to protect against position brute-force
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end
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if self._inv_id then
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self._inv = load_inv(self,size)
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end
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if old_oa then return old_oa(self,clicker) end
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end
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local old_rc = minetest.registered_entities[entity_name].on_rightclick
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minetest.registered_entities[entity_name].on_rightclick = function(self,clicker)
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show_form(self,clicker,show_name)
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if old_rc then return old_rc(self,clicker) end
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end
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local old_gsd = minetest.registered_entities[entity_name].get_staticdata
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minetest.registered_entities[entity_name].get_staticdata = function(self)
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local old_sd = old_gsd(self)
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local d = minetest.deserialize(old_sd)
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assert(type(d) == "table","Entyinvs currently only works with entities that return a (serialized) table in get_staticdata. "..tostring(self.name).." returned: "..tostring(old_sd))
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d._inv_id = self._inv_id
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d._items = {}
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for i,it in pairs(self._inv:get_list("main")) do
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d._items[i] = it:to_string()
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end
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return minetest.serialize(d)
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end
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end
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3
mods/ENTITIES/mcl_entity_invs/mod.conf
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3
mods/ENTITIES/mcl_entity_invs/mod.conf
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name = mcl_entity_invs
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author = cora
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depends = mcl_formspec
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