drawers/lua/controller.lua

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--[[
Minetest Mod Storage Drawers - A Mod adding storage drawers
Copyright (C) 2017-2019 Linus Jahn <lnj@kaidan.im>
Copyright (C) 2018 isaiah658
MIT License
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]--
--[[ The gist of how the drawers mod stores data is that there are entities
and the drawer node itself. The entities are needed to allow having multiple
drawers in one node. The entities and node each store metadata about the item
counts and such. It is necessary to change both at once otherwise in some cases
the entity values are used and in other cases the node metadata is used.
The gist of how the controller works is this. The drawer controller scans the
adjacent tiles and puts the item names and other info such as coordinates and
the visualid of the entity in a table. That table is saved in the controllers
metadata. The table is used to help prevent needing to scan all the drawers to
deposit an item in certain situations. The table is only updated on an as needed
basis, not by a specific time/interval. Controllers that have no items will not
continue scanning drawers. ]]--
-- Load support for intllib.
local MP = core.get_modpath(core.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
local default_loaded = core.get_modpath("default") and default
local mcl_loaded = core.get_modpath("mcl_core") and mcl_core
local pipeworks_loaded = core.get_modpath("pipeworks") and pipeworks
local controller_interval = tonumber(core.settings:get("drawers_controller_interval")) or 1.0
local function controller_formspec(pos, meta_current_state)
local formspec =
"size[8,8.5]"..
drawers.gui_bg..
drawers.gui_bg_img..
drawers.gui_slots..
"label[0,0;" .. S("Current State: ") .. meta_current_state .. "]" ..
"list[current_name;src;3.5,1.75;1,1;]"..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"..
"listring[current_player;main]"..
"listring[current_name;src]"..
"listring[current_player;main]"
return formspec
end
local function controller_index_slot(pos, visualid)
return {
drawer_pos_x = pos.x,
drawer_pos_y = pos.y,
drawer_pos_z = pos.z,
visualid = visualid
}
end
local function compare_pos(pos1, pos2)
return pos1.x == pos2.x and pos1.y == pos2.y and pos1.z == pos2.z
end
local function contains_pos(list, p)
for _,v in ipairs(list) do
if compare_pos(v, p) then
return true
end
end
return false
end
-- iterator for iterating from 1 -> to
local function range(to)
local i = 0
return function()
if i == to then
return nil
end
i = i + 1
return i, i
end
end
local function pos_in_range(pos1, pos2)
local diff = {
pos1.x - pos2.x,
pos1.y - pos2.y,
pos1.z - pos2.z
}
for _,v in ipairs(diff) do
if v < 0 then
v = v * -1
end
if v > drawers.CONTROLLER_RANGE then
return false
end
end
return true
end
local function add_drawer_to_inventory(controllerInventory, pos)
-- the number of slots is saved as drawer group
local slots = core.get_item_group(core.get_node(pos).name, "drawer")
if not slots then
return
end
local meta = core.get_meta(pos)
if not meta then
return
end
local i = 1
while i <= slots do
-- nothing is appended in case the drawer has only one slot
local slot_id = ""
if slots ~= 1 then
slot_id = tostring(i)
end
local item_id = meta:get_string("name" .. slot_id)
local drawer_meta_entity_infotext = meta:get_string("entity_infotext" .. slot_id)
if item_id == "" and not controllerInventory["empty"] then
controllerInventory["empty"] = controller_index_slot(pos, slot_id)
elseif item_id ~= "" then
-- If we already indexed this item previously, check which drawer
-- has the most space and have that one be the one indexed
if controllerInventory[item_id] then
local indexed_drawer_meta = core.get_meta({
x = controllerInventory[item_id]["drawer_pos_x"],
y = controllerInventory[item_id]["drawer_pos_y"],
z = controllerInventory[item_id]["drawer_pos_z"]}
)
local indexed_drawer_meta_count = indexed_drawer_meta:get_int(
"count" .. controllerInventory[item_id]["visualid"])
local indexed_drawer_meta_max_count = indexed_drawer_meta:get_int(
"max_count" .. controllerInventory[item_id]["visualid"])
local drawer_meta_count = meta:get_int("count" .. slot_id)
local drawer_meta_max_count = meta:get_int("max_count" .. slot_id)
-- If the already indexed drawer has less space, we override the table index for that item with the new drawer
if (indexed_drawer_meta_max_count - indexed_drawer_meta_count)
< (drawer_meta_max_count - drawer_meta_count) then
controllerInventory[item_id] = controller_index_slot(pos, slot_id)
end
else
controllerInventory[item_id] = controller_index_slot(pos, slot_id)
end
end
i = i + 1
end
end
local function find_connected_drawers(controller_pos, pos, foundPositions)
foundPositions = foundPositions or {}
pos = pos or controller_pos
local newPositions = core.find_nodes_in_area(
{x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
{x = pos.x + 1, y = pos.y + 1, z = pos.z + 1},
{"group:drawer", "group:drawer_connector"}
)
for _,p in ipairs(newPositions) do
-- check that this node hasn't been scanned yet
if not compare_pos(pos, p) and not contains_pos(foundPositions, p)
and pos_in_range(controller_pos, pos) then
-- add new position
table.insert(foundPositions, p)
-- search for other drawers from the new pos
find_connected_drawers(controller_pos, p, foundPositions)
end
end
return foundPositions
end
local function index_drawers(pos)
--[[
The pos parameter is the controllers position
We store the item name as a string key and the value is a table with position x,
position y, position z, and visualid. Those are all strings as well with the
values assigned to them that way we don't need to worry about the ordering of
the table. The count and max count are not stored as those values have a high
potential of being outdated quickly. It's better to grab the values from the
drawer when needed so you know you are working with accurate numbers.
]]
local controllerInventory = {}
for _,drawerPos in ipairs(find_connected_drawers(pos)) do
add_drawer_to_inventory(controllerInventory, drawerPos)
end
return controllerInventory
end
local function controller_node_timer(pos, elapsed)
-- Inizialize metadata
local meta = core.get_meta(pos)
local meta_current_state = meta:get_string("current_state")
local meta_times_ran_while_jammed = meta:get_float("times_ran_while_jammed")
local meta_jammed_item_name = meta:get_string("jammed_item_name")
local inv = meta:get_inventory()
local src = inv:get_stack("src", 1)
local src_name = src:get_name()
--[[
There are four scenarios for the item slot in the controller.
1: No item is in the controller.
2: Item is not stackable.
3. Item is allowed and there is either an existing drawer for that item with room or an empty drawer.
4: Item is allowed, but there is no room.
There are three different possibilities for "current_state".
1: "running" which means means it's operating normally.
2: "stopped" meaning the controller makes no attempt to put in the item possibly due to being unallowed for various reasons.
3: "jammed" meaning the item is allowed in to drawers, but there was no space to deposit it last time it ran.
]]
--[[
If current state is jammed, the item that jammed it is the same item in the
src inv slot, and the amount of times ran while jammed is 8 or higher, we
set the current state to stopped. Will possibly want to make an option in the
formspec to ignore this an continue running if the user plans on using the
system in a way that may cause frequent jams making it a hassle to manually
clear it each time
]]
if meta_current_state == "jammed" and meta_jammed_item_name == src_name and meta_times_ran_while_jammed >= 2 then
meta:set_string("current_state", "stopped")
meta:set_string("formspec", controller_formspec(pos, S("Stopped")))
return true
end
-- If current state is stopped, and the item that jammed it is the same
-- item in the src inv slot, we don't do anything
if meta_current_state == "stopped" and meta_jammed_item_name == src_name then
return true
end
-- If current state is stopped, and the item that jammed it is not the
-- same item in the src inv slot, we set the current state to running and
-- clear the jam counter.
if meta_current_state == "stopped" and meta_jammed_item_name ~= src_name then
meta:set_string("current_state", "running")
meta:set_string("formspec", controller_formspec(pos, S("Running")))
meta:set_float("times_ran_while_jammed", 0)
end
-- If no item is in the controller, nothing is searched and current_state
-- is set to running and no jams.
if inv:is_empty("src") then
meta:set_string("current_state", "running")
meta:set_string("formspec", controller_formspec(pos, S("Running")))
meta:set_float("times_ran_while_jammed", 0)
return true
end
-- If a non stackable item is in the controller, such as a written book,
-- set the current_state to stopped because they are not allowed in drawers
if src:get_stack_max() == 1 then
meta:set_string("current_state", "stopped")
meta:set_string("formspec", controller_formspec(pos, S("Stopped")))
meta:set_string("jammed_item_name", src_name)
meta:set_float("times_ran_while_jammed", 1)
return true
end
-- If the index has not been created, the item isn't in the index, the
-- item in the drawer is no longer the same item in the index, or the item
-- is in the index but it's full, run the index_drawers function.
local drawers_table_index = core.deserialize(meta:get_string("drawers_table_index"))
-- If the index has not been created
if not drawers_table_index then
drawers_table_index = index_drawers(pos)
meta:set_string("drawers_table_index", core.serialize(drawers_table_index))
-- If the item isn't in the index
elseif not drawers_table_index[src_name] then
drawers_table_index = index_drawers(pos)
meta:set_string("drawers_table_index", core.serialize(drawers_table_index))
-- If the item is in the index but either the name that was indexed is not
-- the same as what is currently in the drawer or the drawer is full
elseif drawers_table_index[src_name] then
local visualid = drawers_table_index[src_name]["visualid"]
local indexed_drawer_meta = core.get_meta({x = drawers_table_index[src_name]["drawer_pos_x"], y = drawers_table_index[src_name]["drawer_pos_y"], z = drawers_table_index[src_name]["drawer_pos_z"]})
local indexed_drawer_meta_name = indexed_drawer_meta:get_string("name" .. visualid)
local indexed_drawer_meta_count = indexed_drawer_meta:get_int("count" .. visualid)
local indexed_drawer_meta_max_count = indexed_drawer_meta:get_int("max_count" .. visualid)
if indexed_drawer_meta_name ~= src_name or indexed_drawer_meta_count >= indexed_drawer_meta_max_count then
drawers_table_index = index_drawers(pos)
meta:set_string("drawers_table_index", core.serialize(drawers_table_index))
end
end
-- This might not be needed, but my concern is if the above indexing takes
-- enough time, there could be a "race condition" where the item in the src
-- inventory is no longer the same item when we checked before or the
-- quantity of the items changed so I'm having it grab the item stack again
-- just in case.
-- If a race condition does occur, items could be lost or duplicated
src = inv:get_stack("src", 1)
src_name = src:get_name()
local src_count = src:get_count()
local src_stack_max = src:get_stack_max()
-- At this point, the item either was in the index or everything was reindexed so we check again
-- If there is a drawer with the item and it isn't full, we will put the items we can in to it
if drawers_table_index[src_name] then
local indexed_drawer_pos = {x = drawers_table_index[src_name]["drawer_pos_x"], y = drawers_table_index[src_name]["drawer_pos_y"], z = drawers_table_index[src_name]["drawer_pos_z"]}
local visualid = drawers_table_index[src_name]["visualid"]
local indexed_drawer_meta = core.get_meta(indexed_drawer_pos)
local indexed_drawer_meta_name = indexed_drawer_meta:get_string("name" .. visualid)
local indexed_drawer_meta_count = indexed_drawer_meta:get_int("count" .. visualid)
local indexed_drawer_meta_max_count = indexed_drawer_meta:get_int("max_count" .. visualid)
-- If the the item in the drawer is the same as the one we are trying to store, the drawer is not full, and the drawer entity is loaded, we will put the items in the drawer
if indexed_drawer_meta_name == src_name and indexed_drawer_meta_count < indexed_drawer_meta_max_count and drawers.drawer_visuals[core.serialize(indexed_drawer_pos)] then
local leftover = drawers.drawer_insert_object(indexed_drawer_pos, nil, src, nil)
inv:set_stack("src", 1, leftover)
-- Set the controller metadata
meta:set_string("current_state", "running")
meta:set_string("formspec", controller_formspec(pos, S("Running")))
meta:set_float("times_ran_while_jammed", 0)
else
meta:set_string("current_state", "jammed")
meta:set_string("formspec", controller_formspec(pos, S("Jammed")))
meta:set_string("jammed_item_name", src_name)
meta:set_float("times_ran_while_jammed", meta_times_ran_while_jammed + 1)
end
elseif drawers_table_index["empty"] then
local indexed_drawer_pos = {x = drawers_table_index["empty"]["drawer_pos_x"], y = drawers_table_index["empty"]["drawer_pos_y"], z = drawers_table_index["empty"]["drawer_pos_z"]}
local visualid = drawers_table_index["empty"]["visualid"]
local indexed_drawer_meta = core.get_meta(indexed_drawer_pos)
local indexed_drawer_meta_name = indexed_drawer_meta:get_string("name" .. visualid)
-- If the drawer is still empty and the drawer entity is loaded, we will put the items in the drawer
if indexed_drawer_meta_name == "" and drawers.drawer_visuals[core.serialize(indexed_drawer_pos)] then
local leftover = drawers.drawer_insert_object(indexed_drawer_pos, nil, src, nil)
inv:set_stack("src", 1, leftover)
-- Add the item to the drawers table index and set the empty one to nil
drawers_table_index["empty"] = nil
drawers_table_index[src_name] = {drawer_pos_x = indexed_drawer_pos.x, drawer_pos_y = indexed_drawer_pos.y, drawer_pos_z = indexed_drawer_pos.z, visualid = visualid}
-- Set the controller metadata
meta:set_string("current_state", "running")
meta:set_string("formspec", controller_formspec(pos, S("Running")))
meta:set_float("times_ran_while_jammed", 0)
meta:set_string("drawers_table_index", core.serialize(drawers_table_index))
else
meta:set_string("current_state", "jammed")
meta:set_string("formspec", controller_formspec(pos, S("Jammed")))
meta:set_string("jammed_item_name", src_name)
meta:set_float("times_ran_while_jammed", meta_times_ran_while_jammed + 1)
end
else
meta:set_string("current_state", "jammed")
meta:set_string("formspec", controller_formspec(pos, S("Jammed")))
meta:set_string("jammed_item_name", src_name)
meta:set_float("times_ran_while_jammed", meta_times_ran_while_jammed + 1)
end
return true
end
local function controller_can_dig(pos, player)
local meta = core.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("src")
end
local function controller_on_construct(pos)
local meta = core.get_meta(pos)
meta:set_string("current_state", "running")
meta:set_float("times_ran_while_jammed", 0)
meta:set_string("jammed_item_name", "")
meta:set_string("drawers_table_index", "")
meta:set_string("formspec", controller_formspec(pos, S("Running")))
meta:get_inventory():set_size("src", 1)
core.get_node_timer(pos):start(controller_interval)
end
local function controller_on_blast(pos)
local drops = {}
default.get_inventory_drops(pos, "src", drops)
drops[#drops+1] = "drawers:controller"
core.remove_node(pos)
return drops
end
local function controller_allow_metadata_inventory_put(pos, listname, index, stack, player)
if core.is_protected(pos, player:get_player_name()) then
return 0
end
if listname == "src" then
return stack:get_count()
end
end
local function controller_allow_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player)
local meta = core.get_meta(pos)
local inv = meta:get_inventory()
local stack = inv:get_stack(from_list, from_index)
return controller_allow_metadata_inventory_put(pos, to_list, to_index, stack, player)
end
local function controller_allow_metadata_inventory_take(pos, listname, index, stack, player)
if core.is_protected(pos, player:get_player_name()) then
return 0
end
return stack:get_count()
end
-- Registers the drawer controller
local function register_controller()
-- Set the controller definition using a table to allow for pipeworks and
-- potentially other mod support
local def = {}
def.description = S("Drawer Controller")
def.drawtype = "nodebox"
def.node_box = { type = "fixed", fixed = drawers.node_box_simple }
def.collision_box = { type = "regular" }
def.selection_box = { type = "regular" }
def.paramtype = "light"
def.paramtype2 = "facedir"
def.legacy_facedir_simple = true
-- add pipe connectors, if pipeworks is enabled
if pipeworks_loaded then
def.tiles = {
"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
"drawers_controller_side.png^pipeworks_tube_connection_metallic.png",
"drawers_controller_side.png^pipeworks_tube_connection_metallic.png",
"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
"drawers_controller_front.png"
}
else
def.tiles = {
"drawers_controller_top.png",
"drawers_controller_top.png",
"drawers_controller_side.png",
"drawers_controller_side.png",
"drawers_controller_top.png",
"drawers_controller_front.png"
}
end
-- MCL2 requires a few different groups and parameters that MTG does not
if mcl_loaded then
def.groups = {
pickaxey = 1, stone = 1, building_block = 1, material_stone = 1
}
def._mcl_blast_resistance = 30
def._mcl_hardness = 1.5
else
def.groups = {
cracky = 3, level = 2
}
end
def.can_dig = controller_can_dig
def.on_construct = controller_on_construct
def.on_blast = controller_on_blast
def.on_timer = controller_node_timer
def.allow_metadata_inventory_put = controller_allow_metadata_inventory_put
def.allow_metadata_inventory_move = controller_allow_metadata_inventory_move
def.allow_metadata_inventory_take = controller_allow_metadata_inventory_take
if pipeworks_loaded then
def.groups.tubedevice = 1
def.groups.tubedevice_receiver = 1
def.tube = {}
def.tube.insert_object = function(pos, node, stack, tubedir)
return core.get_meta(pos):get_inventory():add_item("src", stack)
end
def.tube.can_insert = function(pos, node, stack, tubedir)
return core.get_meta(pos):get_inventory():room_for_item("src", stack)
end
def.tube.connect_sides = {
left = 1, right = 1, back = 1, top = 1, bottom = 1
}
def.after_place_node = pipeworks.after_place
def.after_dig_node = pipeworks.after_dig
end
core.register_node("drawers:controller", def)
end
-- register drawer controller
register_controller()
if default_loaded then
core.register_craft({
output = 'drawers:controller',
recipe = {
{'default:steel_ingot', 'default:diamond', 'default:steel_ingot'},
{'default:tin_ingot', 'group:drawer', 'default:copper_ingot'},
{'default:steel_ingot', 'default:diamond', 'default:steel_ingot'},
}
})
elseif mcl_loaded then
core.register_craft({
output = 'drawers:controller',
recipe = {
{'mcl_core:iron_ingot', 'mcl_core:diamond', 'mcl_core:iron_ingot'},
{'mcl_core:gold_ingot', 'group:drawer', 'mcl_core:gold_ingot'},
{'mcl_core:iron_ingot', 'mcl_core:diamond', 'mcl_core:iron_ingot'},
}
})
else
-- Because the rest of the drawers mod doesn't have a hard depend on
-- default, I changed the recipe to have an alternative
core.register_craft({
output = 'drawers:controller',
recipe = {
{'group:stone', 'group:stone', 'group:stone'},
{'group:stone', 'group:drawer', 'group:stone'},
{'group:stone', 'group:stone', 'group:stone'},
}
})
end