drawers/lua/helpers.lua

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--[[
Minetest Mod Storage Drawers - A Mod adding storage drawers
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Copyright (C) 2017-2019 Linus Jahn <lnj@kaidan.im>
Copyright (C) 2016 Mango Tango <mtango688@gmail.com>
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.
]]
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-- Load support for intllib.
local MP = core.get_modpath(core.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
-- GUI
function drawers.get_upgrade_slots_bg(x,y)
local out = ""
for i = 0, 4, 1 do
out = out .."image["..x+i..","..y..";1,1;drawers_upgrade_slot_bg.png]"
end
return out
end
function drawers.gen_info_text(basename, count, factor, stack_max)
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local maxCount = stack_max * factor
local percent = count / maxCount * 100
-- round the number (float -> int)
percent = math.floor(percent + 0.5)
if count == 0 then
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return S("@1 (@2% full)", basename, tostring(percent))
else
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return S("@1 @2 (@3% full)", tostring(count), basename, tostring(percent))
end
end
function drawers.get_inv_image(name)
local texture = "blank.png"
local def = core.registered_items[name]
if not def then return end
if def.inventory_image and #def.inventory_image > 0 then
texture = def.inventory_image
else
if not def.tiles then return texture end
local tiles = table.copy(def.tiles)
for k,v in pairs(tiles) do
if type(v) == "table" then
tiles[k] = v.name
end
end
-- tiles: up, down, right, left, back, front
-- inventorycube: up, front, right
if #tiles <= 2 then
texture = core.inventorycube(tiles[1], tiles[1], tiles[1])
elseif #tiles <= 5 then
texture = core.inventorycube(tiles[1], tiles[3], tiles[3])
else -- full tileset
texture = core.inventorycube(tiles[1], tiles[6], tiles[3])
end
end
return texture
end
function drawers.spawn_visuals(pos)
local node = core.get_node(pos)
local ndef = core.registered_nodes[node.name]
local drawerType = ndef.groups.drawer
-- data for the new visual
drawers.last_drawer_pos = pos
drawers.last_drawer_type = drawerType
if drawerType == 1 then -- 1x1 drawer
drawers.last_visual_id = ""
drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name"))
local bdir = core.facedir_to_dir(node.param2)
local fdir = vector.new(-bdir.x, 0, -bdir.z)
local pos2 = vector.add(pos, vector.multiply(fdir, 0.45))
local obj = core.add_entity(pos2, "drawers:visual")
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if bdir.x < 0 then obj:set_yaw(0.5 * math.pi) end
if bdir.z < 0 then obj:set_yaw(math.pi) end
if bdir.x > 0 then obj:set_yaw(1.5 * math.pi) end
drawers.last_texture = nil
elseif drawerType == 2 then
local bdir = core.facedir_to_dir(node.param2)
local fdir1
local fdir2
if node.param2 == 2 or node.param2 == 0 then
fdir1 = vector.new(-bdir.x, 0.5, -bdir.z)
fdir2 = vector.new(-bdir.x, -0.5, -bdir.z)
else
fdir1 = vector.new(-bdir.x, 0.5, -bdir.z)
fdir2 = vector.new(-bdir.x, -0.5, -bdir.z)
end
local objs = {}
drawers.last_visual_id = 1
drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name1"))
local pos1 = vector.add(pos, vector.multiply(fdir1, 0.45))
objs[1] = core.add_entity(pos1, "drawers:visual")
drawers.last_visual_id = 2
drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name2"))
local pos2 = vector.add(pos, vector.multiply(fdir2, 0.45))
objs[2] = core.add_entity(pos2, "drawers:visual")
for i,obj in pairs(objs) do
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if bdir.x < 0 then obj:set_yaw(0.5 * math.pi) end
if bdir.z < 0 then obj:set_yaw(math.pi) end
if bdir.x > 0 then obj:set_yaw(1.5 * math.pi) end
end
else -- 2x2 drawer
local bdir = core.facedir_to_dir(node.param2)
local fdir1
local fdir2
local fdir3
local fdir4
if node.param2 == 2 then
fdir1 = vector.new(-bdir.x + 0.5, 0.5, -bdir.z)
fdir2 = vector.new(-bdir.x - 0.5, 0.5, -bdir.z)
fdir3 = vector.new(-bdir.x + 0.5, -0.5, -bdir.z)
fdir4 = vector.new(-bdir.x - 0.5, -0.5, -bdir.z)
elseif node.param2 == 0 then
fdir1 = vector.new(-bdir.x - 0.5, 0.5, -bdir.z)
fdir2 = vector.new(-bdir.x + 0.5, 0.5, -bdir.z)
fdir3 = vector.new(-bdir.x - 0.5, -0.5, -bdir.z)
fdir4 = vector.new(-bdir.x + 0.5, -0.5, -bdir.z)
elseif node.param2 == 1 then
fdir1 = vector.new(-bdir.x, 0.5, -bdir.z + 0.5)
fdir2 = vector.new(-bdir.x, 0.5, -bdir.z - 0.5)
fdir3 = vector.new(-bdir.x, -0.5, -bdir.z + 0.5)
fdir4 = vector.new(-bdir.x, -0.5, -bdir.z - 0.5)
else
fdir1 = vector.new(-bdir.x, 0.5, -bdir.z - 0.5)
fdir2 = vector.new(-bdir.x, 0.5, -bdir.z + 0.5)
fdir3 = vector.new(-bdir.x, -0.5, -bdir.z - 0.5)
fdir4 = vector.new(-bdir.x, -0.5, -bdir.z + 0.5)
end
local objs = {}
drawers.last_visual_id = 1
drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name1"))
local pos1 = vector.add(pos, vector.multiply(fdir1, 0.45))
objs[1] = core.add_entity(pos1, "drawers:visual")
drawers.last_visual_id = 2
drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name2"))
local pos2 = vector.add(pos, vector.multiply(fdir2, 0.45))
objs[2] = core.add_entity(pos2, "drawers:visual")
drawers.last_visual_id = 3
drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name3"))
local pos3 = vector.add(pos, vector.multiply(fdir3, 0.45))
objs[3] = core.add_entity(pos3, "drawers:visual")
drawers.last_visual_id = 4
drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name4"))
local pos4 = vector.add(pos, vector.multiply(fdir4, 0.45))
objs[4] = core.add_entity(pos4, "drawers:visual")
for i,obj in pairs(objs) do
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if bdir.x < 0 then obj:set_yaw(0.5 * math.pi) end
if bdir.z < 0 then obj:set_yaw(math.pi) end
if bdir.x > 0 then obj:set_yaw(1.5 * math.pi) end
end
end
end
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function drawers.remove_visuals(pos)
local objs = core.get_objects_inside_radius(pos, 0.56)
if not objs then return end
for _, obj in pairs(objs) do
if obj and obj:get_luaentity() and
obj:get_luaentity().name == "drawers:visual" then
obj:remove()
end
end
end
function drawers.update_drawer_upgrades(pos)
local node = core.get_node(pos)
local ndef = core.registered_nodes[node.name]
local drawerType = ndef.groups.drawer
-- default number of slots/stacks
local stackMaxFactor = ndef.drawer_stack_max_factor
-- storage percent with all upgrades
local storagePercent = 100
-- get info of all upgrades
local inventory = core.get_meta(pos):get_inventory():get_list("upgrades")
for _,itemStack in pairs(inventory) do
local iname = itemStack:get_name()
local idef = core.registered_items[iname]
local addPercent = idef.groups.drawer_upgrade or 0
storagePercent = storagePercent + addPercent
end
-- i.e.: 150% / 100 => 1.50
stackMaxFactor = math.floor(stackMaxFactor * (storagePercent / 100))
-- calculate stack_max factor for a single drawer
stackMaxFactor = stackMaxFactor / drawerType
-- set the new stack max factor in all visuals
local drawer_visuals = drawers.drawer_visuals[core.serialize(pos)]
if not drawer_visuals then return end
for _,visual in pairs(drawer_visuals) do
visual:setStackMaxFactor(stackMaxFactor)
end
end
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function drawers.randomize_pos(pos)
local rndpos = table.copy(pos)
local x = math.random(-50, 50) * 0.01
local z = math.random(-50, 50) * 0.01
rndpos.x = rndpos.x + x
rndpos.y = rndpos.y + 0.25
rndpos.z = rndpos.z + z
return rndpos
end
function drawers.node_tiles_front_other(front, other)
return {other, other, other, other, other, front}
end