--[[ Minetest Mod Storage Drawers - A Mod adding storage drawers Copyright (C) 2017 LNJ Copyright (C) 2016 Mango Tango 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. ]] function drawers.gen_info_text(basename, count, factor, stack_max) 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 return basename .. " (" .. tostring(percent) .. "% full)" else return tostring(count) .. " " .. basename .. " (" .. tostring(percent) .. "% full)" end end function drawers.get_inv_image(name) local texture = "drawers_empty.png" local def = core.registered_items[name] if name ~= "air" and def then if def.inventory_image and #def.inventory_image > 0 then texture = def.inventory_image else if not def.tiles then return texture end local c = #def.tiles or 0 local x = {} for i, v in ipairs(def.tiles) do if type(v) == "table" then x[i] = v.name else x[i] = v end i = i + 1 end if not x[3] then x[3] = x[1] end if not x[4] then x[4] = x[3] end texture = core.inventorycube(x[1], x[3], x[4]) end end return texture end function drawers.spawn_visual(pos) local node = core.get_node(pos) -- data for the new visual drawers.last_drawer_pos = pos 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, 0.438)) obj = core.add_entity(pos2, "drawers:visual") if bdir.x < 0 then obj:setyaw(0.5 * math.pi) end if bdir.z < 0 then obj:setyaw(math.pi) end if bdir.x > 0 then obj:setyaw(1.5 * math.pi) end drawers.last_texture = nil end