--[[ Minetest Mod Storage Drawers - A Mod adding storage drawers Copyright (C) 2017-2020 Linus Jahn 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. ]]-- local S = minetest.get_translator('drawers') 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 digilines_loaded = core.get_modpath("digilines") and digilines local techage_loaded = core.get_modpath("techage") and techage local function controller_formspec(pos) local formspec = "size[8,8.5]".. drawers.gui_bg.. drawers.gui_bg_img.. drawers.gui_slots.. "label[0,0;" .. S("Drawer Controller") .. "]" .. "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]" if digilines_loaded and pipeworks_loaded then formspec = formspec .. "field[1,3.5;4,1;digilineChannel;" .. S("Digiline Channel") .. ";${digilineChannel}]" formspec = formspec .. "button_exit[5,3.2;2,1;saveChannel;" .. S("Save") .. "]" end return formspec end local function is_valid_drawer_index_slot(net_index, item_name) return net_index and net_index[item_name] and net_index[item_name].drawer_pos and net_index[item_name].drawer_pos.x and net_index[item_name].drawer_pos.y and net_index[item_name].drawer_pos.z and net_index[item_name].visualid end local function controller_index_slot(pos, visualid) return { drawer_pos = pos, 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 content = drawers.drawer_get_content(controllerInventory[item_id].drawer_pos, controllerInventory[item_id].visualid) local new_content = drawers.drawer_get_content(pos, slot_id) -- If the already indexed drawer has less space, we override the -- table index for that item with the new drawer if (new_content.maxCount - new_content.count) > (content.maxCount - content.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 --[[ Returns a table of all stored itemstrings in the drawer network with their drawer position and visualid. It uses the cached data, if possible, but if the itemstring is not contained the network is reindexed. ]] local function controller_get_drawer_index(pos, itemstring) local meta = core.get_meta(pos) -- 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 drawer_net_index = core.deserialize(meta:get_string("drawers_table_index")) -- If the index has not been created -- If the item isn't in the index (or the index is corrupted) if not is_valid_drawer_index_slot(drawer_net_index, itemstring) then drawer_net_index = index_drawers(pos) meta:set_string("drawers_table_index", core.serialize(drawer_net_index)) -- There is a valid entry in the index: check that the entry is still up-to-date else local content = drawers.drawer_get_content( drawer_net_index[itemstring].drawer_pos, drawer_net_index[itemstring].visualid) if content.name ~= itemstring or content.count >= content.maxCount then drawer_net_index = index_drawers(pos) meta:set_string("drawers_table_index", core.serialize(drawer_net_index)) end end return drawer_net_index end local function controller_insert_to_drawers(pos, stack) -- Inizialize metadata local meta = core.get_meta(pos) local inv = meta:get_inventory() local drawer_net_index = controller_get_drawer_index(pos, stack:get_name()) -- We check if there is a drawer with the item and it isn't full. We will -- put the items we can into it. if drawer_net_index[stack:get_name()] then local drawer_pos = drawer_net_index[stack:get_name()]["drawer_pos"] local visualid = drawer_net_index[stack:get_name()]["visualid"] local content = drawers.drawer_get_content(drawer_pos, 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 content.name == stack:get_name() and content.count < content.maxCount and drawers.drawer_visuals[core.hash_node_position(drawer_pos)] then return drawers.drawer_insert_object(drawer_pos, stack, visualid) end elseif drawer_net_index["empty"] then local drawer_pos = drawer_net_index["empty"]["drawer_pos"] local visualid = drawer_net_index["empty"]["visualid"] local content = drawers.drawer_get_content(drawer_pos, visualid) -- If the drawer is still empty and the drawer entity is loaded, we will -- put the items in the drawer if content.name == "" and drawers.drawer_visuals[core.hash_node_position(drawer_pos)] then local leftover = drawers.drawer_insert_object(drawer_pos, stack, visualid) -- Add the item to the drawers table index and set the empty one to nil drawer_net_index["empty"] = nil drawer_net_index[stack:get_name()] = controller_index_slot(drawer_pos, visualid) -- Set the controller metadata meta:set_string("drawers_table_index", core.serialize(drawer_net_index)) return leftover end end return stack 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("drawers_table_index", "") meta:set_string("formspec", controller_formspec(pos)) meta:get_inventory():set_size("src", 1) 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 (player and core.is_protected(pos, player:get_player_name())) or listname ~= "src" then return 0 end local drawer_net_index = controller_get_drawer_index(pos, stack:get_name()) if drawer_net_index[stack:get_name()] then local drawer = drawer_net_index[stack:get_name()] if drawers.drawer_get_content(drawer.drawer_pos, drawer.visualid).name == stack:get_name() then return drawers.drawer_can_insert_stack(drawer.drawer_pos, stack, drawer["visualid"]) end end if drawer_net_index["empty"] then local drawer = drawer_net_index["empty"] if drawers.drawer_get_content(drawer.drawer_pos, drawer.visualid).name == "" then return drawers.drawer_can_insert_stack(drawer.drawer_pos, stack, drawer.visualid) end end return 0 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 local function controller_on_metadata_inventory_put(pos, listname, index, stack, player) if listname ~= "src" then return end local inv = core.get_meta(pos):get_inventory() local complete_stack = inv:get_stack("src", 1) local leftover = controller_insert_to_drawers(pos, complete_stack) inv:set_stack("src", 1, leftover) end local function controller_on_digiline_receive(pos, _, channel, msg) local meta = core.get_meta(pos) if channel ~= meta:get_string("digilineChannel") then return end local item = ItemStack(msg) local drawers_index = controller_get_drawer_index(pos, item:get_name()) if not drawers_index[item:get_name()] then -- we can't do anything: the requested item doesn't exist return end local taken_stack = drawers.drawer_take_item( drawers_index[item:get_name()]["drawer_pos"], item) local dir = core.facedir_to_dir(core.get_node(pos).param2) -- prevent crash if taken_stack ended up with a nil value if taken_stack then pipeworks.tube_inject_item(pos, pos, dir, taken_stack:to_string()) end end local function controller_on_receive_fields(pos, formname, fields, sender) if core.is_protected(pos, sender:get_player_name()) then return end local meta = core.get_meta(pos) if fields.saveChannel then meta:set_string("digilineChannel", fields.digilineChannel) end 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_receive_fields = controller_on_receive_fields def.on_metadata_inventory_put = controller_on_metadata_inventory_put 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 controller_insert_to_drawers(pos, stack) end def.tube.can_insert = function(pos, node, stack, tubedir) return controller_allow_metadata_inventory_put(pos, "src", nil, stack, nil) > 0 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 if digilines_loaded and pipeworks_loaded then def.digiline = { receptor = {}, effector = { action = controller_on_digiline_receive }, } end core.register_node("drawers:controller", def) if techage_loaded then techage.register_node({"drawers:controller"}, { on_push_item = function(pos, in_dir, stack) return controller_insert_to_drawers(pos, stack) end }) end 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