--[[ Minetest Mod Storage Drawers - A Mod adding storage drawers Copyright (C) 2017-2019 Linus Jahn 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. ]] -- 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) 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 S("@1 (@2% full)", basename, tostring(percent)) else 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") if not obj then return end 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 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 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 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 --[[ Returns the visual object for the visualid of the drawer at pos. visualid can be: "", "1", "2", ... or 1, 2, ... ]] function drawers.get_visual(pos, visualid) local drawer_visuals = drawers.drawer_visuals[core.serialize(pos)] if not drawer_visuals then return nil end -- not a real index (starts with 1) local index = tonumber(visualid) if visualid == "" then index = 1 end return drawer_visuals[index] 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 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