--[[ 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. ]] drawers = {} -- TODO: Support other games than MTG/MTG-like (e.g. MineClone2) local WOOD_SOUNDS local WOOD_ITEMSTRING local CHEST_ITEMSTRING if default then WOOD_SOUNDS = default.node_sound_wood_defaults() WOOD_ITEMSTRING = "default:wood" CHEST_ITEMSTRING = "default:chest" else WOOD_ITEMSTRING = "wood" CHEST_ITEMSTRING = "chest" end local DEFAULT_VISUAL_TEXTURE = "drawers_empty.png" drawers.node_box_simple = { {-0.5, -0.5, -0.4375, 0.5, 0.5, 0.5}, {-0.5, -0.5, -0.5, -0.4375, 0.5, -0.4375}, {0.4375, -0.5, -0.5, 0.5, 0.5, -0.4375}, {-0.4375, 0.4375, -0.5, 0.4375, 0.5, -0.4375}, {-0.4375, -0.5, -0.5, 0.4375, -0.4375, -0.4375}, } local function gen_info_text(basename, count, factor, stack_max) -- in the end it should look like: -- Sand [4x99+43 / 24x99] -- bot NOT so: -- Dirt [2x99 + 0 / 24x99] local countstr = tostring(math.floor(count / stack_max)) .. "x" .. stack_max if count % stack_max ~= 0 then countstr = countstr .. " + " .. count % stack_max end return basename .. " [" .. countstr .. " / " .. factor .. "x" .. stack_max .. "]" end local function get_inv_image(name) local texture = DEFAULT_VISUAL_TEXTURE 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 core.register_entity("drawers:visual", { initial_properties = { hp_max = 1, physical = false, collide_with_objects = false, collisionbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0}, -- for param2 0, 2 visual = "upright_sprite", -- "wielditem" for items without inv img? visual_size = {x = 0.6, y = 0.6}, textures = {"drawers_empty.png"}, spritediv = {x = 1, y = 1}, initial_sprite_basepos = {x = 0, y = 0}, is_visible = true, }, get_staticdata = function(self) return core.serialize({ drawer_posx = self.drawer_pos.x, drawer_posy = self.drawer_pos.y, drawer_posz = self.drawer_pos.z, texture = self.texture }) end, on_activate = function(self, staticdata, dtime_s) -- Restore data data = core.deserialize(staticdata) if data then self.drawer_pos = { x = data.drawer_posx, y = data.drawer_posy, z = data.drawer_posz, } self.texture = data.texture else self.drawer_pos = drawers.last_drawer_pos self.texture = drawers.last_texture or DEFAULT_VISUAL_TEXTURE end local node = core.get_node(self.drawer_pos) -- collisionbox local colbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0} -- for param2 = 0 or 2 if node.param2 == 1 or node.param2 == 3 then colbox = {0, -0.4374, -0.4374, 0, 0.4374, 0.4374} end -- infotext local meta = core.get_meta(self.drawer_pos) local infotext = meta:get_string("entity_infotext") .. "\n\n\n\n\n" self.object:set_properties({ collisionbox = colbox, infotext = infotext, textures = {self.texture} }) -- make entity undestroyable self.object:set_armor_groups({immortal = 1}) end, on_rightclick = function(self, clicker) local node = core.get_node(self.drawer_pos) local itemstack = clicker:get_wielded_item() local add_count = itemstack:get_count() local add_name = itemstack:get_name() local meta = core.get_meta(self.drawer_pos) local name = meta:get_string("name") local count = meta:get_int("count") local max_count = meta:get_int("max_count") local base_stack_max = meta:get_int("base_stack_max") local stack_max_factor = meta:get_int("stack_max_factor") -- if nothing to be added, return if add_count <= 0 then return end -- if no itemstring, return if item_name == "" then return end -- only add one, if player holding sneak key if clicker:get_player_control().sneak then add_count = 1 end -- if current itemstring is not empty if name ~= "" then -- check if same item if add_name ~= name then return end else -- is empty name = add_name count = 0 -- get new stack max base_stack_max = ItemStack(name):get_stack_max() max_count = base_stack_max * stack_max_factor -- Don't add items stackable only to 1 if base_stack_max == 1 then return end meta:set_string("name", name) meta:set_int("base_stack_max", base_stack_max) meta:set_int("max_count", max_count) end -- set new counts: -- if new count is more than max_count if (count + add_count) > max_count then count = max_count itemstack:set_count((count + add_count) - max_count) else -- new count fits count = count + add_count itemstack:set_count(itemstack:get_count() - add_count) end -- set new drawer count meta:set_int("count", count) -- update infotext local infotext = gen_info_text(core.registered_items[name].description, count, stack_max_factor, base_stack_max) meta:set_string("entity_infotext", infotext) -- texture self.texture = get_inv_image(name) self.object:set_properties({ infotext = infotext .. "\n\n\n\n\n", textures = {self.texture} }) clicker:set_wielded_item(itemstack) end, on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) local meta = minetest.get_meta(self.drawer_pos) local count = meta:get_int("count") if count <= 0 then return end local name = meta:get_string("name") local remove_count = 1 if not puncher:get_player_control().sneak then remove_count = ItemStack(name):get_stack_max() end if remove_count > count then remove_count = count end local stack = ItemStack(name) stack:set_count(remove_count) local inv = puncher:get_inventory() if not inv:room_for_item("main", stack) then return end inv:add_item("main", stack) count = count - remove_count meta:set_int("count", count) -- update infotext local stack_max_factor = meta:get_int("stack_max_factor") local base_stack_max = meta:get_int("base_stack_max") local item_description = "" if core.registered_items[name] then item_description = core.registered_items[name].description end if count <= 0 then meta:set_string("name", "") self.texture = "drawers_empty.png" item_description = "Empty" end local infotext = gen_info_text(item_description, count, stack_max_factor, base_stack_max) meta:set_string("entity_infotext", infotext) self.object:set_properties({ infotext = infotext .. "\n\n\n\n\n", textures = {self.texture} }) end }) local function spawn_visual(pos) local node = core.get_node(pos) -- data for the new visual drawers.last_drawer_pos = pos drawers.last_texture = 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 -- construct drawer local function drawer_on_construct(pos) local node = core.get_node(pos) local ndef = core.registered_nodes[node.name] local base_stack_max = core.nodedef_default.stack_max or 99 local stack_max_factor = ndef.drawer_stack_max_factor or 24 -- 3x8 -- meta local meta = core.get_meta(pos) meta:set_string("name", "") meta:set_int("count", 0) meta:set_int("max_count", base_stack_max * stack_max_factor) meta:set_int("stack_max_factor", stack_max_factor) meta:set_int("base_stack_max", base_stack_max) meta:set_string("entity_infotext", gen_info_text("Empty", 0, stack_max_factor, base_stack_max)) spawn_visual(pos) end -- destruct drawer local function drawer_on_destruct(pos) local objs = core.get_objects_inside_radius(pos, 0.5) if objs then for _, obj in pairs(objs) do if obj and obj:get_luaentity() and obj:get_luaentity().name == "drawers:visual" then obj:remove() return end end end end -- drop all items local function drawer_on_dig(pos, node, player) local meta = core.get_meta(pos) local count = meta:get_int("count") local name = meta:get_string("name") -- remove node core.node_dig(pos, node, player) -- drop the items local stack_max = ItemStack(name):get_stack_max() local j = math.floor(count / stack_max) + 1 local i = 1 while i <= j do if not (i == j) then core.add_item(pos, name .. " " .. stack_max) else core.add_item(pos, name .. " " .. count % stack_max) end i = i + 1 end end core.register_lbm({ name = "drawers:restore_visual", nodenames = {"group:drawer"}, run_at_every_load = true, action = function(pos, node) local objs = core.get_objects_inside_radius(pos, 0.5) if objs then for _, obj in pairs(objs) do if obj and obj:get_luaentity() and obj:get_luaentity().name == "drawers:visual" then return end end end -- no visual found, create a new one spawn_visual(pos) end }) function drawers.register_drawer(name, def) def.description = def.description or "Drawer" def.drawtype = "nodebox" def.node_box = {type = "fixed", fixed = drawers.node_box_simple} def.collision_box = {type = "regular"} def.selection_box = {type = "regular"} def.tiles = def.tiles or {"default_wood.png"} def.paramtype = "light" def.paramtype2 = "facedir" def.legacy_facedir_simple = true def.groups = def.groups or {} def.groups.drawer = def.groups.drawer or 1 def.drawer_stack_max_factor = def.drawer_stack_max_factor or 24 -- events def.on_construct = drawer_on_construct def.on_destruct = drawer_on_destruct def.on_dig = drawer_on_dig if screwdriver then def.on_rotate = def.on_rotate or screwdriver.disallow end core.register_node(name, def) if (not def.no_craft) and def.material then core.register_craft({ output = name, recipe = { {def.material, def.material, def.material}, {"", CHEST_ITEMSTRING, ""}, {def.material, def.material, def.material} } }) end end drawers.register_drawer("drawers:wood", { description = "Wooden Drawer", tiles = {"drawers_wood.png", "drawers_wood.png", "drawers_wood.png", "drawers_wood.png", "drawers_wood.png", "drawers_wood_front.png"}, groups = {choppy = 3, oddly_breakable_by_hand = 2}, sounds = WOOD_SOUNDS, drawer_stack_max_factor = 3 * 8, -- normal chest size material = WOOD_ITEMSTRING })