--[[ Minetest Mod Storage Drawers - A Mod adding storage drawers Copyright (C) 2017 LNJ 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") 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 = {"blank.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, drawerType = self.drawerType, visualId = self.visualId }) end, on_activate = function(self, staticdata, dtime_s) -- Restore data local 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 self.drawerType = data.drawerType or 1 self.visualId = data.visualId or "" -- backwards compatibility if self.texture == "drawers_empty.png" then self.texture = "blank.png" end else self.drawer_pos = drawers.last_drawer_pos self.texture = drawers.last_texture or "blank.png" self.visualId = drawers.last_visual_id self.drawerType = drawers.last_drawer_type end -- add self to public drawer visuals -- this is needed because there is no other way to get this class -- only the underlying LuaEntitySAO -- PLEASE contact me, if this is wrong local vId = self.visualId if vId == "" then vId = 1 end local posstr = core.serialize(self.drawer_pos) if not drawers.drawer_visuals[posstr] then drawers.drawer_visuals[posstr] = {[vId] = self} else drawers.drawer_visuals[posstr][vId] = self end -- get meta self.meta = core.get_meta(self.drawer_pos) -- collisionbox local node = core.get_node(self.drawer_pos) local colbox if self.drawerType ~= 2 then if node.param2 == 1 or node.param2 == 3 then colbox = {0, -0.4374, -0.4374, 0, 0.4374, 0.4374} else colbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0} -- for param2 = 0 or 2 end -- only half the size if it's a small drawer if self.drawerType > 1 then for i,j in pairs(colbox) do colbox[i] = j * 0.5 end end else if node.param2 == 1 or node.param2 == 3 then colbox = {0, -0.2187, -0.4374, 0, 0.2187, 0.4374} else colbox = {-0.4374, -0.2187, 0, 0.4374, 0.2187, 0} -- for param2 = 0 or 2 end end -- visual size local visual_size = {x = 0.6, y = 0.6} if self.drawerType >= 2 then visual_size = {x = 0.3, y = 0.3} end -- drawer values local vid = self.visualId self.count = self.meta:get_int("count"..vid) self.itemName = self.meta:get_string("name"..vid) self.maxCount = self.meta:get_int("max_count"..vid) self.itemStackMax = self.meta:get_int("base_stack_max"..vid) self.stackMaxFactor = self.meta:get_int("stack_max_factor"..vid) -- infotext local infotext = self.meta:get_string("entity_infotext"..vid) .. "\n\n\n\n\n" self.object:set_properties({ collisionbox = colbox, infotext = infotext, textures = {self.texture}, visual_size = visual_size }) -- make entity undestroyable self.object:set_armor_groups({immortal = 1}) end, on_rightclick = function(self, clicker) local leftover = self.try_insert_stack(self, clicker:get_wielded_item(), not clicker:get_player_control().sneak) -- if smth. was added play the interact sound if clicker:get_wielded_item():get_count() > leftover:get_count() then self:play_interact_sound() end -- set the leftover as new wielded item for the player clicker:set_wielded_item(leftover) end, on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) local add_stack = not puncher:get_player_control().sneak local inv = puncher:get_inventory() local spaceChecker = ItemStack(self.itemName) if add_stack then spaceChecker:set_count(spaceChecker:get_stack_max()) end if not inv:room_for_item("main", spaceChecker) then return end stack = self:take_items(add_stack) if stack ~= nil then -- add removed stack to player's inventory inv:add_item("main", stack) -- play the interact sound self:play_interact_sound() end end, take_items = function(self, take_stack) local meta = core.get_meta(self.drawer_pos) if self.count <= 0 then return end local removeCount = 1 if take_stack then removeCount = ItemStack(self.itemName):get_stack_max() end if removeCount > self.count then removeCount = self.count end local stack = ItemStack(self.itemName) stack:set_count(removeCount) -- update the drawer count self.count = self.count - removeCount self:updateInfotext() self:updateTexture() self:saveMetaData() -- return the stack that was removed from the drawer return stack end, try_insert_stack = function(self, itemstack, insert_stack) local stackCount = itemstack:get_count() local stackName = itemstack:get_name() -- if nothing to be added, return if stackCount <= 0 then return itemstack end -- if no itemstring, return if stackName == "" then return itemstack end -- only add one, if player holding sneak key if not insert_stack then stackCount = 1 end -- if current itemstring is not empty if self.itemName ~= "" then -- check if same item if stackName ~= self.itemName then return itemstack end else -- is empty self.itemName = stackName self.count = 0 -- get new stack max self.itemStackMax = ItemStack(self.itemName):get_stack_max() self.maxCount = self.itemStackMax * self.stackMaxFactor end -- Don't add items stackable only to 1 if self.itemStackMax == 1 then return itemstack end -- set new counts: -- if new count is more than max_count if (self.count + stackCount) > self.maxCount then itemstack:set_count(self.count + stackCount - self.maxCount) self.count = self.maxCount else -- new count fits self.count = self.count + stackCount -- this is for only removing one itemstack:set_count(itemstack:get_count() - stackCount) end -- update infotext, texture self:updateInfotext() self:updateTexture() self:saveMetaData() if itemstack:get_count() == 0 then itemstack = ItemStack("") end return itemstack end, updateInfotext = function(self) local itemDescription = "" if core.registered_items[self.itemName] then itemDescription = core.registered_items[self.itemName].description end if self.count <= 0 then self.itemName = "" self.meta:set_string("name"..self.visualId, self.itemName) self.texture = "blank.png" itemDescription = S("Empty") end local infotext = drawers.gen_info_text(itemDescription, self.count, self.stackMaxFactor, self.itemStackMax) self.meta:set_string("entity_infotext"..self.visualId, infotext) self.object:set_properties({ infotext = infotext .. "\n\n\n\n\n" }) end, updateTexture = function(self) -- texture self.texture = drawers.get_inv_image(self.itemName) self.object:set_properties({ textures = {self.texture} }) end, dropStack = function(self, itemStack) -- print warning if dropping higher stack counts than allowed if itemStack:get_count() > itemStack:get_stack_max() then core.log("warning", "[drawers] Dropping item stack with higher count than allowed") end -- find a position containing air local dropPos = core.find_node_near(self.drawer_pos, 1, {"air"}, false) -- if no pos found then drop on the top of the drawer if not dropPos then dropPos = self.pos dropPos.y = dropPos.y + 1 end -- drop the item stack core.item_drop(itemStack, nil, dropPos) end, dropItemOverload = function(self) -- drop stacks until there are no more items than allowed while self.count > self.maxCount do -- remove the overflow local removeCount = self.count - self.maxCount -- if this is too much for a single stack, only take the -- stack limit if removeCount > self.itemStackMax then removeCount = self.itemStackMax end -- remove this count from the drawer self.count = self.count - removeCount -- create a new item stack having the size of the remove -- count local stack = ItemStack(self.itemName) stack:set_count(removeCount) print(stack:to_string()) -- drop the stack self:dropStack(stack) end end, setStackMaxFactor = function(self, stackMaxFactor) self.stackMaxFactor = stackMaxFactor self.maxCount = self.stackMaxFactor * self.itemStackMax -- will drop possible overflowing items self:dropItemOverload() self:updateInfotext() self:saveMetaData() end, play_interact_sound = function(self) core.sound_play("drawers_interact", { pos = self.pos, max_hear_distance = 6, gain = 2.0 }) end, saveMetaData = function(self, meta) self.meta:set_int("count"..self.visualId, self.count) self.meta:set_string("name"..self.visualId, self.itemName) self.meta:set_int("max_count"..self.visualId, self.maxCount) self.meta:set_int("base_stack_max"..self.visualId, self.itemStackMax) self.meta:set_int("stack_max_factor"..self.visualId, self.stackMaxFactor) end }) core.register_lbm({ name = "drawers:restore_visual", nodenames = {"group:drawer"}, run_at_every_load = true, action = function(pos, node) local meta = core.get_meta(pos) -- create drawer upgrade inventory meta:get_inventory():set_size("upgrades", 5) -- set the formspec meta:set_string("formspec", drawers.drawer_formspec) -- count the drawer visuals local drawerType = core.registered_nodes[node.name].groups.drawer local foundVisuals = 0 local objs = core.get_objects_inside_radius(pos, 0.537) if objs then for _, obj in pairs(objs) do if obj and obj:get_luaentity() and obj:get_luaentity().name == "drawers:visual" then foundVisuals = foundVisuals + 1 end end end -- if all drawer visuals were found, return if foundVisuals == drawerType then return end -- not enough visuals found, remove existing and create new ones drawers.remove_visuals(pos) drawers.spawn_visuals(pos) end })