--[[ 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 local node = core.get_node(self.drawer_pos) -- collisionbox 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 meta = core.get_meta(self.drawer_pos) local vid = self.visualId self.count = meta:get_int("count"..vid) self.itemName = meta:get_string("name"..vid) self.maxCount = meta:get_int("max_count"..vid) self.itemStackMax = meta:get_int("base_stack_max"..vid) self.stackMaxFactor = meta:get_int("stack_max_factor"..vid) -- infotext local infotext = 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) clicker:set_wielded_item(leftover) end, on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) local meta = core.get_meta(self.drawer_pos) if self.count <= 0 then return end local removeCount = 1 if not puncher:get_player_control().sneak 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) local inv = puncher:get_inventory() if not inv:room_for_item("main", stack) then return end inv:add_item("main", stack) self.count = self.count - removeCount meta:set_int("count"..self.visualId, self.count) -- update infotext local itemDescription = "" if core.registered_items[self.itemName] then itemDescription = core.registered_items[self.itemName].description end if self.count <= 0 then self.itemName = "" 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) meta:set_string("entity_infotext"..self.visualId, infotext) self.object:set_properties({ infotext = infotext .. "\n\n\n\n\n", textures = {self.texture} }) 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 -- get meta local meta = core.get_meta(self.drawer_pos) -- update infotext local itemDescription if core.registered_items[self.itemName] then itemDescription = core.registered_items[self.itemName].description else itemDescription = S("Empty") end local infotext = drawers.gen_info_text(itemDescription, self.count, self.stackMaxFactor, self.itemStackMax) meta:set_string("entity_infotext"..self.visualId, infotext) -- texture self.texture = drawers.get_inv_image(self.itemName) self.object:set_properties({ infotext = infotext .. "\n\n\n\n\n", textures = {self.texture} }) self.saveMetaData(self, meta) if itemstack:get_count() == 0 then itemstack = ItemStack("") end return itemstack end, saveMetaData = function(self, meta) meta:set_int("count"..self.visualId, self.count) meta:set_string("name"..self.visualId, self.itemName) meta:set_int("max_count"..self.visualId, self.maxCount) meta:set_int("base_stack_max"..self.visualId, self.itemStackMax) 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 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 })