--[[ Minetest Mod Storage Drawers - A Mod adding storage drawers Copyright (C) 2017-2019 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. ]]-- -- Load support for intllib. local MP = core.get_modpath(core.get_current_modname()) local S, NS = dofile(MP.."/intllib.lua") 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 controller_interval = tonumber(core.settings:get("drawers_controller_interval")) or 1.0 local function controller_formspec(pos, meta_current_state) local formspec = "size[8,8.5]".. drawers.gui_bg.. drawers.gui_bg_img.. drawers.gui_slots.. "label[0,0;" .. S("Current State: ") .. meta_current_state .. "]" .. "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]" return formspec end local function controller_index_slot(pos, visualid) return { drawer_pos_x = pos.x, drawer_pos_y = pos.y, drawer_pos_z = pos.z, 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 indexed_drawer_meta = core.get_meta({ x = controllerInventory[item_id]["drawer_pos_x"], y = controllerInventory[item_id]["drawer_pos_y"], z = controllerInventory[item_id]["drawer_pos_z"]} ) local indexed_drawer_meta_count = indexed_drawer_meta:get_int( "count" .. controllerInventory[item_id]["visualid"]) local indexed_drawer_meta_max_count = indexed_drawer_meta:get_int( "max_count" .. controllerInventory[item_id]["visualid"]) local drawer_meta_count = meta:get_int("count" .. slot_id) local drawer_meta_max_count = meta:get_int("max_count" .. slot_id) -- If the already indexed drawer has less space, we override the table index for that item with the new drawer if (indexed_drawer_meta_max_count - indexed_drawer_meta_count) < (drawer_meta_max_count - drawer_meta_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 local function controller_node_timer(pos, elapsed) -- Inizialize metadata local meta = core.get_meta(pos) local meta_current_state = meta:get_string("current_state") local meta_times_ran_while_jammed = meta:get_float("times_ran_while_jammed") local meta_jammed_item_name = meta:get_string("jammed_item_name") local inv = meta:get_inventory() local src = inv:get_stack("src", 1) local src_name = src:get_name() --[[ There are four scenarios for the item slot in the controller. 1: No item is in the controller. 2: Item is not stackable. 3. Item is allowed and there is either an existing drawer for that item with room or an empty drawer. 4: Item is allowed, but there is no room. There are three different possibilities for "current_state". 1: "running" which means means it's operating normally. 2: "stopped" meaning the controller makes no attempt to put in the item possibly due to being unallowed for various reasons. 3: "jammed" meaning the item is allowed in to drawers, but there was no space to deposit it last time it ran. ]] --[[ If current state is jammed, the item that jammed it is the same item in the src inv slot, and the amount of times ran while jammed is 8 or higher, we set the current state to stopped. Will possibly want to make an option in the formspec to ignore this an continue running if the user plans on using the system in a way that may cause frequent jams making it a hassle to manually clear it each time ]] if meta_current_state == "jammed" and meta_jammed_item_name == src_name and meta_times_ran_while_jammed >= 2 then meta:set_string("current_state", "stopped") meta:set_string("formspec", controller_formspec(pos, S("Stopped"))) return true end -- If current state is stopped, and the item that jammed it is the same -- item in the src inv slot, we don't do anything if meta_current_state == "stopped" and meta_jammed_item_name == src_name then return true end -- If current state is stopped, and the item that jammed it is not the -- same item in the src inv slot, we set the current state to running and -- clear the jam counter. if meta_current_state == "stopped" and meta_jammed_item_name ~= src_name then meta:set_string("current_state", "running") meta:set_string("formspec", controller_formspec(pos, S("Running"))) meta:set_float("times_ran_while_jammed", 0) end -- If no item is in the controller, nothing is searched and current_state -- is set to running and no jams. if inv:is_empty("src") then meta:set_string("current_state", "running") meta:set_string("formspec", controller_formspec(pos, S("Running"))) meta:set_float("times_ran_while_jammed", 0) return true end -- If a non stackable item is in the controller, such as a written book, -- set the current_state to stopped because they are not allowed in drawers if src:get_stack_max() == 1 then meta:set_string("current_state", "stopped") meta:set_string("formspec", controller_formspec(pos, S("Stopped"))) meta:set_string("jammed_item_name", src_name) meta:set_float("times_ran_while_jammed", 1) return true end -- 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 drawers_table_index = core.deserialize(meta:get_string("drawers_table_index")) -- If the index has not been created if not drawers_table_index then drawers_table_index = index_drawers(pos) meta:set_string("drawers_table_index", core.serialize(drawers_table_index)) -- If the item isn't in the index elseif not drawers_table_index[src_name] then drawers_table_index = index_drawers(pos) meta:set_string("drawers_table_index", core.serialize(drawers_table_index)) -- If the item is in the index but either the name that was indexed is not -- the same as what is currently in the drawer or the drawer is full elseif drawers_table_index[src_name] then local visualid = drawers_table_index[src_name]["visualid"] local indexed_drawer_meta = core.get_meta({x = drawers_table_index[src_name]["drawer_pos_x"], y = drawers_table_index[src_name]["drawer_pos_y"], z = drawers_table_index[src_name]["drawer_pos_z"]}) local indexed_drawer_meta_name = indexed_drawer_meta:get_string("name" .. visualid) local indexed_drawer_meta_count = indexed_drawer_meta:get_int("count" .. visualid) local indexed_drawer_meta_max_count = indexed_drawer_meta:get_int("max_count" .. visualid) if indexed_drawer_meta_name ~= src_name or indexed_drawer_meta_count >= indexed_drawer_meta_max_count then drawers_table_index = index_drawers(pos) meta:set_string("drawers_table_index", core.serialize(drawers_table_index)) end end -- This might not be needed, but my concern is if the above indexing takes -- enough time, there could be a "race condition" where the item in the src -- inventory is no longer the same item when we checked before or the -- quantity of the items changed so I'm having it grab the item stack again -- just in case. -- If a race condition does occur, items could be lost or duplicated src = inv:get_stack("src", 1) src_name = src:get_name() local src_count = src:get_count() local src_stack_max = src:get_stack_max() -- At this point, the item either was in the index or everything was reindexed so we check again -- If there is a drawer with the item and it isn't full, we will put the items we can in to it if drawers_table_index[src_name] then local indexed_drawer_pos = {x = drawers_table_index[src_name]["drawer_pos_x"], y = drawers_table_index[src_name]["drawer_pos_y"], z = drawers_table_index[src_name]["drawer_pos_z"]} local visualid = drawers_table_index[src_name]["visualid"] local indexed_drawer_meta = core.get_meta(indexed_drawer_pos) local indexed_drawer_meta_name = indexed_drawer_meta:get_string("name" .. visualid) local indexed_drawer_meta_count = indexed_drawer_meta:get_int("count" .. visualid) local indexed_drawer_meta_max_count = indexed_drawer_meta:get_int("max_count" .. 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 indexed_drawer_meta_name == src_name and indexed_drawer_meta_count < indexed_drawer_meta_max_count and drawers.drawer_visuals[core.serialize(indexed_drawer_pos)] then local leftover = drawers.drawer_insert_object(indexed_drawer_pos, nil, src, nil) inv:set_stack("src", 1, leftover) -- Set the controller metadata meta:set_string("current_state", "running") meta:set_string("formspec", controller_formspec(pos, S("Running"))) meta:set_float("times_ran_while_jammed", 0) else meta:set_string("current_state", "jammed") meta:set_string("formspec", controller_formspec(pos, S("Jammed"))) meta:set_string("jammed_item_name", src_name) meta:set_float("times_ran_while_jammed", meta_times_ran_while_jammed + 1) end elseif drawers_table_index["empty"] then local indexed_drawer_pos = {x = drawers_table_index["empty"]["drawer_pos_x"], y = drawers_table_index["empty"]["drawer_pos_y"], z = drawers_table_index["empty"]["drawer_pos_z"]} local visualid = drawers_table_index["empty"]["visualid"] local indexed_drawer_meta = core.get_meta(indexed_drawer_pos) local indexed_drawer_meta_name = indexed_drawer_meta:get_string("name" .. visualid) -- If the drawer is still empty and the drawer entity is loaded, we will put the items in the drawer if indexed_drawer_meta_name == "" and drawers.drawer_visuals[core.serialize(indexed_drawer_pos)] then local leftover = drawers.drawer_insert_object(indexed_drawer_pos, nil, src, nil) inv:set_stack("src", 1, leftover) -- Add the item to the drawers table index and set the empty one to nil drawers_table_index["empty"] = nil drawers_table_index[src_name] = {drawer_pos_x = indexed_drawer_pos.x, drawer_pos_y = indexed_drawer_pos.y, drawer_pos_z = indexed_drawer_pos.z, visualid = visualid} -- Set the controller metadata meta:set_string("current_state", "running") meta:set_string("formspec", controller_formspec(pos, S("Running"))) meta:set_float("times_ran_while_jammed", 0) meta:set_string("drawers_table_index", core.serialize(drawers_table_index)) else meta:set_string("current_state", "jammed") meta:set_string("formspec", controller_formspec(pos, S("Jammed"))) meta:set_string("jammed_item_name", src_name) meta:set_float("times_ran_while_jammed", meta_times_ran_while_jammed + 1) end else meta:set_string("current_state", "jammed") meta:set_string("formspec", controller_formspec(pos, S("Jammed"))) meta:set_string("jammed_item_name", src_name) meta:set_float("times_ran_while_jammed", meta_times_ran_while_jammed + 1) end return true 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("current_state", "running") meta:set_float("times_ran_while_jammed", 0) meta:set_string("jammed_item_name", "") meta:set_string("drawers_table_index", "") meta:set_string("formspec", controller_formspec(pos, S("Running"))) meta:get_inventory():set_size("src", 1) core.get_node_timer(pos):start(controller_interval) 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 core.is_protected(pos, player:get_player_name()) then return 0 end if listname == "src" then return stack:get_count() end 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 -- 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_timer = controller_node_timer 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) -- add stack to inventory local remaining_stack = core.get_meta(pos):get_inventory():add_item("src", stack) -- kick off controller work controller_node_timer(pos) return remaining_stack end def.tube.can_insert = function(pos, node, stack, tubedir) return core.get_meta(pos):get_inventory():room_for_item("src", stack) 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 core.register_node("drawers:controller", def) 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