mirror of
https://github.com/minetest-mods/drawers.git
synced 2024-11-22 14:43:45 +01:00
545 lines
17 KiB
Lua
545 lines
17 KiB
Lua
--[[
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Minetest Mod Storage Drawers - A Mod adding storage drawers
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Copyright (C) 2017-2020 Linus Jahn <lnj@kaidan.im>
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Copyright (C) 2018 isaiah658
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MIT License
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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]]--
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--[[ The gist of how the drawers mod stores data is that there are entities
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and the drawer node itself. The entities are needed to allow having multiple
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drawers in one node. The entities and node each store metadata about the item
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counts and such. It is necessary to change both at once otherwise in some cases
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the entity values are used and in other cases the node metadata is used.
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The gist of how the controller works is this. The drawer controller scans the
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adjacent tiles and puts the item names and other info such as coordinates and
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the visualid of the entity in a table. That table is saved in the controllers
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metadata. The table is used to help prevent needing to scan all the drawers to
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deposit an item in certain situations. The table is only updated on an as needed
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basis, not by a specific time/interval. Controllers that have no items will not
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continue scanning drawers. ]]--
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local S = minetest.get_translator('drawers')
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local default_loaded = core.get_modpath("default") and default
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local mcl_loaded = core.get_modpath("mcl_core") and mcl_core
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local pipeworks_loaded = core.get_modpath("pipeworks") and pipeworks
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local digilines_loaded = core.get_modpath("digilines") and digilines
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local techage_loaded = core.get_modpath("techage") and techage
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local function controller_formspec(pos)
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local formspec =
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"size[8,8.5]"..
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drawers.gui_bg..
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drawers.gui_slots..
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"label[0,0;" .. S("Drawer Controller") .. "]" ..
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"list[current_name;src;3.5,1.75;1,1;]"..
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"list[current_player;main;0,4.25;8,1;]"..
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"list[current_player;main;0,5.5;8,3;8]"..
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"listring[current_player;main]"..
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"listring[current_name;src]"..
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"listring[current_player;main]"
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if digilines_loaded and pipeworks_loaded then
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formspec = formspec .. "field[1,3.5;4,1;digilineChannel;" .. S("Digiline Channel") .. ";${digilineChannel}]"
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formspec = formspec .. "button_exit[5,3.2;2,1;saveChannel;" .. S("Save") .. "]"
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end
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return formspec
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end
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local function is_valid_drawer_index_slot(net_index, item_name)
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return net_index and
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net_index[item_name] and
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net_index[item_name].drawer_pos and
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net_index[item_name].drawer_pos.x and
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net_index[item_name].drawer_pos.y and
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net_index[item_name].drawer_pos.z and
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net_index[item_name].visualid
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end
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local function controller_index_slot(pos, visualid)
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return {
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drawer_pos = pos,
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visualid = visualid
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}
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end
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local function compare_pos(pos1, pos2)
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return pos1.x == pos2.x and pos1.y == pos2.y and pos1.z == pos2.z
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end
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local function contains_pos(list, p)
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for _,v in ipairs(list) do
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if compare_pos(v, p) then
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return true
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end
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end
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return false
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end
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-- iterator for iterating from 1 -> to
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local function range(to)
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local i = 0
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return function()
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if i == to then
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return nil
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end
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i = i + 1
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return i, i
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end
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end
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local function pos_in_range(pos1, pos2)
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local diff = {
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pos1.x - pos2.x,
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pos1.y - pos2.y,
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pos1.z - pos2.z
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}
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for _,v in ipairs(diff) do
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if v < 0 then
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v = v * -1
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end
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if v > drawers.CONTROLLER_RANGE then
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return false
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end
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end
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return true
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end
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local function add_drawer_to_inventory(controllerInventory, pos)
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-- the number of slots is saved as drawer group
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local slots = core.get_item_group(core.get_node(pos).name, "drawer")
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if not slots then
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return
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end
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local meta = core.get_meta(pos)
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if not meta then
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return
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end
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local i = 1
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while i <= slots do
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-- nothing is appended in case the drawer has only one slot
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local slot_id = ""
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if slots ~= 1 then
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slot_id = tostring(i)
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end
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local item_id = meta:get_string("name" .. slot_id)
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local drawer_meta_entity_infotext = meta:get_string("entity_infotext" .. slot_id)
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if item_id == "" and not controllerInventory["empty"] then
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controllerInventory["empty"] = controller_index_slot(pos, slot_id)
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elseif item_id ~= "" then
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-- If we already indexed this item previously, check which drawer
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-- has the most space and have that one be the one indexed
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if controllerInventory[item_id] then
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local content = drawers.drawer_get_content(controllerInventory[item_id].drawer_pos, controllerInventory[item_id].visualid)
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local new_content = drawers.drawer_get_content(pos, slot_id)
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-- If the already indexed drawer has less space, we override the
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-- table index for that item with the new drawer
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if (new_content.maxCount - new_content.count) > (content.maxCount - content.count) then
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controllerInventory[item_id] = controller_index_slot(pos, slot_id)
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end
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else
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controllerInventory[item_id] = controller_index_slot(pos, slot_id)
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end
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end
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i = i + 1
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end
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end
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local function find_connected_drawers(controller_pos, pos, foundPositions)
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foundPositions = foundPositions or {}
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pos = pos or controller_pos
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local newPositions = core.find_nodes_in_area(
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{x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
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{x = pos.x + 1, y = pos.y + 1, z = pos.z + 1},
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{"group:drawer", "group:drawer_connector"}
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)
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for _,p in ipairs(newPositions) do
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-- check that this node hasn't been scanned yet
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if not compare_pos(pos, p) and not contains_pos(foundPositions, p)
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and pos_in_range(controller_pos, pos) then
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-- add new position
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table.insert(foundPositions, p)
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-- search for other drawers from the new pos
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find_connected_drawers(controller_pos, p, foundPositions)
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end
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end
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return foundPositions
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end
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local function index_drawers(pos)
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--[[
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The pos parameter is the controllers position
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We store the item name as a string key and the value is a table with position x,
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position y, position z, and visualid. Those are all strings as well with the
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values assigned to them that way we don't need to worry about the ordering of
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the table. The count and max count are not stored as those values have a high
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potential of being outdated quickly. It's better to grab the values from the
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drawer when needed so you know you are working with accurate numbers.
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]]
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local controllerInventory = {}
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for _,drawerPos in ipairs(find_connected_drawers(pos)) do
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add_drawer_to_inventory(controllerInventory, drawerPos)
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end
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return controllerInventory
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end
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--[[
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Returns a table of all stored itemstrings in the drawer network with their
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drawer position and visualid.
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It uses the cached data, if possible, but if the itemstring is not contained
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the network is reindexed.
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]]
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local function controller_get_drawer_index(pos, itemstring)
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local meta = core.get_meta(pos)
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-- If the index has not been created, the item isn't in the index, the
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-- item in the drawer is no longer the same item in the index, or the item
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-- is in the index but it's full, run the index_drawers function.
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local drawer_net_index = core.deserialize(meta:get_string("drawers_table_index"))
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-- If the index has not been created
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-- If the item isn't in the index (or the index is corrupted)
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if not is_valid_drawer_index_slot(drawer_net_index, itemstring) then
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drawer_net_index = index_drawers(pos)
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meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
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-- There is a valid entry in the index: check that the entry is still up-to-date
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else
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local content = drawers.drawer_get_content(
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drawer_net_index[itemstring].drawer_pos,
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drawer_net_index[itemstring].visualid)
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if content.name ~= itemstring or content.count >= content.maxCount then
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drawer_net_index = index_drawers(pos)
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meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
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end
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end
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return drawer_net_index
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end
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local function controller_insert_to_drawers(pos, stack)
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-- Inizialize metadata
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local meta = core.get_meta(pos)
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local inv = meta:get_inventory()
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local drawer_net_index = controller_get_drawer_index(pos, stack:get_name())
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-- We check if there is a drawer with the item and it isn't full. We will
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-- put the items we can into it.
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if drawer_net_index[stack:get_name()] then
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local drawer_pos = drawer_net_index[stack:get_name()]["drawer_pos"]
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local visualid = drawer_net_index[stack:get_name()]["visualid"]
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local content = drawers.drawer_get_content(drawer_pos, visualid)
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-- If the the item in the drawer is the same as the one we are trying to
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-- store, the drawer is not full, and the drawer entity is loaded, we
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-- will put the items in the drawer
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if content.name == stack:get_name() and
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content.count < content.maxCount and
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drawers.drawer_visuals[core.hash_node_position(drawer_pos)] then
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return drawers.drawer_insert_object(drawer_pos, stack, visualid)
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end
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elseif drawer_net_index["empty"] then
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local drawer_pos = drawer_net_index["empty"]["drawer_pos"]
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local visualid = drawer_net_index["empty"]["visualid"]
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local content = drawers.drawer_get_content(drawer_pos, visualid)
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-- If the drawer is still empty and the drawer entity is loaded, we will
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-- put the items in the drawer
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if content.name == "" and drawers.drawer_visuals[core.hash_node_position(drawer_pos)] then
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local leftover = drawers.drawer_insert_object(drawer_pos, stack, visualid)
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-- Add the item to the drawers table index and set the empty one to nil
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drawer_net_index["empty"] = nil
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drawer_net_index[stack:get_name()] = controller_index_slot(drawer_pos, visualid)
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-- Set the controller metadata
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meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
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return leftover
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end
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end
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return stack
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end
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local function controller_can_dig(pos, player)
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local meta = core.get_meta(pos);
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local inv = meta:get_inventory()
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return inv:is_empty("src")
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end
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local function controller_on_construct(pos)
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local meta = core.get_meta(pos)
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meta:set_string("drawers_table_index", "")
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meta:set_string("formspec", controller_formspec(pos))
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meta:get_inventory():set_size("src", 1)
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end
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local function controller_on_blast(pos)
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local drops = {}
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default.get_inventory_drops(pos, "src", drops)
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drops[#drops+1] = "drawers:controller"
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core.remove_node(pos)
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return drops
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end
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local function controller_allow_metadata_inventory_put(pos, listname, index, stack, player)
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if (player and core.is_protected(pos, player:get_player_name())) or listname ~= "src" then
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return 0
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end
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local drawer_net_index = controller_get_drawer_index(pos, stack:get_name())
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if drawer_net_index[stack:get_name()] then
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local drawer = drawer_net_index[stack:get_name()]
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if drawers.drawer_get_content(drawer.drawer_pos, drawer.visualid).name == stack:get_name() then
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return drawers.drawer_can_insert_stack(drawer.drawer_pos, stack, drawer["visualid"])
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end
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end
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if drawer_net_index["empty"] then
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local drawer = drawer_net_index["empty"]
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if drawers.drawer_get_content(drawer.drawer_pos, drawer.visualid).name == "" then
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return drawers.drawer_can_insert_stack(drawer.drawer_pos, stack, drawer.visualid)
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end
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end
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return 0
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end
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local function controller_allow_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player)
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local meta = core.get_meta(pos)
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local inv = meta:get_inventory()
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local stack = inv:get_stack(from_list, from_index)
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return controller_allow_metadata_inventory_put(pos, to_list, to_index, stack, player)
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end
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local function controller_allow_metadata_inventory_take(pos, listname, index, stack, player)
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if core.is_protected(pos, player:get_player_name()) then
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return 0
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end
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return stack:get_count()
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end
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local function controller_on_metadata_inventory_put(pos, listname, index, stack, player)
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if listname ~= "src" then
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return
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end
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local inv = core.get_meta(pos):get_inventory()
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local complete_stack = inv:get_stack("src", 1)
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local leftover = controller_insert_to_drawers(pos, complete_stack)
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inv:set_stack("src", 1, leftover)
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end
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local function controller_on_digiline_receive(pos, _, channel, msg)
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local meta = core.get_meta(pos)
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if channel ~= meta:get_string("digilineChannel") then
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return
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end
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local item = ItemStack(msg)
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local drawers_index = controller_get_drawer_index(pos, item:get_name())
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if not drawers_index[item:get_name()] then
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-- we can't do anything: the requested item doesn't exist
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return
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end
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local taken_stack = drawers.drawer_take_item(
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drawers_index[item:get_name()]["drawer_pos"], item)
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local dir = core.facedir_to_dir(core.get_node(pos).param2)
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-- prevent crash if taken_stack ended up with a nil value
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if taken_stack then
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pipeworks.tube_inject_item(pos, pos, dir, taken_stack:to_string())
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end
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end
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local function controller_on_receive_fields(pos, formname, fields, sender)
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if core.is_protected(pos, sender:get_player_name()) then
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return
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end
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local meta = core.get_meta(pos)
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if fields.saveChannel then
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meta:set_string("digilineChannel", fields.digilineChannel)
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end
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end
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-- Registers the drawer controller
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local function register_controller()
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-- Set the controller definition using a table to allow for pipeworks and
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-- potentially other mod support
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local def = {}
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def.description = S("Drawer Controller")
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def.drawtype = "nodebox"
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def.node_box = { type = "fixed", fixed = drawers.node_box_simple }
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def.collision_box = { type = "regular" }
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def.selection_box = { type = "regular" }
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def.paramtype = "light"
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def.paramtype2 = "facedir"
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def.legacy_facedir_simple = true
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-- add pipe connectors, if pipeworks is enabled
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if pipeworks_loaded then
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def.tiles = {
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"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
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"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
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"drawers_controller_side.png^pipeworks_tube_connection_metallic.png",
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"drawers_controller_side.png^pipeworks_tube_connection_metallic.png",
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"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
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"drawers_controller_front.png"
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}
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else
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def.tiles = {
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"drawers_controller_top.png",
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"drawers_controller_top.png",
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"drawers_controller_side.png",
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"drawers_controller_side.png",
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"drawers_controller_top.png",
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"drawers_controller_front.png"
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}
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end
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-- MCL2 requires a few different groups and parameters that MTG does not
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if mcl_loaded then
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def.groups = {
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pickaxey = 1, stone = 1, building_block = 1, material_stone = 1
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}
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def._mcl_blast_resistance = 30
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def._mcl_hardness = 1.5
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else
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def.groups = {
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cracky = 3, level = 2
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}
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end
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def.can_dig = controller_can_dig
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def.on_construct = controller_on_construct
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def.on_blast = controller_on_blast
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def.on_receive_fields = controller_on_receive_fields
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def.on_metadata_inventory_put = controller_on_metadata_inventory_put
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def.allow_metadata_inventory_put = controller_allow_metadata_inventory_put
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def.allow_metadata_inventory_move = controller_allow_metadata_inventory_move
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def.allow_metadata_inventory_take = controller_allow_metadata_inventory_take
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if pipeworks_loaded then
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def.groups.tubedevice = 1
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def.groups.tubedevice_receiver = 1
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def.tube = {}
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def.tube.insert_object = function(pos, node, stack, tubedir)
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return controller_insert_to_drawers(pos, stack)
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end
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def.tube.can_insert = function(pos, node, stack, tubedir)
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return controller_allow_metadata_inventory_put(pos, "src", nil, stack, nil) > 0
|
|
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
|
|
|
|
if digilines_loaded and pipeworks_loaded then
|
|
def.digiline = {
|
|
receptor = {},
|
|
effector = {
|
|
action = controller_on_digiline_receive
|
|
},
|
|
}
|
|
end
|
|
|
|
core.register_node("drawers:controller", def)
|
|
|
|
if techage_loaded then
|
|
techage.register_node({"drawers:controller"}, {
|
|
on_push_item = function(pos, in_dir, stack)
|
|
return controller_insert_to_drawers(pos, stack)
|
|
end
|
|
})
|
|
end
|
|
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
|
|
|