drawers/lua/visual.lua

234 lines
6.5 KiB
Lua
Executable File

--[[
Minetest Mod Storage Drawers - A Mod adding storage drawers
Copyright (C) 2017 LNJ <git@lnj.li>
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.
]]
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 "drawers_empty.png"
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 = drawers.gen_info_text(core.registered_items[name].description,
count, stack_max_factor, base_stack_max)
meta:set_string("entity_infotext", infotext)
-- texture
self.texture = drawers.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 = core.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 = drawers.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
})
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
drawers.spawn_visual(pos)
end
})