mirror of
https://github.com/minetest-mods/drawers.git
synced 2024-11-22 14:43:45 +01:00
d3d29fb497
They're still missing some functionality as pipeworks and drops after dug. This will be done in the next commit(s).
277 lines
8.0 KiB
Lua
Executable File
277 lines
8.0 KiB
Lua
Executable File
--[[
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Minetest Mod Storage Drawers - A Mod adding storage drawers
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Copyright (C) 2017 LNJ <git@lnj.li>
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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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core.register_entity("drawers:visual", {
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initial_properties = {
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hp_max = 1,
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physical = false,
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collide_with_objects = false,
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collisionbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0}, -- for param2 0, 2
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visual = "upright_sprite", -- "wielditem" for items without inv img?
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visual_size = {x = 0.6, y = 0.6},
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textures = {"drawers_empty.png"},
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spritediv = {x = 1, y = 1},
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initial_sprite_basepos = {x = 0, y = 0},
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is_visible = true,
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},
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get_staticdata = function(self)
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return core.serialize({
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drawer_posx = self.drawer_pos.x,
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drawer_posy = self.drawer_pos.y,
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drawer_posz = self.drawer_pos.z,
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texture = self.texture,
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drawerType = self.drawerType,
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visualId = self.visualId
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})
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end,
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on_activate = function(self, staticdata, dtime_s)
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-- Restore data
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data = core.deserialize(staticdata)
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if data then
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self.drawer_pos = {
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x = data.drawer_posx,
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y = data.drawer_posy,
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z = data.drawer_posz,
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}
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self.texture = data.texture
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self.drawerType = data.drawerType or 1
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self.visualId = data.visualId or ""
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else
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self.drawer_pos = drawers.last_drawer_pos
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self.texture = drawers.last_texture or "drawers_empty.png"
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self.visualId = drawers.last_visual_id
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self.drawerType = drawers.last_drawer_type
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end
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-- add self to public drawer visuals
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-- this is needed because there is no other way to get this class
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-- only the underlying ObjectRef
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-- PLEASE contact me, if this is wrong
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drawers.drawer_visuals[core.serialize(self.drawer_pos)] = self
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local node = core.get_node(self.drawer_pos)
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-- collisionbox
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local colbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0} -- for param2 = 0 or 2
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if node.param2 == 1 or node.param2 == 3 then
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colbox = {0, -0.4374, -0.4374, 0, 0.4374, 0.4374}
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end
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-- only half the size if it's a small drawer
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if self.drawerType >= 2 then
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for i,j in pairs(colbox) do
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colbox[i] = j * 0.5
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end
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end
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-- visual size
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local visual_size = {x = 0.6, y = 0.6}
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if self.drawerType >= 2 then
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core.chat_send_all("small")
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visual_size = {x = 0.3, y = 0.3}
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end
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-- drawer values
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local meta = core.get_meta(self.drawer_pos)
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local vid = self.visualId
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self.count = meta:get_int("count"..vid)
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self.itemName = meta:get_string("name"..vid)
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self.maxCount = meta:get_int("max_count"..vid)
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self.itemStackMax = meta:get_int("base_stack_max"..vid)
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self.stackMaxFactor = meta:get_int("stack_max_factor"..vid)
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-- infotext
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local infotext = meta:get_string("entity_infotext"..vid) .. "\n\n\n\n\n"
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self.object:set_properties({
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collisionbox = colbox,
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infotext = infotext,
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textures = {self.texture},
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visual_size = visual_size
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})
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-- make entity undestroyable
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self.object:set_armor_groups({immortal = 1})
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end,
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on_rightclick = function(self, clicker)
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local leftover = self.try_insert_stack(self, clicker:get_wielded_item(),
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not clicker:get_player_control().sneak)
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clicker:set_wielded_item(leftover)
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end,
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on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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local meta = core.get_meta(self.drawer_pos)
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if self.count <= 0 then
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return
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end
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local removeCount = 1
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if not puncher:get_player_control().sneak then
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removeCount = ItemStack(self.itemName):get_stack_max()
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end
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if removeCount > self.count then removeCount = self.count end
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local stack = ItemStack(self.itemName)
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stack:set_count(removeCount)
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local inv = puncher:get_inventory()
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if not inv:room_for_item("main", stack) then
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return
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end
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inv:add_item("main", stack)
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self.count = self.count - removeCount
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meta:set_int("count"..self.visualId, self.count)
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-- update infotext
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local itemDescription = ""
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if core.registered_items[self.itemName] then
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itemDescription = core.registered_items[self.itemName].description
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end
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if self.count <= 0 then
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self.itemName = ""
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meta:set_string("name"..self.visualId, self.itemName)
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self.texture = "drawers_empty.png"
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itemDescription = "Empty"
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end
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local infotext = drawers.gen_info_text(itemDescription,
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self.count, self.stackMaxFactor, self.itemStackMax)
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meta:set_string("entity_infotext"..self.visualId, infotext)
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self.object:set_properties({
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infotext = infotext .. "\n\n\n\n\n",
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textures = {self.texture}
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})
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end,
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try_insert_stack = function(self, itemstack, insert_stack)
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local stackCount = itemstack:get_count()
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local stackName = itemstack:get_name()
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-- if nothing to be added, return
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if stackCount <= 0 then return itemstack end
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-- if no itemstring, return
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if stackName == "" then return itemstack end
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-- only add one, if player holding sneak key
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if not insert_stack then
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stackCount = 1
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end
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-- if current itemstring is not empty
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if self.itemName ~= "" then
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-- check if same item
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if stackName ~= self.itemName then return itemstack end
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else -- is empty
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self.itemName = stackName
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self.count = 0
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-- get new stack max
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self.itemStackMax = ItemStack(self.itemName):get_stack_max()
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self.maxCount = self.itemStackMax * self.stackMaxFactor
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-- Don't add items stackable only to 1
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if self.itemStackMax == 1 then
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return itemstack
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end
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end
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-- set new counts:
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-- if new count is more than max_count
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if (self.count + stackCount) > self.maxCount then
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itemstack:set_count(self.count + stackCount - self.maxCount)
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self.count = self.maxCount
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else -- new count fits
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self.count = self.count + stackCount
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-- this is for only removing one
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itemstack:set_count(itemstack:get_count() - stackCount)
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end
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-- get meta
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local meta = core.get_meta(self.drawer_pos)
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-- update infotext
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local itemDescription
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if core.registered_items[self.itemName] then
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itemDescription = core.registered_items[self.itemName].description
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else
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itemDescription = "Empty"
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end
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local infotext = drawers.gen_info_text(itemDescription,
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self.count, self.stackMaxFactor, self.itemStackMax)
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meta:set_string("entity_infotext"..self.visualId, infotext)
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-- texture
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self.texture = drawers.get_inv_image(self.itemName)
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self.object:set_properties({
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infotext = infotext .. "\n\n\n\n\n",
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textures = {self.texture}
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})
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self.saveMetaData(self, meta)
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if itemstack:get_count() == 0 then itemstack = ItemStack("") end
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return itemstack
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end,
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saveMetaData = function(self, meta)
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meta:set_int("count"..self.visualId, self.count)
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meta:set_string("name"..self.visualId, self.itemName)
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meta:set_int("max_count"..self.visualId, self.maxCount)
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meta:set_int("base_stack_max"..self.visualId, self.itemStackMax)
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meta:set_int("stack_max_factor"..self.visualId, self.stackMaxFactor)
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end
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})
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core.register_lbm({
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name = "drawers:restore_visual",
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nodenames = {"group:drawer"},
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run_at_every_load = true,
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action = function(pos, node)
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local objs = core.get_objects_inside_radius(pos, 0.537)
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if objs then
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for _, obj in pairs(objs) do
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if obj and obj:get_luaentity() and
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obj:get_luaentity().name == "drawers:visual" then
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return
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end
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end
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end
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-- no visual found, create a new one
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drawers.spawn_visual(pos)
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end
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})
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