mirror of
https://github.com/minetest-mods/drawers.git
synced 2024-11-29 10:03:44 +01:00
259 lines
8.2 KiB
Lua
Executable File
259 lines
8.2 KiB
Lua
Executable File
--[[
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Minetest Mod Storage Drawers - A Mod adding storage drawers
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Copyright (C) 2017-2019 Linus Jahn <lnj@kaidan.im>
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Copyright (C) 2016 Mango Tango <mtango688@gmail.com>
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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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-- Load support for intllib.
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local MP = core.get_modpath(core.get_current_modname())
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local S, NS = dofile(MP.."/intllib.lua")
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-- GUI
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function drawers.get_upgrade_slots_bg(x,y)
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local out = ""
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for i = 0, 4, 1 do
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out = out .."image["..x+i..","..y..";1,1;drawers_upgrade_slot_bg.png]"
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end
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return out
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end
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function drawers.gen_info_text(basename, count, factor, stack_max)
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local maxCount = stack_max * factor
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local percent = count / maxCount * 100
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-- round the number (float -> int)
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percent = math.floor(percent + 0.5)
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if count == 0 then
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return S("@1 (@2% full)", basename, tostring(percent))
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else
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return S("@1 @2 (@3% full)", tostring(count), basename, tostring(percent))
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end
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end
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function drawers.get_inv_image(name)
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local texture = "blank.png"
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local def = core.registered_items[name]
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if not def then return end
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if def.inventory_image and #def.inventory_image > 0 then
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texture = def.inventory_image
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else
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if not def.tiles then return texture end
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local tiles = table.copy(def.tiles)
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for k,v in pairs(tiles) do
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if type(v) == "table" then
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tiles[k] = v.name
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end
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end
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-- tiles: up, down, right, left, back, front
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-- inventorycube: up, front, right
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if #tiles <= 2 then
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texture = core.inventorycube(tiles[1], tiles[1], tiles[1])
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elseif #tiles <= 5 then
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texture = core.inventorycube(tiles[1], tiles[3], tiles[3])
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else -- full tileset
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texture = core.inventorycube(tiles[1], tiles[6], tiles[3])
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end
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end
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return texture
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end
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function drawers.spawn_visuals(pos)
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local node = core.get_node(pos)
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local ndef = core.registered_nodes[node.name]
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local drawerType = ndef.groups.drawer
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-- data for the new visual
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drawers.last_drawer_pos = pos
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drawers.last_drawer_type = drawerType
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if drawerType == 1 then -- 1x1 drawer
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drawers.last_visual_id = ""
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name"))
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local bdir = core.facedir_to_dir(node.param2)
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local fdir = vector.new(-bdir.x, 0, -bdir.z)
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local pos2 = vector.add(pos, vector.multiply(fdir, 0.438))
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local obj = core.add_entity(pos2, "drawers:visual")
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if bdir.x < 0 then obj:set_yaw(0.5 * math.pi) end
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if bdir.z < 0 then obj:set_yaw(math.pi) end
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if bdir.x > 0 then obj:set_yaw(1.5 * math.pi) end
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drawers.last_texture = nil
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elseif drawerType == 2 then
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local bdir = core.facedir_to_dir(node.param2)
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local fdir1
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local fdir2
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if node.param2 == 2 or node.param2 == 0 then
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fdir1 = vector.new(-bdir.x, 0.5, -bdir.z)
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fdir2 = vector.new(-bdir.x, -0.5, -bdir.z)
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else
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fdir1 = vector.new(-bdir.x, 0.5, -bdir.z)
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fdir2 = vector.new(-bdir.x, -0.5, -bdir.z)
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end
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local objs = {}
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drawers.last_visual_id = 1
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name1"))
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local pos1 = vector.add(pos, vector.multiply(fdir1, 0.438))
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objs[1] = core.add_entity(pos1, "drawers:visual")
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drawers.last_visual_id = 2
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name2"))
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local pos2 = vector.add(pos, vector.multiply(fdir2, 0.438))
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objs[2] = core.add_entity(pos2, "drawers:visual")
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for i,obj in pairs(objs) do
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if bdir.x < 0 then obj:set_yaw(0.5 * math.pi) end
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if bdir.z < 0 then obj:set_yaw(math.pi) end
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if bdir.x > 0 then obj:set_yaw(1.5 * math.pi) end
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end
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else -- 2x2 drawer
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local bdir = core.facedir_to_dir(node.param2)
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local fdir1
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local fdir2
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local fdir3
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local fdir4
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if node.param2 == 2 then
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fdir1 = vector.new(-bdir.x + 0.5, 0.5, -bdir.z)
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fdir2 = vector.new(-bdir.x - 0.5, 0.5, -bdir.z)
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fdir3 = vector.new(-bdir.x + 0.5, -0.5, -bdir.z)
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fdir4 = vector.new(-bdir.x - 0.5, -0.5, -bdir.z)
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elseif node.param2 == 0 then
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fdir1 = vector.new(-bdir.x - 0.5, 0.5, -bdir.z)
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fdir2 = vector.new(-bdir.x + 0.5, 0.5, -bdir.z)
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fdir3 = vector.new(-bdir.x - 0.5, -0.5, -bdir.z)
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fdir4 = vector.new(-bdir.x + 0.5, -0.5, -bdir.z)
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elseif node.param2 == 1 then
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fdir1 = vector.new(-bdir.x, 0.5, -bdir.z + 0.5)
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fdir2 = vector.new(-bdir.x, 0.5, -bdir.z - 0.5)
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fdir3 = vector.new(-bdir.x, -0.5, -bdir.z + 0.5)
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fdir4 = vector.new(-bdir.x, -0.5, -bdir.z - 0.5)
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else
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fdir1 = vector.new(-bdir.x, 0.5, -bdir.z - 0.5)
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fdir2 = vector.new(-bdir.x, 0.5, -bdir.z + 0.5)
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fdir3 = vector.new(-bdir.x, -0.5, -bdir.z - 0.5)
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fdir4 = vector.new(-bdir.x, -0.5, -bdir.z + 0.5)
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end
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local objs = {}
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drawers.last_visual_id = 1
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name1"))
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local pos1 = vector.add(pos, vector.multiply(fdir1, 0.438))
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objs[1] = core.add_entity(pos1, "drawers:visual")
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drawers.last_visual_id = 2
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name2"))
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local pos2 = vector.add(pos, vector.multiply(fdir2, 0.438))
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objs[2] = core.add_entity(pos2, "drawers:visual")
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drawers.last_visual_id = 3
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name3"))
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local pos3 = vector.add(pos, vector.multiply(fdir3, 0.438))
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objs[3] = core.add_entity(pos3, "drawers:visual")
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drawers.last_visual_id = 4
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name4"))
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local pos4 = vector.add(pos, vector.multiply(fdir4, 0.438))
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objs[4] = core.add_entity(pos4, "drawers:visual")
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for i,obj in pairs(objs) do
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if bdir.x < 0 then obj:set_yaw(0.5 * math.pi) end
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if bdir.z < 0 then obj:set_yaw(math.pi) end
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if bdir.x > 0 then obj:set_yaw(1.5 * math.pi) end
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end
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end
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end
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function drawers.remove_visuals(pos)
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local objs = core.get_objects_inside_radius(pos, 0.54)
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if not objs then return end
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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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obj:remove()
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end
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end
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end
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function drawers.update_drawer_upgrades(pos)
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local node = core.get_node(pos)
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local ndef = core.registered_nodes[node.name]
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local drawerType = ndef.groups.drawer
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-- default number of slots/stacks
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local stackMaxFactor = ndef.drawer_stack_max_factor
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-- storage percent with all upgrades
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local storagePercent = 100
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-- get info of all upgrades
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local inventory = core.get_meta(pos):get_inventory():get_list("upgrades")
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for _,itemStack in pairs(inventory) do
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local iname = itemStack:get_name()
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local idef = core.registered_items[iname]
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local addPercent = idef.groups.drawer_upgrade or 0
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storagePercent = storagePercent + addPercent
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end
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-- i.e.: 150% / 100 => 1.50
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stackMaxFactor = math.floor(stackMaxFactor * (storagePercent / 100))
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-- calculate stack_max factor for a single drawer
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stackMaxFactor = stackMaxFactor / drawerType
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-- set the new stack max factor in all visuals
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local drawer_visuals = drawers.drawer_visuals[core.serialize(pos)]
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if not drawer_visuals then return end
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for _,visual in pairs(drawer_visuals) do
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visual:setStackMaxFactor(stackMaxFactor)
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end
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end
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function drawers.randomize_pos(pos)
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local rndpos = table.copy(pos)
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local x = math.random(-50, 50) * 0.01
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local z = math.random(-50, 50) * 0.01
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rndpos.x = rndpos.x + x
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rndpos.y = rndpos.y + 0.25
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rndpos.z = rndpos.z + z
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return rndpos
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end
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function drawers.node_tiles_front_other(front, other)
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return {other, other, other, other, other, front}
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end
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