drawers/lua/controller.lua

539 lines
17 KiB
Lua

--[[
Minetest Mod Storage Drawers - A Mod adding storage drawers
Copyright (C) 2017-2020 Linus Jahn <lnj@kaidan.im>
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 digilines_loaded = core.get_modpath("digilines") and digilines
local function controller_formspec(pos)
local formspec =
"size[8,8.5]"..
drawers.gui_bg..
drawers.gui_bg_img..
drawers.gui_slots..
"label[0,0;" .. S("Drawer Controller") .. "]" ..
"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]"
if digilines_loaded and pipeworks_loaded then
formspec = formspec .. "field[1,3.5;4,1;digilineChannel;" .. S("Digiline Channel") .. ";${digilineChannel}]"
formspec = formspec .. "button_exit[5,3.2;2,1;saveChannel;" .. S("Save") .. "]"
end
return formspec
end
local function is_valid_drawer_index_slot(net_index, item_name)
return net_index and
net_index[item_name] and
net_index[item_name].drawer_pos and
net_index[item_name].drawer_pos.x and
net_index[item_name].drawer_pos.y and
net_index[item_name].drawer_pos.z and
net_index[item_name].visualid
end
local function controller_index_slot(pos, visualid)
return {
drawer_pos = pos,
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 content = drawers.drawer_get_content(controllerInventory[item_id].drawer_pos, controllerInventory[item_id].visualid)
local new_content = drawers.drawer_get_content(pos, slot_id)
-- If the already indexed drawer has less space, we override the
-- table index for that item with the new drawer
if (new_content.maxCount - new_content.count) > (content.maxCount - content.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
--[[
Returns a table of all stored itemstrings in the drawer network with their
drawer position and visualid.
It uses the cached data, if possible, but if the itemstring is not contained
the network is reindexed.
]]
local function controller_get_drawer_index(pos, itemstring)
local meta = core.get_meta(pos)
-- 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 drawer_net_index = core.deserialize(meta:get_string("drawers_table_index"))
-- If the index has not been created
-- If the item isn't in the index (or the index is corrupted)
if not is_valid_drawer_index_slot(drawer_net_index, itemstring) then
drawer_net_index = index_drawers(pos)
meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
-- There is a valid entry in the index: check that the entry is still up-to-date
else
local content = drawers.drawer_get_content(
drawer_net_index[itemstring].drawer_pos,
drawer_net_index[itemstring].visualid)
if content.name ~= itemstring or content.count >= content.maxCount then
drawer_net_index = index_drawers(pos)
meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
end
end
return drawer_net_index
end
local function controller_insert_to_drawers(pos, stack)
-- Inizialize metadata
local meta = core.get_meta(pos)
local inv = meta:get_inventory()
local drawer_net_index = controller_get_drawer_index(pos, stack:get_name())
-- We check if there is a drawer with the item and it isn't full. We will
-- put the items we can into it.
if drawer_net_index[stack:get_name()] then
local drawer_pos = drawer_net_index[stack:get_name()]["drawer_pos"]
local visualid = drawer_net_index[stack:get_name()]["visualid"]
local content = drawers.drawer_get_content(drawer_pos, 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 content.name == stack:get_name() and
content.count < content.maxCount and
drawers.drawer_visuals[core.hash_node_position(drawer_pos)] then
return drawers.drawer_insert_object(drawer_pos, stack, visualid)
end
elseif drawer_net_index["empty"] then
local drawer_pos = drawer_net_index["empty"]["drawer_pos"]
local visualid = drawer_net_index["empty"]["visualid"]
local content = drawers.drawer_get_content(drawer_pos, visualid)
-- If the drawer is still empty and the drawer entity is loaded, we will
-- put the items in the drawer
if content.name == "" and drawers.drawer_visuals[core.hash_node_position(drawer_pos)] then
local leftover = drawers.drawer_insert_object(drawer_pos, stack, visualid)
-- Add the item to the drawers table index and set the empty one to nil
drawer_net_index["empty"] = nil
drawer_net_index[stack:get_name()] = controller_index_slot(drawer_pos, visualid)
-- Set the controller metadata
meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
return leftover
end
end
return stack
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("drawers_table_index", "")
meta:set_string("formspec", controller_formspec(pos))
meta:get_inventory():set_size("src", 1)
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 (player and core.is_protected(pos, player:get_player_name())) or listname ~= "src" then
return 0
end
local drawer_net_index = controller_get_drawer_index(pos, stack:get_name())
if drawer_net_index[stack:get_name()] then
local drawer = drawer_net_index[stack:get_name()]
if drawers.drawer_get_content(drawer.drawer_pos, drawer.visualid).name == stack:get_name() then
return drawers.drawer_can_insert_stack(drawer.drawer_pos, stack, drawer["visualid"])
end
end
if drawer_net_index["empty"] then
local drawer = drawer_net_index["empty"]
if drawers.drawer_get_content(drawer.drawer_pos, drawer.visualid).name == "" then
return drawers.drawer_can_insert_stack(drawer.drawer_pos, stack, drawer.visualid)
end
end
return 0
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
local function controller_on_metadata_inventory_put(pos, listname, index, stack, player)
if listname ~= "src" then
return
end
local inv = core.get_meta(pos):get_inventory()
local complete_stack = inv:get_stack("src", 1)
local leftover = controller_insert_to_drawers(pos, complete_stack)
inv:set_stack("src", 1, leftover)
end
local function controller_on_digiline_receive(pos, _, channel, msg)
local meta = core.get_meta(pos)
if channel ~= meta:get_string("digilineChannel") then
return
end
local item = ItemStack(msg)
local drawers_index = controller_get_drawer_index(pos, item:get_name())
if not drawers_index[item:get_name()] then
-- we can't do anything: the requested item doesn't exist
return
end
local taken_stack = drawers.drawer_take_item(
drawers_index[item:get_name()]["drawer_pos"], item)
local dir = core.facedir_to_dir(core.get_node(pos).param2)
-- prevent crash if taken_stack ended up with a nil value
if taken_stack then
pipeworks.tube_inject_item(pos, pos, dir, taken_stack:to_string())
end
end
local function controller_on_receive_fields(pos, formname, fields, sender)
if core.is_protected(pos, sender:get_player_name()) then
return
end
local meta = core.get_meta(pos)
if fields.saveChannel then
meta:set_string("digilineChannel", fields.digilineChannel)
end
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_receive_fields = controller_on_receive_fields
def.on_metadata_inventory_put = controller_on_metadata_inventory_put
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)
return controller_insert_to_drawers(pos, stack)
end
def.tube.can_insert = function(pos, node, stack, tubedir)
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)
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