mirror of
https://github.com/minetest-mods/drawers.git
synced 2024-11-29 18:13:43 +01:00
eb8d2dfd38
Before this you had to dig and rebuild your drawers to get the drawer formspecs and the ability to add upgrades.
394 lines
11 KiB
Lua
Executable File
394 lines
11 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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-- 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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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 = {"blank.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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local 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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-- backwards compatibility
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if self.texture == "drawers_empty.png" then
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self.texture = "blank.png"
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end
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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 "blank.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 LuaEntitySAO
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-- PLEASE contact me, if this is wrong
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local vId = self.visualId
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if vId == "" then vId = 1 end
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local posstr = core.serialize(self.drawer_pos)
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if not drawers.drawer_visuals[posstr] then
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drawers.drawer_visuals[posstr] = {[vId] = self}
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else
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drawers.drawer_visuals[posstr][vId] = self
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end
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-- get meta
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self.meta = core.get_meta(self.drawer_pos)
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-- collisionbox
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local node = core.get_node(self.drawer_pos)
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local colbox
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if self.drawerType ~= 2 then
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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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else
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colbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0} -- for param2 = 0 or 2
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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 > 1 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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else
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if node.param2 == 1 or node.param2 == 3 then
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colbox = {0, -0.2187, -0.4374, 0, 0.2187, 0.4374}
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else
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colbox = {-0.4374, -0.2187, 0, 0.4374, 0.2187, 0} -- for param2 = 0 or 2
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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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visual_size = {x = 0.3, y = 0.3}
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end
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-- drawer values
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local vid = self.visualId
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self.count = self.meta:get_int("count"..vid)
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self.itemName = self.meta:get_string("name"..vid)
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self.maxCount = self.meta:get_int("max_count"..vid)
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self.itemStackMax = self.meta:get_int("base_stack_max"..vid)
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self.stackMaxFactor = self.meta:get_int("stack_max_factor"..vid)
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-- infotext
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local infotext = self.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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-- if smth. was added play the interact sound
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if clicker:get_wielded_item():get_count() > leftover:get_count() then
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self:play_interact_sound()
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end
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-- set the leftover as new wielded item for the player
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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 add_stack = not puncher:get_player_control().sneak
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local inv = puncher:get_inventory()
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local spaceChecker = ItemStack(self.itemName)
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if add_stack then
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spaceChecker:set_count(spaceChecker:get_stack_max())
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end
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if not inv:room_for_item("main", spaceChecker) then
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return
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end
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stack = self:take_items(add_stack)
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if stack ~= nil then
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-- add removed stack to player's inventory
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inv:add_item("main", stack)
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-- play the interact sound
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self:play_interact_sound()
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end
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end,
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take_items = function(self, take_stack)
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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 take_stack 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
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removeCount = self.count
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end
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local stack = ItemStack(self.itemName)
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stack:set_count(removeCount)
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-- update the drawer count
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self.count = self.count - removeCount
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self:updateInfotext()
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self:updateTexture()
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self:saveMetaData()
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-- return the stack that was removed from the drawer
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return stack
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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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end
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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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-- 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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-- update infotext, texture
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self:updateInfotext()
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self:updateTexture()
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self:saveMetaData()
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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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updateInfotext = function(self)
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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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self.meta:set_string("name"..self.visualId, self.itemName)
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self.texture = "blank.png"
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itemDescription = S("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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self.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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})
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end,
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updateTexture = function(self)
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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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textures = {self.texture}
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})
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end,
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dropStack = function(self, itemStack)
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-- print warning if dropping higher stack counts than allowed
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if itemStack:get_count() > itemStack:get_stack_max() then
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core.log("warning", "[drawers] Dropping item stack with higher count than allowed")
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end
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-- find a position containing air
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local dropPos = core.find_node_near(self.drawer_pos, 1, {"air"}, false)
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-- if no pos found then drop on the top of the drawer
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if not dropPos then
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dropPos = self.pos
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dropPos.y = dropPos.y + 1
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end
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-- drop the item stack
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core.item_drop(itemStack, nil, dropPos)
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end,
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dropItemOverload = function(self)
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-- drop stacks until there are no more items than allowed
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while self.count > self.maxCount do
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-- remove the overflow
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local removeCount = self.count - self.maxCount
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-- if this is too much for a single stack, only take the
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-- stack limit
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if removeCount > self.itemStackMax then
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removeCount = self.itemStackMax
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end
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-- remove this count from the drawer
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self.count = self.count - removeCount
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-- create a new item stack having the size of the remove
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-- count
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local stack = ItemStack(self.itemName)
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stack:set_count(removeCount)
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print(stack:to_string())
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-- drop the stack
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self:dropStack(stack)
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end
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end,
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setStackMaxFactor = function(self, stackMaxFactor)
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self.stackMaxFactor = stackMaxFactor
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self.maxCount = self.stackMaxFactor * self.itemStackMax
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-- will drop possible overflowing items
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self:dropItemOverload()
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self:updateInfotext()
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self:saveMetaData()
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end,
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play_interact_sound = function(self)
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core.sound_play("drawers_interact", {
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pos = self.pos,
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max_hear_distance = 6,
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gain = 2.0
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})
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end,
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saveMetaData = function(self, meta)
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self.meta:set_int("count"..self.visualId, self.count)
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self.meta:set_string("name"..self.visualId, self.itemName)
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self.meta:set_int("max_count"..self.visualId, self.maxCount)
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self.meta:set_int("base_stack_max"..self.visualId, self.itemStackMax)
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self.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 meta = core.get_meta(pos)
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-- create drawer upgrade inventory
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meta:get_inventory():set_size("upgrades", 5)
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-- set the formspec
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meta:set_string("formspec", drawers.drawer_formspec)
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-- count the drawer visuals
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local drawerType = core.registered_nodes[node.name].groups.drawer
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local foundVisuals = 0
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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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foundVisuals = foundVisuals + 1
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end
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end
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end
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-- if all drawer visuals were found, return
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if foundVisuals == drawerType then
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return
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end
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-- not enough visuals found, remove existing and create new ones
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drawers.remove_visuals(pos)
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drawers.spawn_visuals(pos)
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end
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})
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