mirror of
https://github.com/minetest-mods/drawers.git
synced 2024-11-10 00:43:43 +01:00
b424bc3499
The previously used minetest.serialize function may provide different results for the same table in certain circumstances, thus it is not suitable for generating strings to index tables with.
280 lines
8.7 KiB
Lua
Executable File
280 lines
8.7 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, 0.45))
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local obj = core.add_entity(pos2, "drawers:visual")
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if not obj then return end
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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, 0.45))
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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, 0.45))
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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, 0.45))
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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, 0.45))
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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, 0.45))
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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, 0.45))
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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, 0.56)
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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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--[[
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Returns the visual object for the visualid of the drawer at pos.
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visualid can be: "", "1", "2", ... or 1, 2, ...
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]]
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function drawers.get_visual(pos, visualid)
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local drawer_visuals = drawers.drawer_visuals[core.hash_node_position(pos)]
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if not drawer_visuals then
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return nil
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end
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-- not a real index (starts with 1)
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local index = tonumber(visualid)
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if visualid == "" then
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index = 1
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end
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return drawer_visuals[index]
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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.hash_node_position(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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