drawers/lua/visual.lua
LNJ f3dafb5b6a Add Drawer Upgrades
Yey, they're finally there! :)
This will add steel, gold, obsidian and diamond upgrades for MTG
and iron, gold, obsidian, diamond and emerald upgrades for MCL2.

You can add them to a drawer by rightclicking it and adding them to
the new drawer's upgrade inventory.
2017-06-03 17:06:12 +02:00

387 lines
11 KiB
Lua
Executable File

--[[
Minetest Mod Storage Drawers - A Mod adding storage drawers
Copyright (C) 2017 LNJ <git@lnj.li>
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.
]]
-- Load support for intllib.
local MP = core.get_modpath(core.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
core.register_entity("drawers:visual", {
initial_properties = {
hp_max = 1,
physical = false,
collide_with_objects = false,
collisionbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0}, -- for param2 0, 2
visual = "upright_sprite", -- "wielditem" for items without inv img?
visual_size = {x = 0.6, y = 0.6},
textures = {"blank.png"},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = true,
},
get_staticdata = function(self)
return core.serialize({
drawer_posx = self.drawer_pos.x,
drawer_posy = self.drawer_pos.y,
drawer_posz = self.drawer_pos.z,
texture = self.texture,
drawerType = self.drawerType,
visualId = self.visualId
})
end,
on_activate = function(self, staticdata, dtime_s)
-- Restore data
local data = core.deserialize(staticdata)
if data then
self.drawer_pos = {
x = data.drawer_posx,
y = data.drawer_posy,
z = data.drawer_posz,
}
self.texture = data.texture
self.drawerType = data.drawerType or 1
self.visualId = data.visualId or ""
-- backwards compatibility
if self.texture == "drawers_empty.png" then
self.texture = "blank.png"
end
else
self.drawer_pos = drawers.last_drawer_pos
self.texture = drawers.last_texture or "blank.png"
self.visualId = drawers.last_visual_id
self.drawerType = drawers.last_drawer_type
end
-- add self to public drawer visuals
-- this is needed because there is no other way to get this class
-- only the underlying LuaEntitySAO
-- PLEASE contact me, if this is wrong
local vId = self.visualId
if vId == "" then vId = 1 end
local posstr = core.serialize(self.drawer_pos)
if not drawers.drawer_visuals[posstr] then
drawers.drawer_visuals[posstr] = {[vId] = self}
else
drawers.drawer_visuals[posstr][vId] = self
end
-- get meta
self.meta = core.get_meta(self.drawer_pos)
-- collisionbox
local node = core.get_node(self.drawer_pos)
local colbox
if self.drawerType ~= 2 then
if node.param2 == 1 or node.param2 == 3 then
colbox = {0, -0.4374, -0.4374, 0, 0.4374, 0.4374}
else
colbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0} -- for param2 = 0 or 2
end
-- only half the size if it's a small drawer
if self.drawerType > 1 then
for i,j in pairs(colbox) do
colbox[i] = j * 0.5
end
end
else
if node.param2 == 1 or node.param2 == 3 then
colbox = {0, -0.2187, -0.4374, 0, 0.2187, 0.4374}
else
colbox = {-0.4374, -0.2187, 0, 0.4374, 0.2187, 0} -- for param2 = 0 or 2
end
end
-- visual size
local visual_size = {x = 0.6, y = 0.6}
if self.drawerType >= 2 then
visual_size = {x = 0.3, y = 0.3}
end
-- drawer values
local vid = self.visualId
self.count = self.meta:get_int("count"..vid)
self.itemName = self.meta:get_string("name"..vid)
self.maxCount = self.meta:get_int("max_count"..vid)
self.itemStackMax = self.meta:get_int("base_stack_max"..vid)
self.stackMaxFactor = self.meta:get_int("stack_max_factor"..vid)
-- infotext
local infotext = self.meta:get_string("entity_infotext"..vid) .. "\n\n\n\n\n"
self.object:set_properties({
collisionbox = colbox,
infotext = infotext,
textures = {self.texture},
visual_size = visual_size
})
-- make entity undestroyable
self.object:set_armor_groups({immortal = 1})
end,
on_rightclick = function(self, clicker)
local leftover = self.try_insert_stack(self, clicker:get_wielded_item(),
not clicker:get_player_control().sneak)
-- if smth. was added play the interact sound
if clicker:get_wielded_item():get_count() > leftover:get_count() then
self:play_interact_sound()
end
-- set the leftover as new wielded item for the player
clicker:set_wielded_item(leftover)
end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
local add_stack = not puncher:get_player_control().sneak
local inv = puncher:get_inventory()
local spaceChecker = ItemStack(self.itemName)
if add_stack then
spaceChecker:set_count(spaceChecker:get_stack_max())
end
if not inv:room_for_item("main", spaceChecker) then
return
end
stack = self:take_items(add_stack)
if stack ~= nil then
-- add removed stack to player's inventory
inv:add_item("main", stack)
-- play the interact sound
self:play_interact_sound()
end
end,
take_items = function(self, take_stack)
local meta = core.get_meta(self.drawer_pos)
if self.count <= 0 then
return
end
local removeCount = 1
if take_stack then
removeCount = ItemStack(self.itemName):get_stack_max()
end
if removeCount > self.count then
removeCount = self.count
end
local stack = ItemStack(self.itemName)
stack:set_count(removeCount)
-- update the drawer count
self.count = self.count - removeCount
self:updateInfotext()
self:updateTexture()
self:saveMetaData()
-- return the stack that was removed from the drawer
return stack
end,
try_insert_stack = function(self, itemstack, insert_stack)
local stackCount = itemstack:get_count()
local stackName = itemstack:get_name()
-- if nothing to be added, return
if stackCount <= 0 then return itemstack end
-- if no itemstring, return
if stackName == "" then return itemstack end
-- only add one, if player holding sneak key
if not insert_stack then
stackCount = 1
end
-- if current itemstring is not empty
if self.itemName ~= "" then
-- check if same item
if stackName ~= self.itemName then return itemstack end
else -- is empty
self.itemName = stackName
self.count = 0
-- get new stack max
self.itemStackMax = ItemStack(self.itemName):get_stack_max()
self.maxCount = self.itemStackMax * self.stackMaxFactor
end
-- Don't add items stackable only to 1
if self.itemStackMax == 1 then
return itemstack
end
-- set new counts:
-- if new count is more than max_count
if (self.count + stackCount) > self.maxCount then
itemstack:set_count(self.count + stackCount - self.maxCount)
self.count = self.maxCount
else -- new count fits
self.count = self.count + stackCount
-- this is for only removing one
itemstack:set_count(itemstack:get_count() - stackCount)
end
-- update infotext, texture
self:updateInfotext()
self:updateTexture()
self:saveMetaData()
if itemstack:get_count() == 0 then itemstack = ItemStack("") end
return itemstack
end,
updateInfotext = function(self)
local itemDescription = ""
if core.registered_items[self.itemName] then
itemDescription = core.registered_items[self.itemName].description
end
if self.count <= 0 then
self.itemName = ""
self.meta:set_string("name"..self.visualId, self.itemName)
self.texture = "blank.png"
itemDescription = S("Empty")
end
local infotext = drawers.gen_info_text(itemDescription,
self.count, self.stackMaxFactor, self.itemStackMax)
self.meta:set_string("entity_infotext"..self.visualId, infotext)
self.object:set_properties({
infotext = infotext .. "\n\n\n\n\n"
})
end,
updateTexture = function(self)
-- texture
self.texture = drawers.get_inv_image(self.itemName)
self.object:set_properties({
textures = {self.texture}
})
end,
dropStack = function(self, itemStack)
-- print warning if dropping higher stack counts than allowed
if itemStack:get_count() > itemStack:get_stack_max() then
core.log("warning", "[drawers] Dropping item stack with higher count than allowed")
end
-- find a position containing air
local dropPos = core.find_node_near(self.drawer_pos, 1, {"air"}, false)
-- if no pos found then drop on the top of the drawer
if not dropPos then
dropPos = self.pos
dropPos.y = dropPos.y + 1
end
-- drop the item stack
core.item_drop(itemStack, nil, dropPos)
end,
dropItemOverload = function(self)
-- drop stacks until there are no more items than allowed
while self.count > self.maxCount do
-- remove the overflow
local removeCount = self.count - self.maxCount
-- if this is too much for a single stack, only take the
-- stack limit
if removeCount > self.itemStackMax then
removeCount = self.itemStackMax
end
-- remove this count from the drawer
self.count = self.count - removeCount
-- create a new item stack having the size of the remove
-- count
local stack = ItemStack(self.itemName)
stack:set_count(removeCount)
print(stack:to_string())
-- drop the stack
self:dropStack(stack)
end
end,
setStackMaxFactor = function(self, stackMaxFactor)
self.stackMaxFactor = stackMaxFactor
self.maxCount = self.stackMaxFactor * self.itemStackMax
-- will drop possible overflowing items
self:dropItemOverload()
self:updateInfotext()
self:saveMetaData()
end,
play_interact_sound = function(self)
core.sound_play("drawers_interact", {
pos = self.pos,
max_hear_distance = 6,
gain = 2.0
})
end,
saveMetaData = function(self, meta)
self.meta:set_int("count"..self.visualId, self.count)
self.meta:set_string("name"..self.visualId, self.itemName)
self.meta:set_int("max_count"..self.visualId, self.maxCount)
self.meta:set_int("base_stack_max"..self.visualId, self.itemStackMax)
self.meta:set_int("stack_max_factor"..self.visualId, self.stackMaxFactor)
end
})
core.register_lbm({
name = "drawers:restore_visual",
nodenames = {"group:drawer"},
run_at_every_load = true,
action = function(pos, node)
local drawerType = core.registered_nodes[node.name].groups.drawer
local foundVisuals = 0
local objs = core.get_objects_inside_radius(pos, 0.537)
if objs then
for _, obj in pairs(objs) do
if obj and obj:get_luaentity() and
obj:get_luaentity().name == "drawers:visual" then
foundVisuals = foundVisuals + 1
end
end
end
-- if all drawer visuals were found, return
if foundVisuals == drawerType then
return
end
-- not enough visuals found, remove existing and create new ones
drawers.remove_visuals(pos)
drawers.spawn_visuals(pos)
end
})