mirror of
https://github.com/minetest-mods/drawers.git
synced 2024-11-22 14:43:45 +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.
536 lines
17 KiB
Lua
536 lines
17 KiB
Lua
--[[
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Minetest Mod Storage Drawers - A Mod adding storage drawers
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Copyright (C) 2017-2020 Linus Jahn <lnj@kaidan.im>
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Copyright (C) 2018 isaiah658
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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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--[[ The gist of how the drawers mod stores data is that there are entities
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and the drawer node itself. The entities are needed to allow having multiple
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drawers in one node. The entities and node each store metadata about the item
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counts and such. It is necessary to change both at once otherwise in some cases
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the entity values are used and in other cases the node metadata is used.
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The gist of how the controller works is this. The drawer controller scans the
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adjacent tiles and puts the item names and other info such as coordinates and
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the visualid of the entity in a table. That table is saved in the controllers
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metadata. The table is used to help prevent needing to scan all the drawers to
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deposit an item in certain situations. The table is only updated on an as needed
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basis, not by a specific time/interval. Controllers that have no items will not
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continue scanning drawers. ]]--
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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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local default_loaded = core.get_modpath("default") and default
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local mcl_loaded = core.get_modpath("mcl_core") and mcl_core
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local pipeworks_loaded = core.get_modpath("pipeworks") and pipeworks
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local digilines_loaded = core.get_modpath("digilines") and digilines
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local function controller_formspec(pos)
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local formspec =
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"size[8,8.5]"..
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drawers.gui_bg..
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drawers.gui_bg_img..
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drawers.gui_slots..
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"label[0,0;" .. S("Drawer Controller") .. "]" ..
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"list[current_name;src;3.5,1.75;1,1;]"..
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"list[current_player;main;0,4.25;8,1;]"..
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"list[current_player;main;0,5.5;8,3;8]"..
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"listring[current_player;main]"..
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"listring[current_name;src]"..
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"listring[current_player;main]"
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if digilines_loaded and pipeworks_loaded then
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formspec = formspec .. "field[1,3.5;4,1;digilineChannel;" .. S("Digiline Channel") .. ";${digilineChannel}]"
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formspec = formspec .. "button_exit[5,3.2;2,1;saveChannel;" .. S("Save") .. "]"
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end
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return formspec
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end
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local function is_valid_drawer_index_slot(net_index, item_name)
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return net_index and
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net_index[item_name] and
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net_index[item_name].drawer_pos and
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net_index[item_name].drawer_pos.x and
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net_index[item_name].drawer_pos.y and
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net_index[item_name].drawer_pos.z and
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net_index[item_name].visualid
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end
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local function controller_index_slot(pos, visualid)
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return {
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drawer_pos = pos,
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visualid = visualid
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}
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end
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local function compare_pos(pos1, pos2)
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return pos1.x == pos2.x and pos1.y == pos2.y and pos1.z == pos2.z
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end
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local function contains_pos(list, p)
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for _,v in ipairs(list) do
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if compare_pos(v, p) then
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return true
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end
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end
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return false
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end
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-- iterator for iterating from 1 -> to
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local function range(to)
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local i = 0
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return function()
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if i == to then
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return nil
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end
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i = i + 1
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return i, i
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end
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end
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local function pos_in_range(pos1, pos2)
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local diff = {
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pos1.x - pos2.x,
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pos1.y - pos2.y,
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pos1.z - pos2.z
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}
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for _,v in ipairs(diff) do
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if v < 0 then
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v = v * -1
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end
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if v > drawers.CONTROLLER_RANGE then
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return false
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end
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end
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return true
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end
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local function add_drawer_to_inventory(controllerInventory, pos)
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-- the number of slots is saved as drawer group
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local slots = core.get_item_group(core.get_node(pos).name, "drawer")
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if not slots then
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return
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end
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local meta = core.get_meta(pos)
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if not meta then
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return
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end
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local i = 1
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while i <= slots do
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-- nothing is appended in case the drawer has only one slot
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local slot_id = ""
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if slots ~= 1 then
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slot_id = tostring(i)
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end
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local item_id = meta:get_string("name" .. slot_id)
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local drawer_meta_entity_infotext = meta:get_string("entity_infotext" .. slot_id)
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if item_id == "" and not controllerInventory["empty"] then
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controllerInventory["empty"] = controller_index_slot(pos, slot_id)
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elseif item_id ~= "" then
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-- If we already indexed this item previously, check which drawer
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-- has the most space and have that one be the one indexed
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if controllerInventory[item_id] then
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local content = drawers.drawer_get_content(controllerInventory[item_id].drawer_pos, controllerInventory[item_id].visualid)
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local new_content = drawers.drawer_get_content(pos, slot_id)
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-- If the already indexed drawer has less space, we override the
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-- table index for that item with the new drawer
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if (new_content.maxCount - new_content.count) > (content.maxCount - content.count) then
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controllerInventory[item_id] = controller_index_slot(pos, slot_id)
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end
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else
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controllerInventory[item_id] = controller_index_slot(pos, slot_id)
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end
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end
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i = i + 1
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end
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end
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local function find_connected_drawers(controller_pos, pos, foundPositions)
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foundPositions = foundPositions or {}
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pos = pos or controller_pos
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local newPositions = core.find_nodes_in_area(
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{x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
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{x = pos.x + 1, y = pos.y + 1, z = pos.z + 1},
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{"group:drawer", "group:drawer_connector"}
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)
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for _,p in ipairs(newPositions) do
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-- check that this node hasn't been scanned yet
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if not compare_pos(pos, p) and not contains_pos(foundPositions, p)
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and pos_in_range(controller_pos, pos) then
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-- add new position
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table.insert(foundPositions, p)
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-- search for other drawers from the new pos
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find_connected_drawers(controller_pos, p, foundPositions)
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end
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end
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return foundPositions
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end
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local function index_drawers(pos)
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--[[
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The pos parameter is the controllers position
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We store the item name as a string key and the value is a table with position x,
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position y, position z, and visualid. Those are all strings as well with the
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values assigned to them that way we don't need to worry about the ordering of
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the table. The count and max count are not stored as those values have a high
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potential of being outdated quickly. It's better to grab the values from the
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drawer when needed so you know you are working with accurate numbers.
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]]
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local controllerInventory = {}
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for _,drawerPos in ipairs(find_connected_drawers(pos)) do
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add_drawer_to_inventory(controllerInventory, drawerPos)
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end
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return controllerInventory
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end
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--[[
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Returns a table of all stored itemstrings in the drawer network with their
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drawer position and visualid.
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It uses the cached data, if possible, but if the itemstring is not contained
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the network is reindexed.
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]]
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local function controller_get_drawer_index(pos, itemstring)
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local meta = core.get_meta(pos)
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-- If the index has not been created, the item isn't in the index, the
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-- item in the drawer is no longer the same item in the index, or the item
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-- is in the index but it's full, run the index_drawers function.
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local drawer_net_index = core.deserialize(meta:get_string("drawers_table_index"))
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-- If the index has not been created
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-- If the item isn't in the index (or the index is corrupted)
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if not is_valid_drawer_index_slot(drawer_net_index, itemstring) then
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drawer_net_index = index_drawers(pos)
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meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
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-- There is a valid entry in the index: check that the entry is still up-to-date
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else
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local content = drawers.drawer_get_content(
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drawer_net_index[itemstring].drawer_pos,
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drawer_net_index[itemstring].visualid)
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if content.name ~= itemstring or content.count >= content.maxCount then
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drawer_net_index = index_drawers(pos)
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meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
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end
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end
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return drawer_net_index
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end
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local function controller_insert_to_drawers(pos, stack)
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-- Inizialize metadata
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local meta = core.get_meta(pos)
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local inv = meta:get_inventory()
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local drawer_net_index = controller_get_drawer_index(pos, stack:get_name())
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-- We check if there is a drawer with the item and it isn't full. We will
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-- put the items we can into it.
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if drawer_net_index[stack:get_name()] then
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local drawer_pos = drawer_net_index[stack:get_name()]["drawer_pos"]
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local visualid = drawer_net_index[stack:get_name()]["visualid"]
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local content = drawers.drawer_get_content(drawer_pos, visualid)
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-- If the the item in the drawer is the same as the one we are trying to
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-- store, the drawer is not full, and the drawer entity is loaded, we
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-- will put the items in the drawer
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if content.name == stack:get_name() and
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content.count < content.maxCount and
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drawers.drawer_visuals[core.hash_node_position(drawer_pos)] then
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return drawers.drawer_insert_object(drawer_pos, stack, visualid)
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end
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elseif drawer_net_index["empty"] then
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local drawer_pos = drawer_net_index["empty"]["drawer_pos"]
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local visualid = drawer_net_index["empty"]["visualid"]
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local content = drawers.drawer_get_content(drawer_pos, visualid)
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-- If the drawer is still empty and the drawer entity is loaded, we will
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-- put the items in the drawer
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if content.name == "" and drawers.drawer_visuals[core.hash_node_position(drawer_pos)] then
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local leftover = drawers.drawer_insert_object(drawer_pos, stack, visualid)
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-- Add the item to the drawers table index and set the empty one to nil
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drawer_net_index["empty"] = nil
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drawer_net_index[stack:get_name()] = controller_index_slot(drawer_pos, visualid)
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-- Set the controller metadata
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meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
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return leftover
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end
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end
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return stack
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end
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local function controller_can_dig(pos, player)
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local meta = core.get_meta(pos);
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local inv = meta:get_inventory()
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return inv:is_empty("src")
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end
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local function controller_on_construct(pos)
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local meta = core.get_meta(pos)
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meta:set_string("drawers_table_index", "")
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meta:set_string("formspec", controller_formspec(pos))
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meta:get_inventory():set_size("src", 1)
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end
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local function controller_on_blast(pos)
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local drops = {}
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default.get_inventory_drops(pos, "src", drops)
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drops[#drops+1] = "drawers:controller"
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core.remove_node(pos)
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return drops
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end
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local function controller_allow_metadata_inventory_put(pos, listname, index, stack, player)
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if (player and core.is_protected(pos, player:get_player_name())) or listname ~= "src" then
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return 0
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end
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local drawer_net_index = controller_get_drawer_index(pos, stack:get_name())
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if drawer_net_index[stack:get_name()] then
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local drawer = drawer_net_index[stack:get_name()]
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if drawers.drawer_get_content(drawer.drawer_pos, drawer.visualid).name == stack:get_name() then
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return drawers.drawer_can_insert_stack(drawer.drawer_pos, stack, drawer["visualid"])
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end
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end
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if drawer_net_index["empty"] then
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local drawer = drawer_net_index["empty"]
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if drawers.drawer_get_content(drawer.drawer_pos, drawer.visualid).name == "" then
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return drawers.drawer_can_insert_stack(drawer.drawer_pos, stack, drawer.visualid)
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end
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end
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return 0
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end
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local function controller_allow_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player)
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local meta = core.get_meta(pos)
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local inv = meta:get_inventory()
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local stack = inv:get_stack(from_list, from_index)
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return controller_allow_metadata_inventory_put(pos, to_list, to_index, stack, player)
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end
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local function controller_allow_metadata_inventory_take(pos, listname, index, stack, player)
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if core.is_protected(pos, player:get_player_name()) then
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return 0
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end
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return stack:get_count()
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end
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local function controller_on_metadata_inventory_put(pos, listname, index, stack, player)
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if listname ~= "src" then
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return
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end
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local inv = core.get_meta(pos):get_inventory()
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local complete_stack = inv:get_stack("src", 1)
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local leftover = controller_insert_to_drawers(pos, complete_stack)
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inv:set_stack("src", 1, leftover)
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end
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local function controller_on_digiline_receive(pos, _, channel, msg)
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local meta = core.get_meta(pos)
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if channel ~= meta:get_string("digilineChannel") then
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return
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end
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local item = ItemStack(msg)
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local drawers_index = controller_get_drawer_index(pos, item:get_name())
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if not drawers_index[item:get_name()] then
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-- we can't do anything: the requested item doesn't exist
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return
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end
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local taken_stack = drawers.drawer_take_item(
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drawers_index[item:get_name()]["drawer_pos"], item)
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local dir = core.facedir_to_dir(core.get_node(pos).param2)
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-- prevent crash if taken_stack ended up with a nil value
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if taken_stack then
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pipeworks.tube_inject_item(pos, pos, dir, taken_stack:to_string())
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end
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end
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local function controller_on_receive_fields(pos, formname, fields, sender)
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local meta = core.get_meta(pos)
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if fields.saveChannel then
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meta:set_string("digilineChannel", fields.digilineChannel)
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end
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end
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-- Registers the drawer controller
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local function register_controller()
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-- Set the controller definition using a table to allow for pipeworks and
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-- potentially other mod support
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local def = {}
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def.description = S("Drawer Controller")
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def.drawtype = "nodebox"
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def.node_box = { type = "fixed", fixed = drawers.node_box_simple }
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def.collision_box = { type = "regular" }
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def.selection_box = { type = "regular" }
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def.paramtype = "light"
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def.paramtype2 = "facedir"
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def.legacy_facedir_simple = true
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-- add pipe connectors, if pipeworks is enabled
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if pipeworks_loaded then
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def.tiles = {
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"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
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"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
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"drawers_controller_side.png^pipeworks_tube_connection_metallic.png",
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"drawers_controller_side.png^pipeworks_tube_connection_metallic.png",
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"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
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"drawers_controller_front.png"
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}
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else
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def.tiles = {
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"drawers_controller_top.png",
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"drawers_controller_top.png",
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"drawers_controller_side.png",
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"drawers_controller_side.png",
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"drawers_controller_top.png",
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"drawers_controller_front.png"
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}
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end
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-- MCL2 requires a few different groups and parameters that MTG does not
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if mcl_loaded then
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def.groups = {
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pickaxey = 1, stone = 1, building_block = 1, material_stone = 1
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}
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def._mcl_blast_resistance = 30
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def._mcl_hardness = 1.5
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else
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def.groups = {
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cracky = 3, level = 2
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}
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end
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def.can_dig = controller_can_dig
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def.on_construct = controller_on_construct
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def.on_blast = controller_on_blast
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def.on_receive_fields = controller_on_receive_fields
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def.on_metadata_inventory_put = controller_on_metadata_inventory_put
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def.allow_metadata_inventory_put = controller_allow_metadata_inventory_put
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def.allow_metadata_inventory_move = controller_allow_metadata_inventory_move
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def.allow_metadata_inventory_take = controller_allow_metadata_inventory_take
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if pipeworks_loaded then
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def.groups.tubedevice = 1
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def.groups.tubedevice_receiver = 1
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def.tube = {}
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def.tube.insert_object = function(pos, node, stack, tubedir)
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return controller_insert_to_drawers(pos, stack)
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end
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def.tube.can_insert = function(pos, node, stack, tubedir)
|
|
return controller_allow_metadata_inventory_put(pos, "src", nil, stack, nil)
|
|
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
|
|
|