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Make default.chest.register_chest() usable for other mods (#2127)
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@ -136,12 +136,12 @@ The chests API allows the creation of chests, which have their own inventories f
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* A table indexed by player name to keep track of who opened what chest.
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* Key: The name of the player.
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* Value: A table containing information about the chest the player is looking at.
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e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
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e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
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`default.chest.register_chest(name, def)`
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* Registers new chest
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* `name` Name for chest
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* `name` Name for chest e.g. "default:chest"
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* `def` See [#Chest Definition]
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### Chest Definition
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@ -44,7 +44,7 @@ function default.chest.chest_lid_close(pn)
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end
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local node = minetest.get_node(pos)
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minetest.after(0.2, minetest.swap_node, pos, { name = "default:" .. swap,
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minetest.after(0.2, minetest.swap_node, pos, { name = swap,
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param2 = node.param2 })
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minetest.sound_play(sound, {gain = 0.3, pos = pos,
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max_hear_distance = 10}, true)
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@ -76,7 +76,8 @@ minetest.register_on_leaveplayer(function(player)
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end
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end)
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function default.chest.register_chest(name, d)
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function default.chest.register_chest(prefixed_name, d)
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local name = prefixed_name:sub(1,1) == ':' and prefixed_name:sub(2,-1) or prefixed_name
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local def = table.copy(d)
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def.drawtype = "mesh"
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def.visual = "mesh"
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@ -132,7 +133,7 @@ function default.chest.register_chest(name, d)
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pos = pos, max_hear_distance = 10}, true)
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if not default.chest.chest_lid_obstructed(pos) then
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minetest.swap_node(pos,
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{ name = "default:" .. name .. "_open",
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{ name = name .. "_open",
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param2 = node.param2 })
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end
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minetest.after(0.2, minetest.show_formspec,
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@ -203,7 +204,7 @@ function default.chest.register_chest(name, d)
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max_hear_distance = 10}, true)
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if not default.chest.chest_lid_obstructed(pos) then
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minetest.swap_node(pos, {
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name = "default:" .. name .. "_open",
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name = name .. "_open",
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param2 = node.param2 })
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end
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minetest.after(0.2, minetest.show_formspec,
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@ -215,7 +216,7 @@ function default.chest.register_chest(name, d)
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def.on_blast = function(pos)
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local drops = {}
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default.get_inventory_drops(pos, "main", drops)
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drops[#drops+1] = "default:" .. name
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drops[#drops+1] = name
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minetest.remove_node(pos)
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return drops
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end
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@ -248,7 +249,7 @@ function default.chest.register_chest(name, d)
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def_opened.tiles[i].backface_culling = true
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end
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end
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def_opened.drop = "default:" .. name
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def_opened.drop = name
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def_opened.groups.not_in_creative_inventory = 1
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def_opened.selection_box = {
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type = "fixed",
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@ -265,14 +266,15 @@ function default.chest.register_chest(name, d)
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def_closed.tiles[5] = def.tiles[3] -- drawtype to make them match the mesh
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def_closed.tiles[3] = def.tiles[3].."^[transformFX"
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minetest.register_node("default:" .. name, def_closed)
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minetest.register_node("default:" .. name .. "_open", def_opened)
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minetest.register_node(prefixed_name, def_closed)
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minetest.register_node(prefixed_name .. "_open", def_opened)
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-- convert old chests to this new variant
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if name == "default:chest" or name == "default:chest_locked" then
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minetest.register_lbm({
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label = "update chests to opening chests",
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name = "default:upgrade_" .. name .. "_v2",
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nodenames = {"default:" .. name},
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name = "default:upgrade_" .. name:sub(9,-1) .. "_v2",
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nodenames = {name},
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action = function(pos, node)
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", nil)
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@ -286,8 +288,9 @@ function default.chest.register_chest(name, d)
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end
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})
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end
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end
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default.chest.register_chest("chest", {
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default.chest.register_chest("default:chest", {
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description = S("Chest"),
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tiles = {
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"default_chest_top.png",
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@ -303,7 +306,7 @@ default.chest.register_chest("chest", {
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groups = {choppy = 2, oddly_breakable_by_hand = 2},
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})
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default.chest.register_chest("chest_locked", {
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default.chest.register_chest("default:chest_locked", {
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description = S("Locked Chest"),
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tiles = {
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"default_chest_top.png",
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