void_chest/init.lua

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void_chest = {
show_particles = (minetest.settings:get("void_chest.show_particles") ~= "false")
}
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-- Register the void chest.
minetest.register_node("void_chest:void_chest", {
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description = "" ..core.colorize("#660099","Void Chest\n") ..core.colorize("#FFFFFF", "Use the power of the void to store your items."),
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tiles = {"void_chest_top.png", "void_chest_top.png", "void_chest_side.png",
"void_chest_side.png", "void_chest_side.png", "void_chest_front.png"},
paramtype2 = "facedir",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2,},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
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if void_chest.show_particles then
local timer = minetest.get_node_timer(pos)
timer:start(.1) -- in seconds
end
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local meta = minetest.get_meta(pos)
meta:set_string("formspec",
"size[8,9]"..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_player;void_chest:void_chest;0,0.3;8,4;]"..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[current_player;void_chest:void_chest]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.85))
meta:set_string("infotext", "Void Chest")
end,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name()..
" moves stuff in void chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" moves stuff to void chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" takes stuff from void chest at "..minetest.pos_to_string(pos))
end,
on_timer = function(pos)
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if void_chest.show_particles then
-- Particles for the void effect, implemented by MisterE, thanks!
for i=1,2 do -- number of particles spawned every on_timer
local spin_speed = math.random(80,175)/1000 --controls how fast a particular particle spins
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local vel_scalar = math.random(0,5)/10 -- multiplied by the particle's velocity vector of 1
local accel_scalar = math.random(1,5)/10 -- multiplied by the particle's accel vector of 1
local expir = math.random(1,5) -- number of sec particle will last, if it doesn't hit a node
local particle_pos = {x=pos.x + ((math.random(-15,15)/10)*(math.random(6,15)/10)), y=pos.y + ((math.random(-15,15)/10)*(math.random(6,15)/10)), z=pos.z+ ((math.random(-15,15)/10)*(math.random(6,15)/10))}
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local part_vel = vector.direction(particle_pos, pos)
part_vel = {x= vel_scalar*part_vel.x, y= vel_scalar*part_vel.y, z= vel_scalar*part_vel.z}
local part_accel = vector.direction(particle_pos, pos)
part_accel = {x= accel_scalar*part_accel.x, y= accel_scalar*part_accel.y, z= accel_scalar*part_accel.z}
minetest.add_particle({
pos = particle_pos,
velocity = part_vel,
acceleration = part_accel,
expirationtime = expir,
size = math.random(5,15)/10,
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collisiondetection = true,
collision_removal = true,
vertical = false,
texture = "void_chest_void_particle.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = spin_speed,
},
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glow = 5,
})
end
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end
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return true
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end,
})
-- Register crafting recipes.
-- If the "magic_materials" mod is present we use a more accurate recipe.
if minetest.get_modpath("magic_materials") then
minetest.register_craft({
output = 'void_chest:void_chest',
recipe = {
{'default:steelblock','magic_materials:void_rune','default:steelblock'},
{'magic_materials:void_rune','default:chest_locked','magic_materials:void_rune'},
{'default:steelblock','magic_materials:void_rune','default:steelblock'}
}
})
else -- Else we use a recipe using "default" to avoid a hard dependency.
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minetest.register_craft({
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output = 'void_chest:void_chest',
recipe = {
{'default:steelblock','default:obsidian_block','default:steelblock'},
{'default:obsidian_block','default:chest_locked','default:obsidian_block'},
{'default:steelblock','default:obsidian_block','default:steelblock'}
}
})
end
-- Create a detached void chest inventory when players connect.
minetest.register_on_joinplayer(function(player)
local inv = player:get_inventory()
inv:set_size("void_chest:void_chest", 8*4)
end)