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LNJ 2017-03-26 16:17:48 +02:00
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Minetest Mod Storage Drawers
============================
Version 0.1-dev
License of source code (*.lua):
-------------------------------
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.
License of media (sounds, textures, meshes):
--------------------------------------------
files: textures/*
copyright: (C) 2017 LNJ <git@lnj.li>
license: CC0 1.0 Universal (CC0-1.0)

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# Minetest Mod Storage Drawers
Version 0.1-dev, Status: alpha, License: MIT
## Description
## Notes
## Bug reports and suggestions
You can report bugs and suggest ideas on [GitHub](http://github.com/lnj2/drawers/issues/new),
alternatively you can also [email](mailto:git@lnj.li) me.
## Links
* [GitHub](http://github.com/lnj2/drawers/)

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screwdriver?

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--[[
Minetest Mod Drawers - A Mod adding storage drawers
Copyright (C) 2017 LNJ <git@lnj.li>
Copyright (C) 2016 Mango Tango <mtango688@gmail.com>
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.
]]
drawers = {}
drawers.node_box_simple = {
{-0.5, -0.5, -0.4375, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.4375, 0.5, -0.4375},
{0.4375, -0.5, -0.5, 0.5, 0.5, -0.4375},
{-0.4375, 0.4375, -0.5, 0.4375, 0.5, -0.4375},
{-0.4375, -0.5, -0.5, 0.4375, -0.4375, -0.4375},
}
local function gen_info_text(basename, count, factor, stack_max)
-- in the end it should look like:
-- Sand [4x99+43 / 24x99]
-- bot NOT so:
-- Dirt [2x99 + 0 / 24x99]
local countstr = tostring(math.floor(count / stack_max)) .. "x" ..
stack_max
if count % stack_max ~= 0 then
countstr = countstr .. " + " .. count % stack_max
end
return basename .. " [" .. countstr .. " / " .. factor .. "x" .. stack_max .. "]"
end
local function get_inv_image(name)
local texture = default_texture
local def = minetest.registered_items[name]
if name ~= "air" and def then
if def.inventory_image and #def.inventory_image > 0 then
texture = def.inventory_image
else
local c = #def.tiles
local x = {}
for i, v in ipairs(def.tiles) do
if type(v) == "table" then
x[i] = v.name
else
x[i] = v
end
i = i + 1
end
if not x[3] then x[3] = x[1] end
if not x[4] then x[4] = x[3] end
texture = core.inventorycube(x[1], x[3], x[4])
end
end
return texture
end
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 = {"drawers_empty.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
})
end,
on_activate = function(self, staticdata, dtime_s)
-- Restore data
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
else
self.drawer_pos = drawers.last_drawer_pos
self.texture = "drawers_empty.png"
end
local node = core.get_node(self.drawer_pos)
-- collisionbox
local colbox = {-0.4374, -0.4374, 0, 0.4374, 0.4374, 0} -- for param2 = 0 or 2
if node.param2 == 1 or node.param2 == 3 then
colbox = {0, -0.4374, -0.4374, 0, 0.4374, 0.4374}
end
-- infotext
local meta = core.get_meta(self.drawer_pos)
local infotext = meta:get_string("entity_infotext") .. "\n\n\n\n\n"
self.object:set_properties({
collisionbox = colbox,
infotext = infotext,
textures = {self.texture}
})
-- make entity undestroyable
self.object:set_armor_groups({immortal = 1})
end,
on_rightclick = function(self, clicker)
local node = core.get_node(self.drawer_pos)
local itemstack = clicker:get_wielded_item()
local add_count = itemstack:get_count()
local add_name = itemstack:get_name()
local meta = core.get_meta(self.drawer_pos)
local name = meta:get_string("name")
local count = meta:get_int("count")
local max_count = meta:get_int("max_count")
local base_stack_max = meta:get_int("base_stack_max")
local stack_max_factor = meta:get_int("stack_max_factor")
-- if nothing to be added, return
if add_count <= 0 then return end
-- if no itemstring, return
if item_name == "" then return end
-- only add one, if player holding sneak key
if clicker:get_player_control().sneak then
add_count = 1
end
-- if current itemstring is not empty
if name ~= "" then
-- check if same item
if add_name ~= name then return end
else -- is empty
name = add_name
meta:set_string("name", name)
count = 0
-- get new stack max
base_stack_max = ItemStack(name):get_stack_max()
meta:set_int("base_stack_max", base_stack_max)
max_count = base_stack_max * stack_max_factor
meta:set_int("max_count", max_count)
end
-- set new counts:
-- if new count is more than max_count
if (count + add_count) > max_count then
count = max_count
itemstack:set_count((count + add_count) - max_count)
else -- new count fits
count = count + add_count
itemstack:set_count(itemstack:get_count() - add_count)
end
-- set new drawer count
meta:set_int("count", count)
-- update infotext
local infotext = gen_info_text(core.registered_items[name].description,
count, stack_max_factor, base_stack_max)
meta:set_string("entity_infotext", infotext)
-- texture
self.texture = get_inv_image(name)
self.object:set_properties({
infotext = infotext .. "\n\n\n\n\n",
textures = {self.texture}
})
clicker:set_wielded_item(itemstack)
end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
local meta = minetest.get_meta(self.drawer_pos)
local count = meta:get_int("count")
if count <= 0 then
return
end
local name = meta:get_string("name")
local remove_count = 1
if not puncher:get_player_control().sneak then
remove_count = ItemStack(name):get_stack_max()
end
if remove_count > count then remove_count = count end
local stack = ItemStack(name)
stack:set_count(remove_count)
local inv = puncher:get_inventory()
if not inv:room_for_item("main", stack) then
return
end
inv:add_item("main", stack)
count = count - remove_count
meta:set_int("count", count)
-- update infotext
local stack_max_factor = meta:get_int("stack_max_factor")
local base_stack_max = meta:get_int("base_stack_max")
local item_description = ""
if core.registered_items[name] then
item_description = core.registered_items[name].description
end
if count <= 0 then
meta:set_string("name", "")
self.texture = "drawers_empty.png"
item_description = "Empty"
end
local infotext = gen_info_text(item_description,
count, stack_max_factor, base_stack_max)
meta:set_string("entity_infotext", infotext)
self.object:set_properties({
infotext = infotext .. "\n\n\n\n\n",
textures = {self.texture}
})
end
})
-- construct drawer
local function drawer_on_construct(pos)
local node = core.get_node(pos)
local ndef = core.registered_nodes[node.name]
local base_stack_max = core.nodedef_default.stack_max or 99
local stack_max_factor = ndef.drawer_stack_max_factor or 24 -- 3x8
-- meta
local meta = core.get_meta(pos)
meta:set_string("name", "")
meta:set_int("count", 0)
meta:set_int("max_count", base_stack_max * stack_max_factor)
meta:set_int("stack_max_factor", stack_max_factor)
meta:set_int("base_stack_max", base_stack_max)
meta:set_string("ntt_infotext", gen_info_text("Empty", 0,
stack_max_factor, base_stack_max))
-- data for the new visual
drawers.last_drawer_pos = pos
local bdir = core.facedir_to_dir(node.param2)
local fdir = vector.new(-bdir.x, 0, -bdir.z)
local pos2 = vector.add(pos, vector.multiply(fdir, 0.438))
obj = core.add_entity(pos2, "drawers:visual")
if bdir.x < 0 then obj:setyaw(0.5 * math.pi) end
if bdir.z < 0 then obj:setyaw(math.pi) end
if bdir.x > 0 then obj:setyaw(1.5 * math.pi) end
end
-- destruct drawer
local function drawer_on_destruct(pos)
local objs = core.get_objects_inside_radius(pos, 0.5)
if objs then
for _, obj in pairs(objs) do
if obj and obj:get_luaentity() and
obj:get_luaentity().name == "drawers:visual" then
obj:remove()
return
end
end
end
end
-- drop all items
local function drawer_on_dig(pos, node, player)
core.node_dig(pos, node, player)
return
end
function drawers.register_drawer(name, def)
def.description = def.description or "Drawer"
def.drawtype = "nodebox"
def.node_box = {type = "fixed", fixed = drawers.node_box_simple}
def.collision_box = {type = "regular"}
def.selection_box = {type = "regular"}
def.tiles = def.tiles or {"default_wood.png"}
def.paramtype = "light"
def.paramtype2 = "facedir"
def.legacy_facedir_simple = true
def.groups = def.groups or {}
def.groups.drawer = def.groups.drawer or 1
def.drawer_stack_max_factor = def.drawer_stack_max_factor or 24
-- events
def.on_construct = drawer_on_construct
def.on_destruct = drawer_on_destruct
def.on_dig = drawer_on_dig
if screwdriver then
def.on_rotate = def.on_rotate or screwdriver.disallow
end
core.register_node(name, def)
end
drawers.register_drawer("drawers:wood", {
description = "Wooden Drawer",
groups = {choppy = 3},
drawer_stack_max_factor = 3 * 8 -- normal chest size
})

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