They're still missing some functionality as pipeworks and drops after dug. This will be done in the next commit(s).
152 lines
5.1 KiB
Lua
Executable File
152 lines
5.1 KiB
Lua
Executable File
--[[
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Minetest Mod Storage Drawers - A Mod adding storage drawers
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Copyright (C) 2017 LNJ <git@lnj.li>
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Copyright (C) 2016 Mango Tango <mtango688@gmail.com>
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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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function drawers.gen_info_text(basename, count, factor, stack_max)
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local maxCount = stack_max * factor
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local percent = count / maxCount * 100
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-- round the number (float -> int)
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percent = math.floor(percent + 0.5)
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if count == 0 then
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return basename .. " (" .. tostring(percent) .. "% full)"
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else
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return tostring(count) .. " " .. basename .. " (" ..
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tostring(percent) .. "% full)"
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end
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end
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function drawers.get_inv_image(name)
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local texture = "drawers_empty.png"
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local def = core.registered_items[name]
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if name ~= "air" and def then
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if def.inventory_image and #def.inventory_image > 0 then
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texture = def.inventory_image
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else
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if not def.tiles then return texture end
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local c = #def.tiles or 0
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local x = {}
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for i, v in ipairs(def.tiles) do
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if type(v) == "table" then
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x[i] = v.name
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else
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x[i] = v
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end
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i = i + 1
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end
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if not x[3] then x[3] = x[1] end
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if not x[4] then x[4] = x[3] end
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texture = core.inventorycube(x[1], x[3], x[4])
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end
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end
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return texture
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end
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function drawers.spawn_visual(pos)
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local node = core.get_node(pos)
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local ndef = core.registered_nodes[node.name]
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local drawerType = ndef.groups.drawer
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-- data for the new visual
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drawers.last_drawer_pos = pos
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drawers.last_drawer_type = drawerType
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if drawerType == 1 then -- 1x1 drawer
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drawers.last_visual_id = ""
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name"))
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local bdir = core.facedir_to_dir(node.param2)
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local fdir = vector.new(-bdir.x, 0, -bdir.z)
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local pos2 = vector.add(pos, vector.multiply(fdir, 0.438))
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obj = core.add_entity(pos2, "drawers:visual")
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if bdir.x < 0 then obj:setyaw(0.5 * math.pi) end
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if bdir.z < 0 then obj:setyaw(math.pi) end
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if bdir.x > 0 then obj:setyaw(1.5 * math.pi) end
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drawers.last_texture = nil
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else -- 2x2 drawer
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local bdir = core.facedir_to_dir(node.param2)
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local fdir1
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local fdir2
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local fdir3
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local fdir4
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if node.param2 == 2 then
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fdir1 = vector.new(-bdir.x + 0.5, 0.5, -bdir.z)
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fdir2 = vector.new(-bdir.x - 0.5, 0.5, -bdir.z)
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fdir3 = vector.new(-bdir.x + 0.5, -0.5, -bdir.z)
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fdir4 = vector.new(-bdir.x - 0.5, -0.5, -bdir.z)
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elseif node.param2 == 0 then
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fdir1 = vector.new(-bdir.x - 0.5, 0.5, -bdir.z)
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fdir2 = vector.new(-bdir.x + 0.5, 0.5, -bdir.z)
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fdir3 = vector.new(-bdir.x - 0.5, -0.5, -bdir.z)
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fdir4 = vector.new(-bdir.x + 0.5, -0.5, -bdir.z)
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elseif node.param2 == 1 then
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fdir1 = vector.new(-bdir.x, 0.5, -bdir.z + 0.5)
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fdir2 = vector.new(-bdir.x, 0.5, -bdir.z - 0.5)
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fdir3 = vector.new(-bdir.x, -0.5, -bdir.z + 0.5)
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fdir4 = vector.new(-bdir.x, -0.5, -bdir.z - 0.5)
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else
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fdir1 = vector.new(-bdir.x, 0.5, -bdir.z - 0.5)
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fdir2 = vector.new(-bdir.x, 0.5, -bdir.z + 0.5)
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fdir3 = vector.new(-bdir.x, -0.5, -bdir.z - 0.5)
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fdir4 = vector.new(-bdir.x, -0.5, -bdir.z + 0.5)
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end
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objs = {}
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drawers.last_visual_id = 1
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name1"))
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local pos1 = vector.add(pos, vector.multiply(fdir1, 0.438))
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objs[1] = core.add_entity(pos1, "drawers:visual")
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drawers.last_visual_id = 2
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name2"))
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local pos2 = vector.add(pos, vector.multiply(fdir2, 0.438))
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objs[2] = core.add_entity(pos2, "drawers:visual")
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drawers.last_visual_id = 3
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name3"))
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local pos3 = vector.add(pos, vector.multiply(fdir3, 0.438))
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objs[3] = core.add_entity(pos3, "drawers:visual")
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drawers.last_visual_id = 4
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drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name4"))
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local pos4 = vector.add(pos, vector.multiply(fdir4, 0.438))
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objs[4] = core.add_entity(pos4, "drawers:visual")
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for i,obj in pairs(objs) do
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if bdir.x < 0 then obj:setyaw(0.5 * math.pi) end
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if bdir.z < 0 then obj:setyaw(math.pi) end
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if bdir.x > 0 then obj:setyaw(1.5 * math.pi) end
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end
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end
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end
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