193 lines
7.0 KiB
Lua
193 lines
7.0 KiB
Lua
minetest.register_node("chest_recovery:chest", {
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description = "Coffre de récupération" .. "\n" .. "32 emplacements",
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tiles = {"chest_chest.png^[sheet:2x2:0,0", "chest_chest.png^[sheet:2x2:0,0",
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"chest_chest.png^[sheet:2x2:1,0", "chest_chest.png^[sheet:2x2:1,0",
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"chest_chest.png^[sheet:2x2:1,0", "chest_chest.png^[sheet:2x2:0,1"},
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paramtype2 = "facedir",
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groups = {dig_immediate = 2, choppy = 3, meta_is_privatizable = 1},
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is_ground_content = false,
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec",
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"size[9,11]"..
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"background[-0.19,-0.25;9.45,11.75;mcl_formspec_itemslot.png]"..
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"list[current_name;main;0,0;9,4;]"..
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"list[current_name;armor;0,4;5,1;]"..
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"list[current_name;offhand;6,4;10,1;]" ..
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"label[0,5.5;-------------------------------------------]"..
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"list[current_player;offhand;6,6;9,1;]" ..
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"list[current_player;armor;0,6;9,1;]"..
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"list[current_player;main;0,7;9,4;]"..
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"listring[]"..
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"button[5,5;3,1;transfer;Transférer tout]")
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meta:set_string("infotext", "Coffre")
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local inv = meta:get_inventory()
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inv:set_size("main", 9 * 4)
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inv:set_size("armor", 9)
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inv:set_size("offhand", 1)
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end,
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on_destruct = function(pos)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local drop_items = {}
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for _, listname in ipairs({"main", "armor", "offhand", "craft"}) do
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for i = 1, inv:get_size(listname) do
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local stack = inv:get_stack(listname, i)
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if not stack:is_empty() then
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table.insert(drop_items, stack:to_table())
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end
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end
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end
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-- Lâcher tous les objets au-dessus du nœud du coffre
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for _, item in ipairs(drop_items) do
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minetest.add_item(pos, ItemStack(item))
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end
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end,
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on_receive_fields = function(pos, formname, fields, sender)
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if fields.transfer then
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-- Transférer tout le contenu du coffre vers l'inventaire du joueur
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local player_inv = sender:get_inventory()
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-- Transférer l'armure
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for i = 1, inv:get_size("armor") do
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local stack = inv:get_stack("armor", i)
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if i > 1 or not stack:is_empty() then
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local player_armor_stack = player_inv:get_stack("armor", i)
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if player_armor_stack:is_empty() then
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player_inv:set_stack("armor", i, stack)
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inv:set_stack("armor", i, ItemStack(nil))
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end
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end
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end
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-- Mettre à jour l'armure du joueur
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-- Mettre à jour l'armure du joueur
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local player_name = sender:get_player_name()
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local player = minetest.get_player_by_name(player_name)
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mcl_armor.update(player)
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-- Transférer l'offhand
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local offhand_stack = inv:get_stack("offhand", 1)
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local leftover_offhand = player_inv:add_item("offhand", offhand_stack)
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inv:set_stack("offhand", 1, leftover_offhand)
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-- Transférer le reste de l'inventaire principal
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for i = 1, inv:get_size("main") do
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local stack = inv:get_stack("main", i)
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local leftover = player_inv:add_item("main", stack)
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inv:set_stack("main", i, leftover)
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end
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-- Vérifier si le coffre est vide, puis le supprimer
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if inv:is_empty("main") and inv:is_empty("armor") and inv:is_empty("offhand") then
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minetest.remove_node(pos)
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end
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end
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end,
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})
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minetest.register_on_dieplayer(function(player)
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local player_inv = player:get_inventory()
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local pos = player:get_pos()
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pos.y = pos.y
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minetest.set_node(pos, {name = "chest_recovery:chest"})
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local chest_meta = minetest.get_meta(pos)
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local chest_inv = chest_meta:get_inventory()
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local is_empty = true
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for _, listname in ipairs({"main", "armor", "offhand", "craft"}) do
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for i = 1, player_inv:get_size(listname) do
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local stack = player_inv:get_stack(listname, i)
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chest_inv:set_stack(listname, i, stack)
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player_inv:set_stack(listname, i, ItemStack(nil))
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if not stack:is_empty() then
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is_empty = false
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end
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end
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end
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if is_empty then
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minetest.remove_node(pos)
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else
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local chest_formspec = "size[9,11]"..
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"background[-0.19,-0.25;9.45,11.75;mcl_formspec_itemslot.png]"..
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"list[current_name;main;0,0;9,4;]"..
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"list[current_name;armor;0,4;5,1;]"..
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"list[current_name;offhand;6,4;10,1;]" ..
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"label[0,5.5;-------------------------------------------]"..
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"list[current_player;offhand;6,6;9,1;]" ..
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"list[current_player;armor;0,6;9,1;]"..
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"list[current_player;main;0,7;9,4;]"..
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"listring[]"..
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"button[5,5;3,1;transfer;Transférer tout]"
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chest_meta:set_string("formspec", chest_formspec)
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end
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end)
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-- Define compass_frames as a global variable
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compass_frames = 32
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minetest.register_on_respawnplayer(function(player)
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-- Generate a new random frame for the recovery compass
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local random_frame = math.random(0, compass_frames - 1)
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-- Create the recovery compass item
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local recovery_compass = ItemStack("mcl_compass:" .. random_frame .. "_recovery")
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local player_inv = player:get_inventory()
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if player_inv then
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player_inv:add_item("main", recovery_compass)
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end
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local pos = player:get_pos()
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local chest_pos = minetest.find_node_near(pos, 5, "chest_recovery:chest")
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if chest_pos then
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local chest_meta = minetest.get_meta(chest_pos)
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local chest_inv = chest_meta:get_inventory()
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local is_empty = true
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for _, listname in ipairs({"main", "armor", "offhand", "craft"}) do
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for i = 1, player_inv:get_size(listname) do
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local stack = player_inv:get_stack(listname, i)
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chest_inv:set_stack(listname, i, stack)
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player_inv:set_stack(listname, i, ItemStack(nil))
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if not stack:is_empty() then
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is_empty = false
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end
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end
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end
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if is_empty then
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minetest.remove_node(chest_pos)
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else
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local chest_formspec = "size[9,11]" ..
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"background[-0.19,-0.25;9.45,11.75;mcl_formspec_itemslot.png]" ..
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"list[current_name;main;0,0;9,4;]" ..
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"list[current_name;armor;0,4;5,1;]" ..
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"list[current_name;offhand;6,4;10,1;]" ..
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"label[0,5.5;-------------------------------------------]" ..
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"list[current_player;offhand;6,6;9,1;]" ..
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"list[current_player;armor;0,6;9,1;]" ..
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"list[current_player;main;0,7;9,4;]" ..
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"listring[]" ..
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"button[5,5;3,1;transfer;Transférer tout]"
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chest_meta:set_string("formspec", chest_formspec)
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end
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end
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end)
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