techage/basic_machines/ta4_chest.lua

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--[[
TechAge
=======
Copyright (C) 2020 Joachim Stolberg
GPL v3
See LICENSE.txt for more information
TA4 8x2000 Chest
]]--
-- for lazy programmers
local P2S = function(pos) if pos then return minetest.pos_to_string(pos) end end
local M = minetest.get_meta
local S = techage.S
local DESCRIPTION = S("TA4 8x2000 Chest")
local STACK_SIZE = 2000
local function gen_inv(nvm)
nvm.inventory = {}
for i = 1,8 do
nvm.inventory[i] = {name = "", count = 0}
end
end
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local function repair_inv(nvm)
nvm.inventory = nvm.inventory or {}
for i = 1,8 do
local item = nvm.inventory[i]
if not item or type(item) ~= "table"
or not item.name or type(item.name) ~= "string"
or not item.count or type(item.count) ~= "number" then
nvm.inventory[i] = {name = "", count = 0}
end
end
end
local function get_stack(nvm, idx)
nvm.inventory = nvm.inventory or {}
if nvm.inventory[idx] then
return nvm.inventory[idx]
end
nvm.inventory[idx] = {name = "", count = 0}
return nvm.inventory[idx]
end
local function get_count(nvm, idx)
if idx and idx > 0 then
nvm.inventory = nvm.inventory or {}
if nvm.inventory[idx] then
return nvm.inventory[idx].count or 0
else
return 0
end
else
local count = 0
for _,item in ipairs(nvm.inventory or {}) do
count = count + item.count or 0
end
return count
end
end
local function inv_empty(nvm)
for _,item in ipairs(nvm.inventory or {}) do
if item.count and item.count > 0 then
return false
end
end
return true
end
local function inv_state(nvm)
local num = 0
for _,item in ipairs(nvm.inventory or {}) do
if item.count and item.count > 0 then
num = num + 1
end
end
if num == 0 then return "empty" end
if num == 8 then return "full" end
return "loaded"
end
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local function max_stacksize(item_name)
local ndef = minetest.registered_nodes[item_name] or minetest.registered_items[item_name] or minetest.registered_craftitems[item_name]
if ndef then
return ndef.stack_max
end
return 0
end
local function get_stacksize(pos)
local size = M(pos):get_int("stacksize")
if size == 0 then
return STACK_SIZE
end
return size
end
-- Sort the items into the nvm inventory
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local function sort_in(pos, nvm, stack)
local old_counts = {}
local orig_count = stack:get_count()
for idx,item in ipairs(nvm.inventory or {}) do
if item.name and (item.name == "" or item.name == stack:get_name()) then
local count = math.min(stack:get_count(), get_stacksize(pos) - item.count)
old_counts[idx] = item.count -- store old value
item.count = item.count + count
item.name = stack:get_name()
stack:set_count(stack:get_count() - count)
if stack:get_count() == 0 then
return true
end
end
end
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-- restore old values
for idx,cnt in pairs(old_counts) do
nvm.inventory[idx].count = cnt
end
stack:set_count(orig_count)
return false
end
local function move_items_to_stack(item, stack, num)
item.count = item.count - num
stack.count = stack.count + num
if stack.count > 0 then
stack.name = item.name
end
if item.count == 0 then
item.name = "" -- empty
end
return stack
end
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local function get_item(pos, nvm, item_name, count)
local stack = {count = 0}
nvm.inventory = nvm.inventory or {}
if item_name then
-- Take specified items from the chest
for _,item in ipairs(nvm.inventory) do
if item.name == item_name then
local num = math.min(item.count, count - stack.count, max_stacksize(item.name))
if M(pos):get_int("assignment") == 1 and num == item.count then
-- never take the last item
num = num - 1
end
stack = move_items_to_stack(item, stack, num)
if stack.count == count then
return ItemStack(stack)
end
end
end
elseif M(pos):get_int("priority") == 1 then
-- Take any items. The position within the inventory is from right to left
for idx = 8,1,-1 do
local item = nvm.inventory[idx]
if item.name ~= "" and (stack.name == nil or stack.name == item.name) then
local num = math.min(item.count, count - stack.count, max_stacksize(item.name))
if M(pos):get_int("assignment") == 1 and num == item.count then
-- never take the last item
num = num - 1
end
stack = move_items_to_stack(item, stack, num)
if stack.count == count then
return ItemStack(stack)
end
end
end
else
-- Take any items. The position within the inventory
-- is incremented each time so that different item stacks will be considered.
local mem = techage.get_mem(pos)
mem.startpos = mem.startpos or 1
for idx = mem.startpos, mem.startpos + 8 do
idx = (idx % 8) + 1
local item = nvm.inventory[idx]
if item.name ~= "" and (stack.name == nil or stack.name == item.name) then
local num = math.min(item.count, count - stack.count, max_stacksize(item.name))
if M(pos):get_int("assignment") == 1 and num == item.count then
-- never take the last item
num = num - 1
end
stack = move_items_to_stack(item, stack, num)
if stack.count == count then
mem.startpos = idx
return ItemStack(stack)
end
end
mem.startpos = idx
end
end
if stack.count > 0 then
return ItemStack(stack)
end
end
local function formspec_container(x, y, nvm, inv)
local tbl = {"container["..x..","..y.."]"}
for i = 1,8 do
local xpos = i - 1
tbl[#tbl+1] = "box["..(xpos - 0.03)..",0;0.86,0.9;#808080]"
local stack = get_stack(nvm, i)
if stack.name ~= "" then
local itemname = stack.name.." "..stack.count
--tbl[#tbl+1] = "item_image["..xpos..",1;1,1;"..itemname.."]"
tbl[#tbl+1] = techage.item_image(xpos, 0, itemname)
end
if inv:get_stack("main", i):get_count() == 0 then
tbl[#tbl+1] = "image_button["..xpos..",1;1,1;techage_form_get_arrow.png;get"..i..";]"
else
tbl[#tbl+1] = "image_button["..xpos..",1;1,1;techage_form_add_arrow.png;add"..i..";]"
end
end
tbl[#tbl+1] = "list[context;main;0,2;8,1;]"
tbl[#tbl+1] = "container_end[]"
return table.concat(tbl, "")
end
local function formspec(pos)
local nvm = techage.get_nvm(pos)
local inv = M(pos):get_inventory()
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local size = get_stacksize(pos)
local assignment = M(pos):get_int("assignment") == 1 and "true" or "false"
local priority = M(pos):get_int("priority") == 1 and "true" or "false"
return "size[8,8.3]"..
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default.gui_bg..
default.gui_bg_img..
default.gui_slots..
formspec_container(0, 0, nvm, inv)..
"button[0,3.5;3,1;unlock;"..S("Unlock").."]"..
"tooltip[0,3.5;3,1;"..S("Unlock connected chest\nif all slots are below 2000")..";#0C3D32;#FFFFFF]"..
"label[0,3;"..S("Size")..": 8x"..size.."]"..
"checkbox[4,3;assignment;"..S("keep assignment")..";"..assignment.."]"..
"tooltip[4,3;2,0.6;"..S("Never completely empty the slots\nwith the pusher to keep the item assignment")..";#0C3D32;#FFFFFF]"..
"checkbox[4,3.6;priority;"..S("right to left")..";"..priority.."]"..
"tooltip[4,3.6;2,0.6;"..S("Empty the slots always \nfrom right to left")..";#0C3D32;#FFFFFF]"..
"list[current_player;main;0,4.6;8,4;]"..
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"listring[context;main]"..
"listring[current_player;main]"
end
local function count_number_of_chests(pos)
local node = techage.get_node_lvm(pos)
local dir = techage.side_to_outdir("B", node.param2)
local pos1 = tubelib2.get_pos(pos, dir)
local cnt = 1
while cnt < 50 do
node = techage.get_node_lvm(pos1)
if node.name ~= "techage:ta4_chest_dummy" then
break
end
pos1 = tubelib2.get_pos(pos1, dir)
cnt = cnt + 1
end
M(pos):set_int("stacksize", STACK_SIZE * cnt)
end
local function search_chest_in_front(pos, node)
local dir = techage.side_to_outdir("F", node.param2)
local pos1 = tubelib2.get_pos(pos, dir)
local cnt = 1
while cnt < 50 do
node = techage.get_node_lvm(pos1)
if node.name ~= "techage:ta4_chest_dummy" then
break
end
pos1 = tubelib2.get_pos(pos1, dir)
cnt = cnt + 1
end
if node.name == "techage:ta4_chest" then
minetest.after(1, count_number_of_chests, pos1)
return true
end
return false
end
local function convert_to_chest_again(pos, node, player)
local dir = techage.side_to_outdir("B", node.param2)
local pos1 = tubelib2.get_pos(pos, dir)
local node1 = techage.get_node_lvm(pos1)
if minetest.is_protected(pos1, player:get_player_name()) then
return
end
if node1.name == "techage:ta4_chest_dummy" then
node1.name = "techage:ta4_chest"
minetest.swap_node(pos1, node1)
--M(pos1):set_int("disabled", 1)
local nvm = techage.get_nvm(pos1)
gen_inv(nvm)
local number = techage.add_node(pos1, "techage:ta4_chest")
M(pos1):set_string("owner", player:get_player_name())
M(pos1):set_string("formspec", formspec(pos1))
M(pos1):set_string("infotext", DESCRIPTION.." "..number)
end
end
local function unlock_chests(pos, player)
local nvm = techage.get_nvm(pos)
for idx = 1,8 do
if get_count(nvm, idx) > STACK_SIZE then return end
end
local node = techage.get_node_lvm(pos)
convert_to_chest_again(pos, node, player)
M(pos):set_int("stacksize", STACK_SIZE)
end
local function allow_metadata_inventory_put(pos, listname, index, stack, player)
if minetest.is_protected(pos, player:get_player_name()) then
return 0
end
return stack:get_count()
end
local function allow_metadata_inventory_take(pos, listname, index, stack, player)
if minetest.is_protected(pos, player:get_player_name()) then
return 0
end
return stack:get_count()
end
local function allow_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player)
if minetest.is_protected(pos, player:get_player_name()) then
return 0
end
return count
end
local function on_metadata_inventory_put(pos, listname, index, stack, player)
M(pos):set_string("formspec", formspec(pos))
techage.set_activeformspec(pos, player)
end
local function on_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player)
M(pos):set_string("formspec", formspec(pos))
techage.set_activeformspec(pos, player)
end
local function on_metadata_inventory_take(pos, listname, index, stack, player)
M(pos):set_string("formspec", formspec(pos))
techage.set_activeformspec(pos, player)
end
local function on_rightclick(pos, node, clicker)
if M(pos):get_int("disabled") ~= 1 then
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local nvm = techage.get_nvm(pos)
repair_inv(nvm)
M(pos):set_string("formspec", formspec(pos))
techage.set_activeformspec(pos, clicker)
end
end
-- take items from chest
local function move_from_nvm_to_inv(pos, idx)
local nvm = techage.get_nvm(pos)
local inv = M(pos):get_inventory()
local inv_stack = inv:get_stack("main", idx)
local nvm_stack = get_stack(nvm, idx)
if nvm_stack.count > 0 and inv_stack:get_count() == 0 then
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local count = math.min(nvm_stack.count, max_stacksize(nvm_stack.name))
nvm_stack.count = nvm_stack.count - count
inv:set_stack("main", idx, {name = nvm_stack.name, count = count})
if nvm_stack.count == 0 then
nvm_stack.name = ""
end
end
end
-- add items to chest
local function move_from_inv_to_nvm(pos, idx)
local nvm = techage.get_nvm(pos)
local inv = M(pos):get_inventory()
local inv_stack = inv:get_stack("main", idx)
local nvm_stack = get_stack(nvm, idx)
if inv_stack:get_count() > 0 then
if nvm_stack.count == 0 or nvm_stack.name == inv_stack:get_name() then
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local count = math.min(inv_stack:get_count(), get_stacksize(pos) - nvm_stack.count)
nvm_stack.count = nvm_stack.count + count
nvm_stack.name = inv_stack:get_name()
inv_stack:set_count(inv_stack:get_count() - count)
inv:set_stack("main", idx, inv_stack)
end
end
end
local function on_receive_fields(pos, formname, fields, player)
if minetest.is_protected(pos, player:get_player_name()) then
return
end
for i = 1,8 do
if fields["get"..i] ~= nil then
move_from_nvm_to_inv(pos, i)
break
elseif fields["add"..i] ~= nil then
move_from_inv_to_nvm(pos, i)
break
end
end
if fields.unlock then
unlock_chests(pos, player)
end
if fields.assignment then
M(pos):set_int("assignment", fields.assignment == "true" and 1 or 0)
end
if fields.priority then
M(pos):set_int("priority", fields.priority == "true" and 1 or 0)
end
M(pos):set_string("formspec", formspec(pos))
end
local function can_dig(pos, player)
if minetest.is_protected(pos, player:get_player_name()) then
return false
end
local inv = minetest.get_meta(pos):get_inventory()
local nvm = techage.get_nvm(pos)
return inv:is_empty("main") and inv_empty(nvm)
end
local function on_rotate(pos, node, user, mode, new_param2)
if get_stacksize(pos) == STACK_SIZE then
return screwdriver.rotate_simple(pos, node, user, mode, new_param2)
else
return screwdriver.disallow(pos, node, user, mode, new_param2)
end
end
local function after_dig_node(pos, oldnode, oldmetadata, digger)
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techage.remove_node(pos, oldnode, oldmetadata)
convert_to_chest_again(pos, oldnode, digger)
end
minetest.register_node("techage:ta4_chest", {
description = DESCRIPTION,
tiles = {
-- up, down, right, left, back, front
"techage_filling_ta4.png^techage_frame_ta4_top.png",
"techage_filling_ta4.png^techage_frame_ta4.png",
"techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png",
"techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png",
"techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png",
"techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_front_ta4.png^techage_appl_warehouse.png",
},
on_construct = function(pos)
local inv = M(pos):get_inventory()
inv:set_size('main', 8)
end,
after_place_node = function(pos, placer)
local node = minetest.get_node(pos)
if search_chest_in_front(pos, node) then
node.name = "techage:ta4_chest_dummy"
minetest.swap_node(pos, node)
else
local nvm = techage.get_nvm(pos)
gen_inv(nvm)
local number = techage.add_node(pos, "techage:ta4_chest")
M(pos):set_string("owner", placer:get_player_name())
M(pos):set_string("formspec", formspec(pos))
M(pos):set_string("infotext", DESCRIPTION.." "..number)
end
end,
techage_set_numbers = function(pos, numbers, player_name)
return techage.logic.set_numbers(pos, numbers, player_name, DESCRIPTION)
end,
on_rotate = on_rotate,
on_rightclick = on_rightclick,
on_receive_fields = on_receive_fields,
can_dig = can_dig,
after_dig_node = after_dig_node,
allow_metadata_inventory_put = allow_metadata_inventory_put,
allow_metadata_inventory_take = allow_metadata_inventory_take,
on_metadata_inventory_put = on_metadata_inventory_put,
on_metadata_inventory_move = on_metadata_inventory_move,
on_metadata_inventory_take = on_metadata_inventory_take,
paramtype2 = "facedir",
groups = {choppy=2, cracky=2, crumbly=2},
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("techage:ta4_chest_dummy", {
description = DESCRIPTION,
tiles = {
-- up, down, right, left, back, front
"techage_filling_ta4.png^techage_frame_ta4_top.png",
"techage_filling_ta4.png^techage_frame_ta4.png",
"techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png",
"techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png",
"techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png",
"techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_front_ta4.png^techage_appl_warehouse.png",
},
on_rightclick = function(pos, node, clicker)
end,
paramtype2 = "facedir",
diggable = false,
groups = {not_in_creative_inventory = 1},
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
})
techage.register_node({"techage:ta4_chest"}, {
on_pull_item = function(pos, in_dir, num, item_name)
local nvm = techage.get_nvm(pos)
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local res = get_item(pos, nvm, item_name, num)
if techage.is_activeformspec(pos) then
M(pos):set_string("formspec", formspec(pos))
end
return res
end,
on_push_item = function(pos, in_dir, stack)
local nvm = techage.get_nvm(pos)
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local res = sort_in(pos, nvm, stack)
if techage.is_activeformspec(pos) then
M(pos):set_string("formspec", formspec(pos))
end
return res
end,
on_unpull_item = function(pos, in_dir, stack)
local nvm = techage.get_nvm(pos)
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local res = sort_in(pos, nvm, stack)
if techage.is_activeformspec(pos) then
M(pos):set_string("formspec", formspec(pos))
end
return res
end,
on_recv_message = function(pos, src, topic, payload)
if topic == "count" then
local nvm = techage.get_nvm(pos)
return get_count(nvm, tonumber(payload) or 0)
elseif topic == "state" then
local nvm = techage.get_nvm(pos)
return inv_state(nvm)
else
return "unsupported"
end
end,
})
minetest.register_craft({
type = "shapeless",
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output = "techage:ta4_chest",
recipe = {"techage:chest_ta4"}
})
minetest.register_craft({
type = "shapeless",
output = "techage:chest_ta4",
recipe = {"techage:ta4_chest"}
})