beauty_pack/closet/api/api_container.lua

303 lines
9.5 KiB
Lua

closet.container = {}
closet.container.open_containers = {}
local _contexts = {}
local function get_context(name)
local context = _contexts[name] or {}
_contexts[name] = context
return context
end
minetest.register_on_leaveplayer(function(player)
_contexts[player:get_player_name()] = nil
end)
function closet.compose_preview(clicker, gender)
local inv = clicker:get_inventory()
local inv_list = inv:get_list("cloths")
local head, upper, lower, underwear, footwear
for i = 1, #inv_list do
local item_name = inv_list[i]:get_name()
local cloth_type = minetest.get_item_group(item_name, "cloth")
if cloth_type == 1 then
head = minetest.registered_items[item_name]._cloth_preview
elseif cloth_type == 2 then
upper = minetest.registered_items[item_name]._cloth_preview
elseif cloth_type == 3 then
lower = minetest.registered_items[item_name]._cloth_preview
underwear = true
elseif cloth_type == 4 then
footwear = minetest.registered_items[item_name]._cloth_preview
end
end
if not(underwear) then
lower = "cloth_lower_underwear_preview.png"
end
local _base_texture = player_api.get_base_texture_table(clicker)
local base_texture = player_api.compose_base_texture(_base_texture, {
canvas_size ="32x64",
skin_texture = "closet_player_preview.png",
eyebrowns_pos = "8,0",
eye_right_pos = "10,8",
eye_left_pos = "18,8",
mouth_pos = "8,12",
hair_preview = true,
hair_pos = "8,0",
})
local preview= base_texture
if head then
preview= preview .. ":8,0="..head
end
if upper then
preview= preview .. ":0,16="..upper
end
if lower then
preview= preview .. ":8,40="..lower
end
if footwear then
preview= preview .. ":8,40="..footwear
end
return preview
end
--if minetest.get_modpath("3d_armor")~=nil then
--local clicker_name = clicker:get_player_name()
--texture = armor.textures[clicker_name].skin
--5.4--texture = minetest.formspec_escape(armor.textures[clicker_name].skin)..","..
--5.4armor.textures[clicker_name].armor..","..armor.textures[clicker_name].wielditem
--else
--5.4--texture = clicker:get_properties().textures[1]
--end
--minetest.chat_send_all(raw_texture)
local function get_bg(x,y,rows,columns,image)
local out = ""
for i=0,columns do
out = out .."image["..x+i..","..y..";1,1;"..image.."]"
for j = 0,rows do
out = out .."image["..x+i..","..y+j..";1,1;"..image.."]"
end
end
return out
end
function closet.container.get_container_formspec(pos, clicker)
local gender = player_api.get_gender(clicker)
--5.4--local model = player_api.get_gender_model(gender)
local preview = closet.compose_preview(clicker, gender)
local spos = pos.x .. "," .. pos.y .. "," .. pos.z
local formspec =
"size[8,8.25]" ..
--5.4--"model[0,0;5,5;preview_model;"..model..";"..texture..";-10,195;;;0,79]"..
"image[0.5,0.5;2,4;"..minetest.formspec_escape(preview).."]" ..
"list[current_player;cloths;2.5,0.25;2,4]" ..
get_bg(2.5,0.25,3,1,"closet_gui_clothes_bg.png")..
"list[nodemeta:" .. spos .. ";closet;5,0.25;3,12;]" ..
get_bg(5,0.25,3,2,"closet_gui_closet_bg.png")..
"list[current_player;main;0,4.5;8,1;]" ..
"list[current_player;main;0,5.5;8,3;8]" ..
default.get_hotbar_bg(0,4.5)
return formspec
end
-- Allow only "cloth" groups to put/move
minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info)
local stack, from_inv, to_index
if action == "move" and inventory_info.to_list == "cloths" then
if inventory_info.from_list == inventory_info.to_list then --for moving inside the 'cloths' inventory
return 1
end
--for moving items from player inventory list 'main' to 'cloths'
from_inv = "main"
to_index = inventory_info.to_index
stack = inventory:get_stack(inventory_info.from_list, inventory_info.from_index)
elseif action == "put" and inventory_info.listname == "cloths" then
--for moving from node inventory 'closet' to player inventory 'cloths'
from_inv = "closet"
to_index = inventory_info.index
stack = inventory_info.stack
else
return
end
if stack then
local stack_name = stack:get_name()
local item_group = minetest.get_item_group(stack_name , "cloth")
if item_group == 0 then --not a cloth
return 0
end
--search for another cloth of the same type
local player_inv = player:get_inventory()
local cloth_list = player_inv:get_list("cloths")
for i = 1, #cloth_list do
local cloth_name = cloth_list[i]:get_name()
local cloth_type = minetest.get_item_group(cloth_name, "cloth")
if cloth_type == item_group then
if player_inv:get_stack("cloths", to_index):get_count() == 0 then --if put on an empty slot
if from_inv == "main" then
if player_inv:room_for_item("main", cloth_name) then
player_inv:remove_item("cloths", cloth_name)
player_inv:add_item("main", cloth_name)
return 1
end
else --closet inventory
local closet_inv = minetest.get_inventory({ type="node", pos=get_context(player:get_player_name())})
if closet_inv:room_for_item("closet", cloth_name) then
player_inv:remove_item("cloths", cloth_name)
closet_inv:add_item("closet", cloth_name)
return 1
end
end
end
return 0
end
end
return 1
end
return 0
end)
minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)
local update_cloths
if (action == "move" and inventory_info.to_list == "cloths") then
--for moving items from player inventory list 'main' to 'cloths'
if inventory_info.from_list == inventory_info.to_list then --for moving inside the 'cloths' inventory
update_cloths = false
else
update_cloths = true
end
elseif (action == "move" and inventory_info.to_list == "main" and inventory_info.from_list == "cloths") then
update_cloths = true
elseif (action == "put" or action == "take") and inventory_info.listname == "cloths" then
update_cloths = true
else
return
end
if update_cloths then
local player_name = player:get_player_name()
minetest.show_formspec(player_name,
"closet:container", closet.container.get_container_formspec(_contexts[player_name], player))
end
end)
function closet.container.container_lid_close(pn)
local container_open_info = closet.container.open_containers[pn]
local pos = container_open_info.pos
local sound = container_open_info.sound
local swap = container_open_info.swap
closet.container.open_containers[pn] = nil
for k, v in pairs(closet.container.open_containers) do
if v.pos.x == pos.x and v.pos.y == pos.y and v.pos.z == pos.z then
return true
end
end
local node = minetest.get_node(pos)
minetest.after(0.2, minetest.swap_node, pos, { name = "closet:" .. swap,
param2 = node.param2 })
minetest.sound_play(sound, {gain = 0.3, pos = pos, max_hear_distance = 10})
end
minetest.register_on_leaveplayer(function(player)
local pn = player:get_player_name()
if closet.container.open_containers[pn] then
closet.container.container_lid_close(pn)
end
end)
function closet.container.container_lid_obstructed(pos, direction)
if direction == "above" then
pos = {x = pos.x, y = pos.y + 1, z = pos.z}
end
local def = minetest.registered_nodes[minetest.get_node(pos).name]
-- allow ladders, signs, wallmounted things and torches to not obstruct
if def and
(def.drawtype == "airlike" or
def.drawtype == "signlike" or
def.drawtype == "torchlike" or
(def.drawtype == "nodebox" and def.paramtype2 == "wallmounted")) then
return false
end
return true
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "closet:container" then
return
end
if not player or not fields.quit then
return
end
local pn = player:get_player_name()
if not closet.container.open_containers[pn] then
return
end
player_api.set_texture(player)
closet.container.container_lid_close(pn)
return true
end)
function closet.register_container(name, d)
local def = table.copy(d)
def.drawtype = 'mesh'
def.use_texture_alpha = true
def.paramtype = "light"
def.paramtype2 = "facedir"
def.is_ground_content = false
def.on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", d.description)
local inv = meta:get_inventory()
inv:set_size("closet", 12*1)
end
def.can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("closet")
end
def.on_rightclick = function(pos, node, clicker)
minetest.sound_play(def.sound_open, {gain = 0.3, pos = pos, max_hear_distance = 10})
if not closet.container.container_lid_obstructed(pos, "above") then
minetest.swap_node(pos, {
name = "closet:" .. name .. "_open",
param2 = node.param2 })
end
minetest.after(0.2, minetest.show_formspec,
clicker:get_player_name(),
"closet:container", closet.container.get_container_formspec(pos, clicker))
local player_name = clicker:get_player_name()
_contexts[player_name] = pos
closet.container.open_containers[player_name] = { pos = pos, sound = def.sound_close, swap = name }
end
def.on_blast = function(pos)
local drops = {}
default.get_inventory_drops(pos, "closet", drops)
drops[#drops+1] = "closet:" .. name
minetest.remove_node(pos)
return drops
end
local def_opened = table.copy(def)
local def_closed = table.copy(def)
def_opened.mesh = "closet_open.obj"
def_opened.tiles = {"closet_closet_open.png",}
def_opened.drop = "closet:" .. name
def_opened.groups.not_in_creative_inventory = 1
def_opened.can_dig = function()
return false
end
def_opened.on_blast = function() end
minetest.register_node("closet:" .. name, def_closed)
minetest.register_node("closet:" .. name .. "_open", def_opened)
end