beauty_pack/closet/api/api_container.lua

174 lines
5.4 KiB
Lua

closet.container = {}
closet.container.open_containers = {}
function closet.container.get_container_formspec(pos, clicker)
local gender = player_api.get_gender(clicker)
local model = player_api.get_gender_model(gender)
local texture
if minetest.get_modpath("3d_armor")~=nil then
local clicker_name = clicker:get_player_name()
texture = armor.textures[clicker_name].skin..","..
armor.textures[clicker_name].armor..","..armor.textures[clicker_name].wielditem
else
texture = clicker:get_properties().textures[1]
end
local spos = pos.x .. "," .. pos.y .. "," .. pos.z
local formspec =
"size[8,8.25]" ..
"model[0,0;5,5;preview_model;"..model..";"..texture..";-10,195]" ..
"list[current_player;cloths;3,0.25;1,4]" ..
"list[nodemeta:" .. spos .. ";closet;5,0.25;3,12;]" ..
"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)
if inventory_info.to_list ~= "cloths" then
return
end
local stack = inventory:get_stack(inventory_info.from_list, inventory_info.from_index)
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 cloth_list = player:get_inventory():get_list("cloths")
for i = 1, #cloth_list do
local cloth_type = minetest.get_item_group(cloth_list[i]:get_name(), "cloth")
if cloth_type == item_group then
return 0
end
end
return 1
end
return 0
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
local cloth = player_api.compose_cloth(player)
local gender = player:get_meta():get_string("gender")
player_api.registered_models[player_api.get_gender_model(gender)].textures[1] = cloth
local player_name = player:get_player_name()
armor.textures[player_name].skin = cloth
player_api.set_textures(player, player_api.registered_models[player_api.get_gender_model(gender)].textures)
closet.container.container_lid_close(pn)
return true
end)
function closet.register_container(name, d)
local def = table.copy(d)
def.drawtype = 'mesh'
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))
closet.container.open_containers[clicker:get_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