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- --[[
- Minetest Mod Storage Drawers - A Mod adding storage drawers
- Copyright (C) 2017-2019 Linus Jahn <lnj@kaidan.im>
- Copyright (C) 2016 Mango Tango <mtango688@gmail.com>
- MIT License
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in all
- copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- SOFTWARE.
- ]]
- -- Load support for intllib.
- local MP = core.get_modpath(core.get_current_modname())
- local S, NS = dofile(MP.."/intllib.lua")
- -- GUI
- function drawers.get_upgrade_slots_bg(x,y)
- local out = ""
- for i = 0, 4, 1 do
- out = out .."image["..x+i..","..y..";1,1;drawers_upgrade_slot_bg.png]"
- end
- return out
- end
- function drawers.gen_info_text(basename, count, factor, stack_max)
- local maxCount = stack_max * factor
- local percent = count / maxCount * 100
- -- round the number (float -> int)
- percent = math.floor(percent + 0.5)
- if count == 0 then
- return S("@1 (@2% full)", basename, tostring(percent))
- else
- return S("@1 @2 (@3% full)", tostring(count), basename, tostring(percent))
- end
- end
- function drawers.get_inv_image(name)
- local texture = "blank.png"
- local def = core.registered_items[name]
- if not def then return end
- if def.inventory_image and #def.inventory_image > 0 then
- texture = def.inventory_image
- else
- if not def.tiles then return texture end
- local tiles = table.copy(def.tiles)
- for k,v in pairs(tiles) do
- if type(v) == "table" then
- tiles[k] = v.name
- end
- end
- -- tiles: up, down, right, left, back, front
- -- inventorycube: up, front, right
- if #tiles <= 2 then
- texture = core.inventorycube(tiles[1], tiles[1], tiles[1])
- elseif #tiles <= 5 then
- texture = core.inventorycube(tiles[1], tiles[3], tiles[3])
- else -- full tileset
- texture = core.inventorycube(tiles[1], tiles[6], tiles[3])
- end
- end
- return texture
- end
- function drawers.spawn_visuals(pos)
- local node = core.get_node(pos)
- local ndef = core.registered_nodes[node.name]
- local drawerType = ndef.groups.drawer
- -- data for the new visual
- drawers.last_drawer_pos = pos
- drawers.last_drawer_type = drawerType
- if drawerType == 1 then -- 1x1 drawer
- drawers.last_visual_id = ""
- drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name"))
- local bdir = core.facedir_to_dir(node.param2)
- local fdir = vector.new(-bdir.x, 0, -bdir.z)
- local pos2 = vector.add(pos, vector.multiply(fdir, 0.45))
- local obj = core.add_entity(pos2, "drawers:visual")
- if bdir.x < 0 then obj:set_yaw(0.5 * math.pi) end
- if bdir.z < 0 then obj:set_yaw(math.pi) end
- if bdir.x > 0 then obj:set_yaw(1.5 * math.pi) end
- drawers.last_texture = nil
- elseif drawerType == 2 then
- local bdir = core.facedir_to_dir(node.param2)
- local fdir1
- local fdir2
- if node.param2 == 2 or node.param2 == 0 then
- fdir1 = vector.new(-bdir.x, 0.5, -bdir.z)
- fdir2 = vector.new(-bdir.x, -0.5, -bdir.z)
- else
- fdir1 = vector.new(-bdir.x, 0.5, -bdir.z)
- fdir2 = vector.new(-bdir.x, -0.5, -bdir.z)
- end
- local objs = {}
- drawers.last_visual_id = 1
- drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name1"))
- local pos1 = vector.add(pos, vector.multiply(fdir1, 0.45))
- objs[1] = core.add_entity(pos1, "drawers:visual")
- drawers.last_visual_id = 2
- drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name2"))
- local pos2 = vector.add(pos, vector.multiply(fdir2, 0.45))
- objs[2] = core.add_entity(pos2, "drawers:visual")
- for i,obj in pairs(objs) do
- if bdir.x < 0 then obj:set_yaw(0.5 * math.pi) end
- if bdir.z < 0 then obj:set_yaw(math.pi) end
- if bdir.x > 0 then obj:set_yaw(1.5 * math.pi) end
- end
- else -- 2x2 drawer
- local bdir = core.facedir_to_dir(node.param2)
- local fdir1
- local fdir2
- local fdir3
- local fdir4
- if node.param2 == 2 then
- fdir1 = vector.new(-bdir.x + 0.5, 0.5, -bdir.z)
- fdir2 = vector.new(-bdir.x - 0.5, 0.5, -bdir.z)
- fdir3 = vector.new(-bdir.x + 0.5, -0.5, -bdir.z)
- fdir4 = vector.new(-bdir.x - 0.5, -0.5, -bdir.z)
- elseif node.param2 == 0 then
- fdir1 = vector.new(-bdir.x - 0.5, 0.5, -bdir.z)
- fdir2 = vector.new(-bdir.x + 0.5, 0.5, -bdir.z)
- fdir3 = vector.new(-bdir.x - 0.5, -0.5, -bdir.z)
- fdir4 = vector.new(-bdir.x + 0.5, -0.5, -bdir.z)
- elseif node.param2 == 1 then
- fdir1 = vector.new(-bdir.x, 0.5, -bdir.z + 0.5)
- fdir2 = vector.new(-bdir.x, 0.5, -bdir.z - 0.5)
- fdir3 = vector.new(-bdir.x, -0.5, -bdir.z + 0.5)
- fdir4 = vector.new(-bdir.x, -0.5, -bdir.z - 0.5)
- else
- fdir1 = vector.new(-bdir.x, 0.5, -bdir.z - 0.5)
- fdir2 = vector.new(-bdir.x, 0.5, -bdir.z + 0.5)
- fdir3 = vector.new(-bdir.x, -0.5, -bdir.z - 0.5)
- fdir4 = vector.new(-bdir.x, -0.5, -bdir.z + 0.5)
- end
- local objs = {}
- drawers.last_visual_id = 1
- drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name1"))
- local pos1 = vector.add(pos, vector.multiply(fdir1, 0.45))
- objs[1] = core.add_entity(pos1, "drawers:visual")
- drawers.last_visual_id = 2
- drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name2"))
- local pos2 = vector.add(pos, vector.multiply(fdir2, 0.45))
- objs[2] = core.add_entity(pos2, "drawers:visual")
- drawers.last_visual_id = 3
- drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name3"))
- local pos3 = vector.add(pos, vector.multiply(fdir3, 0.45))
- objs[3] = core.add_entity(pos3, "drawers:visual")
- drawers.last_visual_id = 4
- drawers.last_texture = drawers.get_inv_image(core.get_meta(pos):get_string("name4"))
- local pos4 = vector.add(pos, vector.multiply(fdir4, 0.45))
- objs[4] = core.add_entity(pos4, "drawers:visual")
- for i,obj in pairs(objs) do
- if bdir.x < 0 then obj:set_yaw(0.5 * math.pi) end
- if bdir.z < 0 then obj:set_yaw(math.pi) end
- if bdir.x > 0 then obj:set_yaw(1.5 * math.pi) end
- end
- end
- end
- function drawers.remove_visuals(pos)
- local objs = core.get_objects_inside_radius(pos, 0.58)
- if not objs then return end
- for _, obj in pairs(objs) do
- if obj and obj:get_luaentity() and
- obj:get_luaentity().name == "drawers:visual" then
- obj:remove()
- end
- end
- end
- function drawers.update_drawer_upgrades(pos)
- local node = core.get_node(pos)
- local ndef = core.registered_nodes[node.name]
- local drawerType = ndef.groups.drawer
- -- default number of slots/stacks
- local stackMaxFactor = ndef.drawer_stack_max_factor
- -- storage percent with all upgrades
- local storagePercent = 100
- -- get info of all upgrades
- local inventory = core.get_meta(pos):get_inventory():get_list("upgrades")
- for _,itemStack in pairs(inventory) do
- local iname = itemStack:get_name()
- local idef = core.registered_items[iname]
- local addPercent = idef.groups.drawer_upgrade or 0
- storagePercent = storagePercent + addPercent
- end
- -- i.e.: 150% / 100 => 1.50
- stackMaxFactor = math.floor(stackMaxFactor * (storagePercent / 100))
- -- calculate stack_max factor for a single drawer
- stackMaxFactor = stackMaxFactor / drawerType
- -- set the new stack max factor in all visuals
- local drawer_visuals = drawers.drawer_visuals[core.serialize(pos)]
- if not drawer_visuals then return end
- for _,visual in pairs(drawer_visuals) do
- visual:setStackMaxFactor(stackMaxFactor)
- end
- end
- function drawers.randomize_pos(pos)
- local rndpos = table.copy(pos)
- local x = math.random(-50, 50) * 0.01
- local z = math.random(-50, 50) * 0.01
- rndpos.x = rndpos.x + x
- rndpos.y = rndpos.y + 0.25
- rndpos.z = rndpos.z + z
- return rndpos
- end
- function drawers.node_tiles_front_other(front, other)
- return {other, other, other, other, other, front}
- end
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