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MineClone2/mods/ITEMS/REDSTONE/mcl_dispensers/init.lua

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--[[ This mod registers 3 nodes:
- One node for the horizontal-facing dispensers (mcl_dispensers:dispenser)
- One node for the upwards-facing dispensers (mcl_dispenser:dispenser_up)
- One node for the downwards-facing dispensers (mcl_dispenser:dispenser_down)
3 node definitions are needed because of the way the textures are defined.
All node definitions share a lot of code, so this is the reason why there
are so many weird tables below.
]]
-- For after_place_node
local setup_dispenser = function(pos)
-- Set formspec and inventory
local form = "size[9,8.75]"..
"background[-0.19,-0.25;9.41,9.49;crafting_inventory_9_slots.png]"..
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mcl_vars.inventory_header..
"image[3,-0.2;5,0.75;mcl_dispensers_fnt_dispenser.png]"..
"list[current_player;main;0,4.5;9,3;9]"..
"list[current_player;main;0,7.74;9,1;]"..
"list[current_name;main;3,0.5;3,3;]"..
"listring[current_name;main]"..
"listring[current_player;main]"
local meta = minetest.get_meta(pos)
meta:set_string("formspec", form)
local inv = meta:get_inventory()
inv:set_size("main", 9)
end
-- Shared core definition table
local dispenserdef = {
is_ground_content = false,
sounds = mcl_sounds.node_sound_stone_defaults(),
after_dig_node = function(pos, oldnode, oldmetadata, digger)
local meta = minetest.get_meta(pos)
local meta2 = meta
meta:from_table(oldmetadata)
local inv = meta:get_inventory()
for i=1, inv:get_size("main") do
local stack = inv:get_stack("main", i)
if not stack:is_empty() then
local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
minetest.add_item(p, stack)
end
end
meta:from_table(meta2:to_table())
end,
_mcl_blast_resistance = 17.5,
_mcl_hardness = 3.5,
mesecons = {effector = {
-- Dispense random item when triggered
action_on = function (pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local droppos, dropdir
if node.name == "mcl_dispensers:dispenser" then
dropdir = vector.multiply(minetest.facedir_to_dir(node.param2), -1)
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droppos = vector.add(pos, dropdir)
elseif node.name == "mcl_dispensers:dispenser_up" then
dropdir = {x=0, y=1, z=0}
droppos = {x=pos.x, y=pos.y+1, z=pos.z}
elseif node.name == "mcl_dispensers:dispenser_down" then
dropdir = {x=0, y=-1, z=0}
droppos = {x=pos.x, y=pos.y-1, z=pos.z}
end
local dropnode = minetest.get_node(droppos)
-- Do not dispense into solid nodes
local dropnodedef = minetest.registered_nodes[dropnode.name]
if dropnodedef.walkable then
return
end
local stacks = {}
for i=1,inv:get_size("main") do
local stack = inv:get_stack("main", i)
if not stack:is_empty() then
table.insert(stacks, {stack = stack, stackpos = i})
end
end
if #stacks >= 1 then
local r = math.random(1, #stacks)
local stack = stacks[r].stack
local dropitem = ItemStack(stack:get_name())
local stack_id = stacks[r].stackpos
local iname = stack:get_name()
local igroups = minetest.registered_items[iname].groups
--[===[ Dispense item ]===]
if iname == "mcl_throwing:arrow" then
-- Shoot arrow
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local shootpos = vector.add(pos, vector.multiply(dropdir, 0.51))
local yaw = math.atan2(dropdir.z, dropdir.x) - math.pi/2
mcl_throwing.shoot_arrow(iname, shootpos, dropdir, yaw, nil, 19, 3)
stack:take_item()
inv:set_stack("main", stack_id, stack)
elseif iname == "mcl_throwing:egg" or iname == "mcl_throwing:snowball" then
-- Throw egg or snowball
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local shootpos = vector.add(pos, vector.multiply(dropdir, 0.51))
mcl_throwing.throw(iname, shootpos, dropdir)
stack:take_item()
inv:set_stack("main", stack_id, stack)
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elseif iname == "mcl_fire:fire_charge" then
-- Throw fire charge
local shootpos = vector.add(pos, vector.multiply(dropdir, 0.51))
local fireball = minetest.add_entity(shootpos, "mobs_mc:blaze_fireball")
local ent = fireball:get_luaentity()
local v = ent.velocity or 1
fireball:setvelocity(vector.multiply(dropdir, v))
ent.switch = 1
stack:take_item()
inv:set_stack("main", stack_id, stack)
elseif iname == "mcl_fire:flint_and_steel" then
-- Ignite air or fire
if dropnode.name == "air" then
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minetest.add_node(droppos, {name="mcl_fire:fire"})
if not minetest.setting_getbool("creative_mode") then
stack:add_wear(65535/65) -- 65 uses
end
elseif dropnode.name == "mcl_tnt:tnt" then
tnt.ignite(droppos)
if not minetest.setting_getbool("creative_mode") then
stack:add_wear(65535/65) -- 65 uses
end
end
inv:set_stack("main", stack_id, stack)
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elseif iname == "mcl_tnt:tnt" then
-- Place and ignite TNT
if dropnodedef.buildable_to then
minetest.set_node(droppos, {name = iname})
tnt.ignite(droppos)
stack:take_item()
inv:set_stack("main", stack_id, stack)
end
elseif iname == "bucket:bucket_empty" then
-- Fill empty bucket with liquid or drop bucket if no liquid
local collect_liquid = false
local bucket_id
if dropnode.name == "mcl_core:water_source" then
collect_liquid = true
bucket_id = "bucket:bucket_water"
elseif dropnode.name == "mcl_core:lava_source" then
collect_liquid = true
bucket_id = "bucket:bucket_lava"
end
if collect_liquid then
minetest.set_node(droppos, {name="air"})
-- Fill bucket with liquid and put it back into inventory
-- if there's still space. If not, drop it.
stack:take_item()
inv:set_stack("main", stack_id, stack)
local new_bucket = ItemStack(bucket_id)
if inv:room_for_item("main", new_bucket) then
inv:add_item("main", new_bucket)
else
minetest.add_item(droppos, dropitem)
end
else
-- No liquid found: Drop empty bucket
minetest.add_item(droppos, dropitem)
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stack:take_item()
inv:set_stack("main", stack_id, stack)
end
elseif iname == "bucket:bucket_water" or iname == "bucket:bucket_lava" then
-- Place water/lava source
if dropnodedef.buildable_to then
if iname == "bucket:bucket_water" then
minetest.set_node(droppos, {name = "mcl_core:water_source"})
elseif iname == "bucket:bucket_lava" then
minetest.set_node(droppos, {name = "mcl_core:lava_source"})
end
stack:take_item()
inv:set_stack("main", stack_id, stack)
if inv:room_for_item("main", "bucket:bucket_empty") then
inv:add_item("main", "bucket:bucket_empty")
else
minetest.add_item(droppos, dropitem)
end
end
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elseif iname == "mcl_dye:white" then
-- Apply bone meal, if possible
if dropnode.name == "air" then
pointed_thing = { above = droppos, under = { x=droppos.x, y=droppos.y-1, z=droppos.z } }
else
pointed_thing = { above = pos, under = droppos }
end
local success = mcl_dye.apply_bone_meal(pointed_thing)
if success then
stack:take_item()
inv:set_stack("main", stack_id, stack)
end
elseif iname == "mcl_minecarts:minecart" then
-- Place minecart as entity on rail
if dropnodedef.groups.rail then
minetest.add_entity(droppos, "mcl_minecarts:minecart")
else
-- Drop item
minetest.add_item(droppos, dropitem)
end
stack:take_item()
inv:set_stack("main", stack_id, stack)
elseif igroups.boat then
local below = {x=droppos.x, y=droppos.y-1, z=droppos.z}
local belownode = minetest.get_node(below)
-- Place boat as entity on or in water
if dropnodedef.groups.water or (dropnode.name == "air" and minetest.registered_nodes[belownode.name].groups.water) then
minetest.add_entity(droppos, "mcl_boats:boat")
else
minetest.add_item(droppos, dropitem)
end
stack:take_item()
inv:set_stack("main", stack_id, stack)
elseif igroups.armor_head or igroups.armor_torso or igroups.armor_legs or igroups.armor_feet then
local armor_type, armor_slot
local armor_dispensed = false
if igroups.armor_head then
armor_type = "armor_head"
armor_slot = 2
elseif igroups.armor_torso then
armor_type = "armor_torso"
armor_slot = 3
elseif igroups.armor_legs then
armor_type = "armor_legs"
armor_slot = 4
elseif igroups.armor_feet then
armor_type = "armor_feet"
armor_slot = 5
end
local droppos_below = {x=droppos.x, y=droppos.y-1, z=droppos.z}
local dropnode_below = minetest.get_node(droppos_below)
-- Put armor on player or armor stand
local standpos
if dropnode.name == "3d_armor_stand:armor_stand" then
standpos = droppos
elseif dropnode_below.name == "3d_armor_stand:armor_stand" then
standpos = droppos_below
end
if standpos then
local dropmeta = minetest.get_meta(standpos)
local dropinv = dropmeta:get_inventory()
if dropinv:room_for_item(armor_type, dropitem) then
dropinv:add_item(armor_type, dropitem)
--[[ FIXME: For some reason, this function is not called after calling add_item,
so we call it manually to update the armor stand entity.
This may need investigation and the following line may be a small hack. ]]
minetest.registered_nodes["3d_armor_stand:armor_stand"].on_metadata_inventory_put(standpos)
stack:take_item()
inv:set_stack("main", stack_id, stack)
armor_dispensed = true
end
else
-- Put armor on nearby player
-- First search for player in front of dispenser (check 2 nodes)
local objs1 = minetest.get_objects_inside_radius(droppos, 1)
local objs2 = minetest.get_objects_inside_radius(droppos_below, 1)
local objs_table = {objs1, objs2}
local player
for oi=1, #objs_table do
local objs_inner = objs_table[oi]
for o=1, #objs_inner do
--[[ First player in list is the lucky one. The other player get nothing :-(
If multiple players are close to the dispenser, it can be a bit
-- unpredictable on who gets the armor. ]]
if objs_inner[o]:is_player() then
player = objs_inner[o]
break
end
end
if player then
break
end
end
-- If player found, add armor
if player then
local ainv = minetest.get_inventory({type="detached", name=player:get_player_name().."_armor"})
local pinv = player:get_inventory()
if ainv:get_stack("armor", armor_slot):is_empty() and pinv:get_stack("armor", armor_slot):is_empty() then
ainv:set_stack("armor", armor_slot, dropitem)
pinv:set_stack("armor", armor_slot, dropitem)
armor:set_player_armor(player)
armor:update_inventory(player)
stack:take_item()
inv:set_stack("main", stack_id, stack)
armor_dispensed = true
end
end
-- Place head or pumpkin as node, if equipping it as armor has failed
if not armor_dispensed then
if igroups.head or iname == "mcl_farming:pumpkin_face" then
if dropnodedef.buildable_to then
minetest.set_node(droppos, {name = iname, param2 = node.param2})
stack:take_item()
inv:set_stack("main", stack_id, stack)
end
end
end
end
elseif igroups.shulker_box then
-- Place shulker box as node
if dropnodedef.buildable_to then
minetest.set_node(droppos, {name = iname, param2 = node.param2})
local imeta = stack:get_metadata()
local iinv_main = minetest.deserialize(imeta)
local ninv = minetest.get_inventory({type="node", pos=droppos})
ninv:set_list("main", iinv_main)
stack:take_item()
end
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elseif igroups.spawn_egg then
-- Place spawn egg
if not dropnodedef.walkable then
pointed_thing = { above = droppos, under = { x=droppos.x, y=droppos.y-1, z=droppos.z } }
minetest.registered_items[iname].on_place(ItemStack(iname), nil, pointed_thing)
stack:take_item()
inv:set_stack("main", stack_id, stack)
end
-- TODO: Many other dispenser actions
else
-- Drop item
minetest.add_item(droppos, dropitem)
stack:take_item()
inv:set_stack("main", stack_id, stack)
end
end
end
}}
}
-- Horizontal dispenser
local horizontal_def = table.copy(dispenserdef)
horizontal_def.description = "Dispenser"
horizontal_def._doc_items_longdesc = "A dispenser is a block which acts as a redstone component which, when powered with redstone power, dispenses an item. It has a container with 9 inventory slots."
horizontal_def._doc_items_usagehelp = [[Place the dispenser in one of 6 possible directions. The hole is where items will fly out of the dispenser. Rightclick the dispenser to access its inventory. Insert the items you wish to dispense. Supply the dispenser with redstone energy once to dispense a single random item.
The dispenser will do different things, depending on the dispensed item:
Arrows: Are launched
Eggs and snowballs: Are thrown
Fire charges: Are fired in a straight line
Armor: Will be equipped to players and armor stands
Boats: Are placed on water or are dropped
Minecart: Are placed on rails or are dropped
Bone meal: Is applied on the block it is facint
Empty buckets: Are used to collect a liquid source
Filled buckets: Are used to place a liquid source
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Heads, pumpkins: Equipped to players and armor stands, or placed as a block
Shulker boxes: Are placed as a block
TNT: Is placed and ignited
Flint and steel: Is used to ignite a fire in air and to ignite TNT
Spawn eggs: Will summon the mob they contain
Other items: Are simply dropped]]
horizontal_def.after_place_node = function(pos, placer, itemstack, pointed_thing)
setup_dispenser(pos)
-- When placed up and down, convert node to up/down dispenser
if pointed_thing.above.y < pointed_thing.under.y then
minetest.swap_node(pos, {name = "mcl_dispensers:dispenser_down"})
elseif pointed_thing.above.y > pointed_thing.under.y then
minetest.swap_node(pos, {name = "mcl_dispensers:dispenser_up"})
end
-- Else, the normal facedir logic applies
end
horizontal_def.tiles = {
"default_furnace_top.png", "default_furnace_bottom.png",
"default_furnace_side.png", "default_furnace_side.png",
"default_furnace_side.png", "mcl_dispensers_dispenser_front_horizontal.png"
}
horizontal_def.paramtype2 = "facedir"
horizontal_def.groups = {pickaxey=1, container=2, material_stone=1}
minetest.register_node("mcl_dispensers:dispenser", horizontal_def)
-- Down dispenser
local down_def = table.copy(dispenserdef)
down_def.description = "Downwards-Facing Dispenser"
down_def.after_place_node = setup_dispenser
down_def.tiles = {
"default_furnace_top.png", "mcl_dispensers_dispenser_front_vertical.png",
"default_furnace_side.png", "default_furnace_side.png",
"default_furnace_side.png", "default_furnace_side.png"
}
down_def.groups = {pickaxey=1, container=2,not_in_creative_inventory=1, material_stone=1}
down_def._doc_items_create_entry = false
down_def.drop = "mcl_dispensers:dispenser"
minetest.register_node("mcl_dispensers:dispenser_down", down_def)
-- Up dispenser
-- The up dispenser is almost identical to the down dispenser , it only differs in textures
up_def = table.copy(down_def)
up_def.description = "Upwards-Facing Dispenser"
up_def.tiles = {
"mcl_dispensers_dispenser_front_vertical.png", "default_furnace_bottom.png",
"default_furnace_side.png", "default_furnace_side.png",
"default_furnace_side.png", "default_furnace_side.png"
}
minetest.register_node("mcl_dispensers:dispenser_up", up_def)
minetest.register_craft({
output = 'mcl_dispensers:dispenser',
recipe = {
{"mcl_core:cobble", "mcl_core:cobble", "mcl_core:cobble",},
{"mcl_core:cobble", "mcl_throwing:bow", "mcl_core:cobble",},
{"mcl_core:cobble", "mesecons:redstone", "mcl_core:cobble",},
}
})
-- Only allow crafting if the bow is intact
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local check_craft = function(itemstack, player, old_craft_grid, craft_inv)
if itemstack:get_name() == "mcl_dispensers:dispenser" then
local bow, id
for i=1, craft_inv:get_size("craft") do
local item = craft_inv:get_stack("craft", i)
if item:get_name() == "mcl_throwing:bow" then
bow = item
id = i
break
end
end
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if bow and bow:get_wear() ~= 0 then
return ""
end
end
return nil
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end
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minetest.register_on_craft(check_craft)
minetest.register_craft_predict(check_craft)
-- Add entry aliases for the Help
if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", "mcl_dispensers:dispenser", "nodes", "mcl_dispensers:dispenser_down")
doc.add_entry_alias("nodes", "mcl_dispensers:dispenser", "nodes", "mcl_dispensers:dispenser_up")
end