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