forked from Mineclonia/Mineclonia
375 lines
13 KiB
Lua
375 lines
13 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_core.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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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
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if node.name == "mcl_dispensers:dispenser" then
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droppos = vector.subtract(pos, minetest.facedir_to_dir(node.param2))
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elseif node.name == "mcl_dispensers:dispenser_up" then
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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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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_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:basic_flame"})
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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 igroups.head or igroups.shulker_box or iname == "mcl_farming:pumpkin_face" then
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-- Place head, shulker box, or pumpkin
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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 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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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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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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end
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end
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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.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 = {cracky=2,container=2}
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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 = {cracky=2,container=2,not_in_creative_inventory=1}
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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",},
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}
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})
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-- Only allow crafting if the bow is intact
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local check_craft = function(itemstack, player, old_craft_grid, craft_inv)
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if itemstack:get_name() == "mcl_dispensers:dispenser" then
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local bow, id
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for i=1, craft_inv:get_size("craft") do
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local item = craft_inv:get_stack("craft", i)
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if item:get_name() == "mcl_throwing:bow" then
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bow = item
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id = i
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break
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end
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end
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if bow and bow:get_wear() ~= 0 then
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return ""
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end
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end
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return nil
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end
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minetest.register_on_craft(check_craft)
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minetest.register_craft_predict(check_craft)
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