Memeclone_Fork/mods/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]"..
mcl_core.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,
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)
droppos = vector.subtract(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
local shootpos = vector.add(droppos, dropdir)
-- FIXME: Bad yaw of arrow when shootin
mcl_throwing.shoot_arrow(iname, shootpos, dropdir, 0, nil)
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
minetest.add_node(droppos, {name="mcl_fire:basic_flame"})
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
elseif igroups.head or igroups.shulker_box or iname == "mcl_farming:pumpkin_face" then
-- Place head, shulker box, or pumpkin
if dropnodedef.buildable_to then
minetest.set_node(droppos, {name = iname, param2 = node.param2})
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stack:take_item()
inv:set_stack("main", stack_id, stack)
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
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)
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)
end
end
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.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 = {cracky=2,container=2}
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 = {cracky=2,container=2,not_in_creative_inventory=1}
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)