VoxeLibre/mods/ITEMS/mcl_chests/api.lua

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local S = minetest.get_translator(minetest.get_current_modname())
local F = minetest.formspec_escape
local C = minetest.colorize
local get_double_container_neighbor_pos = mcl_util.get_double_container_neighbor_pos
local string = string
local table = table
local math = math
local sf = string.format
-- Recursively merge tables with eachother
local function table_merge(tbl, ...)
local t = table.copy(tbl)
for k,v in pairs(...) do
if type(t[k]) == "table" and type(v) == "table" then
table_merge(t[k], v)
else
t[k] = v
end
end
return t
end
-- Chest Entity
-- ------------
-- This is necessary to show the chest as an animated mesh, as Minetest doesn't support assigning animated meshes to
-- nodes directly. We're bypassing this limitation by giving each chest its own entity, and making the chest node
-- itself fully transparent.
local animated_chests = (minetest.settings:get_bool("animated_chests") ~= false)
local entity_animations = {
shulker = {
speed = 50,
open = { x = 45, y = 95 },
close = { x = 95, y = 145 },
},
chest = {
speed = 25,
open = { x = 0, y = 7 },
close = { x = 13, y = 20 },
},
}
minetest.register_entity("mcl_chests:chest", {
initial_properties = {
visual = "mesh",
pointable = false,
physical = false,
static_save = false,
},
set_animation = function(self, animname)
local anim_table = entity_animations[self.animation_type]
local anim = anim_table[animname]
if not anim then return end
self.object:set_animation(anim, anim_table.speed, 0, false)
end,
open = function(self, playername)
self.players[playername] = true
if not self.is_open then
self:set_animation("open")
minetest.sound_play(self.sound_prefix .. "_open", { pos = self.node_pos, gain = 0.5, max_hear_distance = 16 },
true)
self.is_open = true
end
end,
close = function(self, playername)
local playerlist = self.players
playerlist[playername] = nil
if self.is_open then
if next(playerlist) then
return
end
self:set_animation("close")
minetest.sound_play(self.sound_prefix .. "_close",
{ pos = self.node_pos, gain = 0.3, max_hear_distance = 16 },
true)
self.is_open = false
end
end,
initialize = function(self, node_pos, node_name, textures, dir, double, sound_prefix, mesh_prefix, animation_type)
self.node_pos = node_pos
self.node_name = node_name
self.sound_prefix = sound_prefix
self.animation_type = animation_type
local obj = self.object
obj:set_armor_groups({ immortal = 1 })
obj:set_properties({
textures = textures,
mesh = mesh_prefix .. (double and "_double" or "") .. ".b3d",
})
self:set_yaw(dir)
self.players = {}
end,
reinitialize = function(self, node_name)
self.node_name = node_name
end,
set_yaw = function(self, dir)
self.object:set_yaw(minetest.dir_to_yaw(dir))
end,
check = function(self)
local node_pos, node_name = self.node_pos, self.node_name
if not node_pos or not node_name then
return false
end
local node = minetest.get_node(node_pos)
if node.name ~= node_name then
return false
end
return true
end,
on_activate = function(self, initialization_data)
if initialization_data and initialization_data:find("\"###mcl_chests:chest###\"") then
self:initialize(unpack(minetest.deserialize(initialization_data)))
else
minetest.log("warning",
"[mcl_chests] on_activate called without proper initialization_data ... removing entity")
self.object:remove()
end
end,
on_step = function(self, dtime)
if not self:check() then
self.object:remove()
end
end
})
local function get_entity_pos(pos, dir, double)
pos = vector.copy(pos)
if double then
local add, mul, vec, cross = vector.add, vector.multiply, vector.new, vector.cross
pos = add(pos, mul(cross(dir, vec(0, 1, 0)), -0.5))
end
return pos
end
local function find_entity(pos)
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 0)) do
local luaentity = obj:get_luaentity()
if luaentity and luaentity.name == "mcl_chests:chest" then
return luaentity
end
end
end
local function get_entity_info(pos, param2, double, dir, entity_pos)
dir = dir or minetest.facedir_to_dir(param2)
return dir, get_entity_pos(pos, dir, double)
end
local function create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, animation_type, dir,
entity_pos)
dir, entity_pos = get_entity_info(pos, param2, double, dir, entity_pos)
local initialization_data = minetest.serialize({pos, node_name, textures, dir, double, sound_prefix,
mesh_prefix, animation_type, "###mcl_chests:chest###"})
local obj = minetest.add_entity(entity_pos, "mcl_chests:chest", initialization_data)
if obj and obj:get_pos() then
return obj:get_luaentity()
else
minetest.log("warning", "[mcl_chests] Failed to create entity at " ..
(entity_pos and minetest.pos_to_string(entity_pos, 1) or "nil"))
end
end
mcl_chests.create_entity = create_entity
local function find_or_create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix,
animation_type, dir, entity_pos)
dir, entity_pos = get_entity_info(pos, param2, double, dir, entity_pos)
return find_entity(entity_pos) or
create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, animation_type, dir,
entity_pos)
end
mcl_chests.find_or_create_entity = find_or_create_entity
local function select_and_spawn_entity(pos, node)
local node_name = node.name
local node_def = minetest.registered_nodes[node_name]
local double_chest = minetest.get_item_group(node_name, "double_chest") > 0
find_or_create_entity(pos, node_name, node_def._chest_entity_textures, node.param2, double_chest,
node_def._chest_entity_sound, node_def._chest_entity_mesh, node_def._chest_entity_animation_type)
end
mcl_chests.select_and_spawn_entity = select_and_spawn_entity
local no_rotate, simple_rotate
if screwdriver then
no_rotate = screwdriver.disallow
simple_rotate = function(pos, node, user, mode, new_param2)
if screwdriver.rotate_simple(pos, node, user, mode, new_param2) ~= false then
local nodename = node.name
local nodedef = minetest.registered_nodes[nodename]
local dir = minetest.facedir_to_dir(new_param2)
find_or_create_entity(pos, nodename, nodedef._chest_entity_textures, new_param2, false,
nodedef._chest_entity_sound,
nodedef._chest_entity_mesh, nodedef._chest_entity_animation_type, dir):set_yaw(dir)
else
return false
end
end
end
mcl_chests.no_rotate, mcl_chests.simple_rotate = no_rotate, simple_rotate
--[[ List of open chests
-------------------
Key: Player name
Value:
If player is using a chest: { pos = <chest node position> }
Otherwise: nil ]]
local open_chests = {}
mcl_chests.open_chests = open_chests
-- To be called if a player opened a chest
local function player_chest_open(player, pos, node_name, textures, param2, double, sound, mesh, shulker)
local name = player:get_player_name()
open_chests[name] = {
pos = pos,
node_name = node_name,
textures = textures,
param2 = param2,
double = double,
sound = sound,
mesh = mesh,
shulker = shulker
}
if animated_chests then
local dir = minetest.facedir_to_dir(param2)
find_or_create_entity(pos, node_name, textures, param2, double, sound, mesh,
shulker and "shulker" or "chest", dir):open(name)
end
end
mcl_chests.player_chest_open = player_chest_open
-- Simple protection checking functions
local function protection_check_move(pos, from_list, from_index, to_list, to_index, count, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return count
end
end
mcl_chests.protection_check_move = protection_check_move
local function protection_check_take(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end
mcl_chests.protection_check_put_take = protection_check_take
-- Logging functions
local function log_inventory_move(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name() ..
" moves stuff to chest at " .. minetest.pos_to_string(pos))
end
local function log_inventory_put(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" moves stuff to chest at " .. minetest.pos_to_string(pos))
-- BEGIN OF LISTRING WORKAROUND
if listname == "input" then
local inv = minetest.get_inventory({ type = "node", pos = pos })
inv:add_item("main", stack)
end
-- END OF LISTRING WORKAROUND
end
local function log_inventory_take(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" takes stuff from chest at " .. minetest.pos_to_string(pos))
end
-- To be called when a chest is closed (only relevant for trapped chest atm)
local function chest_update_after_close(pos)
local node = minetest.get_node(pos)
if node.name == "mcl_chests:trapped_chest_on_small" then
minetest.swap_node(pos, { name = "mcl_chests:trapped_chest_small", param2 = node.param2 })
find_or_create_entity(pos, "mcl_chests:trapped_chest_small", { "mcl_chests_trapped.png" }, node.param2, false,
"default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_small")
mesecon.receptor_off(pos, mesecon.rules.pplate)
elseif node.name == "mcl_chests:trapped_chest_on_left" then
minetest.swap_node(pos, { name = "mcl_chests:trapped_chest_left", param2 = node.param2 })
find_or_create_entity(pos, "mcl_chests:trapped_chest_left", mcl_chests.tiles.chest_trapped_double, node.param2, true,
"default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
mesecon.receptor_off(pos, mesecon.rules.pplate)
local pos_other = get_double_container_neighbor_pos(pos, node.param2, "left")
minetest.swap_node(pos_other, { name = "mcl_chests:trapped_chest_right", param2 = node.param2 })
mesecon.receptor_off(pos_other, mesecon.rules.pplate)
elseif node.name == "mcl_chests:trapped_chest_on_right" then
minetest.swap_node(pos, { name = "mcl_chests:trapped_chest_right", param2 = node.param2 })
mesecon.receptor_off(pos, mesecon.rules.pplate)
local pos_other = get_double_container_neighbor_pos(pos, node.param2, "right")
minetest.swap_node(pos_other, { name = "mcl_chests:trapped_chest_left", param2 = node.param2 })
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_left", mcl_chests.tiles.chest_trapped_double,
node.param2, true, "default_chest", "mcl_chests_chest", "chest")
:reinitialize("mcl_chests:trapped_chest_left")
mesecon.receptor_off(pos_other, mesecon.rules.pplate)
end
end
mcl_chests.chest_update_after_close = chest_update_after_close
-- To be called if a player closed a chest
local function player_chest_close(player)
local name = player:get_player_name()
local open_chest = open_chests[name]
if open_chest == nil then
return
end
if animated_chests then
find_or_create_entity(open_chest.pos, open_chest.node_name, open_chest.textures, open_chest.param2,
open_chest.double, open_chest.sound, open_chest.mesh, open_chest.shulker and "shulker" or "chest")
:close(name)
end
chest_update_after_close(open_chest.pos)
open_chests[name] = nil
end
mcl_chests.player_chest_close = player_chest_close
local function double_chest_add_item(top_inv, bottom_inv, listname, stack)
if not stack or stack:is_empty() then return end
local name = stack:get_name()
local function top_off(inv, stack)
for c, chest_stack in ipairs(inv:get_list(listname)) do
if stack:is_empty() then
break
end
if chest_stack:get_name() == name and chest_stack:get_free_space() > 0 then
stack = chest_stack:add_item(stack)
inv:set_stack(listname, c, chest_stack)
end
end
return stack
end
stack = top_off(top_inv, stack)
stack = top_off(bottom_inv, stack)
if not stack:is_empty() then
stack = top_inv:add_item(listname, stack)
if not stack:is_empty() then
bottom_inv:add_item(listname, stack)
end
end
end
local function on_chest_blast(pos)
local node = minetest.get_node(pos)
drop_items_chest(pos, node)
minetest.remove_node(pos)
end
local function limit_put_list(stack, list)
for _, other in ipairs(list) do
stack = other:add_item(stack)
if stack:is_empty() then
break
end
end
return stack
end
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local function limit_put(stack, top_inv, bottom_inv)
local leftover = ItemStack(staick)
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leftover = limit_put_list(leftover, top_inv:get_list("main"))
leftover = limit_put_list(leftover, bottom_inv:get_list("main"))
return stack:get_count() - leftover:get_count()
end
local function close_forms(canonical_basename, pos)
local players = minetest.get_connected_players()
for p = 1, #players do
if vector.distance(players[p]:get_pos(), pos) <= 30 then
minetest.close_formspec(players[p]:get_player_name(),
"mcl_chests:" .. canonical_basename .. "_" .. pos.x .. "_" .. pos.y .. "_" .. pos.z)
end
end
end
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local function get_chest_inventories(pos, side)
local node = minetest.get_node(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local pos_other = get_double_container_neighbor_pos(pos, node.param2, side)
local meta_other = minetest.get_meta(pos_other)
local inv_other = meta_other:get_inventory()
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local top_inv, bottom_inv
if side == "left" then
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top_inv = inv
bottom_inv = inv_other
else
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top_inv = inv_other
bottom_inv = inv
end
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return top_inv, bottom_inv
end
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-- Functions used in double chest registration code
-- ------------------------------------------------
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-- The `return function` wrapping is necessary to avoid stacking up parameters.
-- `side` is either "left" or "right".
local function hopper_pull_double(side) return function(pos, hop_pos, hop_inv, hop_list)
local top_inv, bottom_inv = get_chest_inventories(pos, side)
local stack_id = mcl_util.select_stack(top_inv, "main", hop_inv, hop_list)
if stack_id ~= nil then
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return top_inv, "main", stack_id
end
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stack_id = mcl_util.select_stack(bottom_inv, "main", hop_inv, hop_list)
return bottom_inv, "main", stack_id
end end
local function hopper_push_double(side) return function(pos, hop_pos, hop_inv, hop_list)
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local top_inv, bottom_inv = get_chest_inventories(pos, side)
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local stack_id = mcl_util.select_stack(hop_inv, hop_list, top_inv, "main", nil, 1)
if stack_id ~= nil then
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return top_inv, "main", stack_id
end
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stack_id = mcl_util.select_stack(hop_inv, hop_list, bottom_inv, "main", nil, 1)
return bottom_inv, "main", stack_id
end end
local function construct_double_chest(side, names) return function(pos)
local n = minetest.get_node(pos)
local param2 = n.param2
local p = get_double_container_neighbor_pos(pos, param2, side)
-- Turn into a small chest if the neighbor is gone
if not p or minetest.get_node(p).name ~= names[side].cr then
n.name = names.small.a
minetest.swap_node(pos, n)
end
end end
local function destruct_double_chest(side, names, canonical_basename, small_textures, sound_prefix) return function(pos)
local n = minetest.get_node(pos)
if n.name == names.small.a then
return
end
close_forms(canonical_basename, pos)
local param2 = n.param2
local p = get_double_container_neighbor_pos(pos, param2, side)
if not p or minetest.get_node(p).name ~= names[side].r then
return
end
close_forms(canonical_basename, p)
minetest.swap_node(p, { name = names.small.a, param2 = param2 })
create_entity(p, names.small.a, small_textures, param2, false, sound_prefix, "mcl_chests_chest", "chest")
end end
-- Small chests use `protection_check_take` for both put and take actions.
local function protection_check_put(side) return function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
-- BEGIN OF LISTRING WORKAROUND
elseif listname == "input" then
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local top_inv, bottom_inv = get_chest_inventories(pos, side)
return limit_put(stack, top_inv, bottom_inv)
-- END OF LISTRING WORKAROUND
else
return stack:get_count()
end
end end
local function log_inventory_put_double(side) return function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" moves stuff to chest at " .. minetest.pos_to_string(pos))
-- BEGIN OF LISTRING WORKAROUND
if listname == "input" then
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local top_inv, bottom_inv = get_chest_inventories(pos, side)
top_inv:set_stack("input", 1, nil)
double_chest_add_item(top_inv, bottom_inv, "main", stack)
end
-- END OF LISTRING WORKAROUND
end end
-- This is a helper function to register regular chests (both small and double variants).
-- Some parameters here are only utilized by trapped chests.
function mcl_chests.register_chest(basename, d)
-- If this passes without crash, we know for a fact that d = {...}
assert((d and type(d) == "table"), "Second argument to mcl_chests.register_chest must be a table")
-- Fallback for when there is no `title` field
if not d.title then d.title = {} end
d.title.small = d.title.small or d.desc
d.title.double = d.title.double or ("Large " .. d.title.small)
if not d.drop then
d.drop = "mcl_chests:" .. basename
else
d.drop = "mcl_chests:" .. d.drop
end
local drop_items_chest = mcl_util.drop_items_from_meta_container("main")
if not d.groups then d.groups = {} end
if not d.on_rightclick_left then
d.on_rightclick_left = d.on_rightclick
end
if not d.on_rightclick_right then
d.on_rightclick_right = d.on_rightclick
end
--[[local on_rightclick_side = {
left = d.on_rightclick_left or d.on_rightclick,
right = d.on_rightclick_right or d.on_rightclick,
}]]
if not d.sounds or type(d.sounds) ~= "table" then
d.sounds = { nil, "default_chest" }
end
if not d.sounds[2] then
d.sounds[2] = "default_chest"
end
-- The basename of the "canonical" version of the node, if set (e.g.: trapped_chest_on → trapped_chest).
-- Used to get a shared formspec ID and to swap the node back to the canonical version in on_construct.
if not d.canonical_basename then
d.canonical_basename = basename
end
-- Names table
-- -----------
-- Accessed through names["kind"].x (names.kind.x), where x can be:
-- a = "actual"
-- c = canonical
-- r = reverse (only for double chests)
-- cr = canonical, reverse (only for double chests)
local names = {
small = {
a = "mcl_chests:" .. basename .. "_small",
c = "mcl_chests:" .. d.canonical_basename .. "_small",
},
left = {
a = "mcl_chests:" .. basename .. "_left",
c = "mcl_chests:" .. d.canonical_basename .. "_left",
},
right = {
a = "mcl_chests:" .. basename .. "_right",
c = "mcl_chests:" .. d.canonical_basename .. "_right",
},
}
names.left.r = names.right.a
names.right.r = names.left.a
names.left.cr = names.right.c
names.right.cr = names.left.c
local small_textures = d.tiles.small
local double_textures = d.tiles.double
-- Construct groups
local groups_inv = table_merge({ deco_block = 1 }, d.groups)
local groups_small = table_merge(groups_inv, {
container = 2,
deco_block = 1,
chest_entity = 1,
not_in_creative_inventory = 1
}, d.groups)
local groups_left = table_merge(groups_small, {
double_chest = 1
}, d.groups)
local groups_right = table_merge(groups_small, {
-- In a double chest, the entity is assigned to the left side, but not the right one.
chest_entity = 0,
double_chest = 2
}, d.groups)
-- Dummy inventory node
-- Will turn into names.small.a when placed down
minetest.register_node("mcl_chests:" .. basename, {
description = d.desc,
_tt_help = d.tt_help,
_doc_items_longdesc = d.longdesc,
_doc_items_usagehelp = d.usagehelp,
_doc_items_hidden = d.hidden,
drawtype = "mesh",
mesh = "mcl_chests_chest.b3d",
tiles = small_textures,
use_texture_alpha = "opaque",
paramtype = "light",
paramtype2 = "facedir",
sounds = d.sounds[1],
groups = groups_inv,
on_construct = function(pos, node)
local node = minetest.get_node(pos)
node.name = names.small.a
minetest.set_node(pos, node)
end,
after_place_node = function(pos, placer, itemstack, pointed_thing)
minetest.get_meta(pos):set_string("name", itemstack:get_meta():get_string("name"))
end,
})
minetest.register_node(names.small.a, {
description = d.desc,
_tt_help = d.tt_help,
_doc_items_longdesc = d.longdesc,
_doc_items_usagehelp = d.usagehelp,
_doc_items_hidden = d.hidden,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = { -0.4375, -0.5, -0.4375, 0.4375, 0.375, 0.4375 },
},
tiles = { "blank.png^[resize:16x16" },
use_texture_alpha = "clip",
_chest_entity_textures = small_textures,
_chest_entity_sound = d.sounds[2],
_chest_entity_mesh = "mcl_chests_chest",
_chest_entity_animation_type = "chest",
paramtype = "light",
paramtype2 = "facedir",
drop = d.drop,
groups = groups_small,
is_ground_content = false,
sounds = d.sounds[1],
on_construct = function(pos)
local param2 = minetest.get_node(pos).param2
local meta = minetest.get_meta(pos)
--[[ This is a workaround for Minetest issue 5894
<https://github.com/minetest/minetest/issues/5894>.
Apparently if we don't do this, large chests initially don't work when
placed at chunk borders, and some chests randomly don't work after
placing. ]]
-- FIXME: Remove this workaround when the bug has been fixed.
-- BEGIN OF WORKAROUND --
meta:set_string("workaround", "ignore_me")
meta:set_string("workaround", "") -- Done to keep metadata clean
-- END OF WORKAROUND --
local inv = meta:get_inventory()
inv:set_size("main", 9 * 3)
--[[ The "input" list is *another* workaround (hahahaha!) around the fact that Minetest
does not support listrings to put items into an alternative list if the first one
happens to be full. See <https://github.com/minetest/minetest/issues/5343>.
This list is a hidden input-only list and immediately puts items into the appropriate chest.
It is only used for listrings and hoppers. This workaround is not that bad because it only
requires a simple inventory allows check for large chests.]]
-- FIXME: Refactor the listrings as soon Minetest supports alternative listrings
-- BEGIN OF LISTRING WORKAROUND
inv:set_size("input", 1)
-- END OF LISTRING WORKAROUND
-- Combine into a double chest if neighbouring another small chest
if minetest.get_node(get_double_container_neighbor_pos(pos, param2, "right")).name ==
names.small.a then
minetest.swap_node(pos, { name = names.right.a, param2 = param2 })
local p = get_double_container_neighbor_pos(pos, param2, "right")
minetest.swap_node(p, { name = names.left.a, param2 = param2 })
create_entity(p, names.left.a, double_textures, param2, true, d.sounds[2],
"mcl_chests_chest", "chest")
elseif minetest.get_node(get_double_container_neighbor_pos(pos, param2, "left")).name ==
names.small.a then
minetest.swap_node(pos, { name = names.left.a, param2 = param2 })
create_entity(pos, names.left.a, double_textures, param2, true, d.sounds[2],
"mcl_chests_chest", "chest")
local p = get_double_container_neighbor_pos(pos, param2, "left")
minetest.swap_node(p, { name = names.right.a, param2 = param2 })
else
minetest.swap_node(pos, { name = names.small.a, param2 = param2 })
create_entity(pos, names.small.a, small_textures, param2, false, d.sounds[2],
"mcl_chests_chest", "chest")
end
end,
after_place_node = function(pos, placer, itemstack, pointed_thing)
minetest.get_meta(pos):set_string("name", itemstack:get_meta():get_string("name"))
end,
after_dig_node = drop_items_chest,
on_blast = on_chest_blast,
allow_metadata_inventory_move = protection_check_move,
allow_metadata_inventory_take = protection_check_take,
allow_metadata_inventory_put = protection_check_take,
on_metadata_inventory_move = log_inventory_move,
on_metadata_inventory_put = log_inventory_put,
on_metadata_inventory_take = log_inventory_take,
_mcl_blast_resistance = d.hardness,
_mcl_hardness = d.hardness,
on_rightclick = function(pos, node, clicker)
local topnode = minetest.get_node({ x = pos.x, y = pos.y + 1, z = pos.z })
if topnode and topnode.name and minetest.registered_nodes[topnode.name] then
if minetest.registered_nodes[topnode.name].groups.opaque == 1 then
-- won't open if there is no space from the top
return false
end
end
local name = minetest.get_meta(pos):get_string("name")
if name == "" then
name = d.title.small
end
minetest.show_formspec(clicker:get_player_name(),
sf("mcl_chests:%s_%s_%s_%s", d.canonical_basename, pos.x, pos.y, pos.z),
table.concat({
"formspec_version[4]",
"size[11.75,10.425]",
"label[0.375,0.375;" .. F(C(mcl_formspec.label_color, name)) .. "]",
mcl_formspec.get_itemslot_bg_v4(0.375, 0.75, 9, 3),
sf("list[nodemeta:%s,%s,%s;main;0.375,0.75;9,3;]", pos.x, pos.y, pos.z),
"label[0.375,4.7;" .. F(C(mcl_formspec.label_color, S("Inventory"))) .. "]",
mcl_formspec.get_itemslot_bg_v4(0.375, 5.1, 9, 3),
"list[current_player;main;0.375,5.1;9,3;9]",
mcl_formspec.get_itemslot_bg_v4(0.375, 9.05, 9, 1),
"list[current_player;main;0.375,9.05;9,1;]",
sf("listring[nodemeta:%s,%s,%s;main]", pos.x, pos.y, pos.z),
"listring[current_player;main]",
})
)
if d.on_rightclick then
d.on_rightclick(pos, node, clicker)
end
player_chest_open(clicker, pos, names.small.a, small_textures, node.param2, false, d.sounds[2],
"mcl_chests_chest")
end,
on_destruct = function(pos)
close_forms(d.canonical_basename, pos)
end,
mesecons = d.mesecons,
on_rotate = simple_rotate,
})
minetest.register_node(names.left.a, {
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = { -0.4375, -0.5, -0.4375, 0.5, 0.375, 0.4375 },
},
tiles = { "blank.png^[resize:16x16" },
use_texture_alpha = "clip",
_chest_entity_textures = double_textures,
_chest_entity_sound = d.sounds[2],
_chest_entity_mesh = "mcl_chests_chest",
_chest_entity_animation_type = "chest",
paramtype = "light",
paramtype2 = "facedir",
groups = groups_left,
drop = d.drop,
is_ground_content = false,
sounds = d.sounds[1],
on_construct = construct_double_chest("left", names),
after_place_node = function(pos, placer, itemstack, pointed_thing)
minetest.get_meta(pos):set_string("name", itemstack:get_meta():get_string("name"))
end,
on_destruct = destruct_double_chest("left", names, d.canonical_basename, small_textures, d.sounds[2]),
after_dig_node = drop_items_chest,
on_blast = on_chest_blast,
allow_metadata_inventory_move = protection_check_move,
allow_metadata_inventory_take = protection_check_take,
allow_metadata_inventory_put = protection_check_put("left"),
on_metadata_inventory_move = log_inventory_move,
on_metadata_inventory_put = log_inventory_put_double("left"),
on_metadata_inventory_take = log_inventory_take,
_mcl_blast_resistance = d.hardness,
_mcl_hardness = d.hardness,
on_rightclick = function(pos, node, clicker)
local pos_other = get_double_container_neighbor_pos(pos, node.param2, "left")
local above_def = minetest.registered_nodes[
minetest.get_node({ x = pos.x, y = pos.y + 1, z = pos.z }).name
]
local above_def_other = minetest.registered_nodes[
minetest.get_node({ x = pos_other.x, y = pos_other.y + 1, z = pos_other.z }).name
]
if (not above_def or above_def.groups.opaque == 1 or not above_def_other
or above_def_other.groups.opaque == 1) then
-- won't open if there is no space from the top
return false
end
local name = minetest.get_meta(pos):get_string("name")
if name == "" then -- if empty after that ^
name = minetest.get_meta(pos_other):get_string("name")
end if name == "" then -- if STILL empty after that ^
name = d.title.double
end
minetest.show_formspec(clicker:get_player_name(),
sf("mcl_chests:%s_%s_%s_%s", d.canonical_basename, pos.x, pos.y, pos.z),
table.concat({
"formspec_version[4]",
"size[11.75,14.15]",
"label[0.375,0.375;" .. F(C(mcl_formspec.label_color, name)) .. "]",
mcl_formspec.get_itemslot_bg_v4(0.375, 0.75, 9, 3),
sf("list[nodemeta:%s,%s,%s;main;0.375,0.75;9,3;]", pos.x, pos.y, pos.z),
mcl_formspec.get_itemslot_bg_v4(0.375, 4.5, 9, 3),
sf("list[nodemeta:%s,%s,%s;main;0.375,4.5;9,3;]", pos_other.x, pos_other.y, pos_other.z),
"label[0.375,8.45;" .. F(C(mcl_formspec.label_color, S("Inventory"))) .. "]",
mcl_formspec.get_itemslot_bg_v4(0.375, 8.825, 9, 3),
"list[current_player;main;0.375,8.825;9,3;9]",
mcl_formspec.get_itemslot_bg_v4(0.375, 12.775, 9, 1),
"list[current_player;main;0.375,12.775;9,1;]",
--BEGIN OF LISTRING WORKAROUND
"listring[current_player;main]",
sf("listring[nodemeta:%s,%s,%s;input]", pos.x, pos.y, pos.z),
--END OF LISTRING WORKAROUND
"listring[current_player;main]" ..
sf("listring[nodemeta:%s,%s,%s;main]", pos.x, pos.y, pos.z),
"listring[current_player;main]",
sf("listring[nodemeta:%s,%s,%s;main]", pos_other.x, pos_other.y, pos_other.z),
})
)
if d.on_rightclick_left then
d.on_rightclick_left(pos, node, clicker)
end
player_chest_open(clicker, pos, names.left.a, double_textures, node.param2, true, d.sounds[2],
"mcl_chests_chest")
end,
mesecons = d.mesecons,
on_rotate = no_rotate,
_mcl_hoppers_on_try_pull = hopper_pull_double("left"),
_mcl_hoppers_on_try_push = hopper_push_double("left"),
})
minetest.register_node(names.right.a, {
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = { -0.5, -0.5, -0.4375, 0.4375, 0.375, 0.4375 },
},
tiles = { "blank.png^[resize:16x16" },
use_texture_alpha = "clip",
groups = groups_right,
drop = d.drop,
is_ground_content = false,
sounds = d.sounds[1],
on_construct = construct_double_chest("right", names),
after_place_node = function(pos, placer, itemstack, pointed_thing)
minetest.get_meta(pos):set_string("name", itemstack:get_meta():get_string("name"))
end,
on_destruct = destruct_double_chest("right", names, d.canonical_basename, small_textures, d.sounds[2]),
after_dig_node = drop_items_chest,
on_blast = on_chest_blast,
allow_metadata_inventory_move = protection_check_move,
allow_metadata_inventory_take = protection_check_take,
allow_metadata_inventory_put = protection_check_put("right"),
on_metadata_inventory_move = log_inventory_move,
on_metadata_inventory_put = log_inventory_put_double("right"),
on_metadata_inventory_take = log_inventory_take,
_mcl_blast_resistance = d.hardness,
_mcl_hardness = d.hardness,
on_rightclick = function(pos, node, clicker)
local pos_other = get_double_container_neighbor_pos(pos, node.param2, "right")
local above_def = minetest.registered_nodes[
minetest.get_node({ x = pos.x, y = pos.y + 1, z = pos.z }).name
]
local above_def_other = minetest.registered_nodes[
minetest.get_node({ x = pos_other.x, y = pos_other.y + 1, z = pos_other.z }).name
]
if (not above_def or above_def.groups.opaque == 1 or not above_def_other
or above_def_other.groups.opaque == 1) then
-- won't open if there is no space from the top
return false
end
local name = minetest.get_meta(pos):get_string("name")
if name == "" then -- if empty after that ^
name = minetest.get_meta(pos_other):get_string("name")
end if name == "" then -- if STILL empty after that ^
name = d.title.double
end
minetest.show_formspec(clicker:get_player_name(),
sf("mcl_chests:%s_%s_%s_%s", d.canonical_basename, pos.x, pos.y, pos.z),
table.concat({
"formspec_version[4]",
"size[11.75,14.15]",
"label[0.375,0.375;" .. F(C(mcl_formspec.label_color, name)) .. "]",
mcl_formspec.get_itemslot_bg_v4(0.375, 0.75, 9, 3),
sf("list[nodemeta:%s,%s,%s;main;0.375,0.75;9,3;]", pos_other.x, pos_other.y, pos_other.z),
mcl_formspec.get_itemslot_bg_v4(0.375, 4.5, 9, 3),
sf("list[nodemeta:%s,%s,%s;main;0.375,4.5;9,3;]", pos.x, pos.y, pos.z),
"label[0.375,8.45;" .. F(C(mcl_formspec.label_color, S("Inventory"))) .. "]",
mcl_formspec.get_itemslot_bg_v4(0.375, 8.825, 9, 3),
"list[current_player;main;0.375,8.825;9,3;9]",
mcl_formspec.get_itemslot_bg_v4(0.375, 12.775, 9, 1),
"list[current_player;main;0.375,12.775;9,1;]",
--BEGIN OF LISTRING WORKAROUND
"listring[current_player;main]",
sf("listring[nodemeta:%s,%s,%s;input]", pos.x, pos.y, pos.z),
--END OF LISTRING WORKAROUND
"listring[current_player;main]" ..
sf("listring[nodemeta:%s,%s,%s;main]", pos_other.x, pos_other.y, pos_other.z),
"listring[current_player;main]",
sf("listring[nodemeta:%s,%s,%s;main]", pos.x, pos.y, pos.z),
})
)
if d.on_rightclick_right then
d.on_rightclick_right(pos, node, clicker)
end
player_chest_open(clicker, pos_other, names.left.a, double_textures, node.param2, true, d.sounds[2],
"mcl_chests_chest")
end,
mesecons = d.mesecons,
on_rotate = no_rotate,
_mcl_hoppers_on_try_pull = hopper_pull_double("right"),
_mcl_hoppers_on_try_push = hopper_push_double("right"),
})
if doc then
doc.add_entry_alias("nodes", names.small.a, "nodes", names.left.a)
doc.add_entry_alias("nodes", names.small.a, "nodes", names.right.a)
end
end
-- Returns false if itemstack is a shulker box
function mcl_chests.is_not_shulker_box(stack)
local g = minetest.get_item_group(stack:get_name(), "shulker_box")
return g == 0 or g == nil
end