technic/technic_chests/register.lua

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local S = rawget(_G, "intllib") and intllib.Getter() or function(s) return s end
local pipeworks = rawget(_G, "pipeworks")
local fs_helpers = rawget(_G, "fs_helpers")
local allow_label = ""
local tube_entry = ""
local shift_edit_field = 0
if not minetest.get_modpath("pipeworks") then
-- Pipeworks is not installed. Simulate using a dummy table...
pipeworks = {}
fs_helpers = {}
local pipeworks_meta = {}
setmetatable(pipeworks, pipeworks_meta)
local dummy = function()
end
pipeworks_meta.__index = function(table, key)
print("[technic_chests] WARNING: variable or method '"..key.."' not present in dummy pipeworks table - assuming it is a method...")
pipeworks[key] = dummy
return dummy
end
pipeworks.after_place = dummy
pipeworks.after_dig = dummy
fs_helpers.cycling_button = function() return "" end
else
fs_helpers = pipeworks.fs_helpers
allow_label = "label[0.9,0.36;Allow splitting incoming stacks from tubes]"
shift_edit_field = 3
tube_entry = "^pipeworks_tube_connection_metallic.png"
end
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local chest_mark_colors = {
{"black", S("Black")},
{"blue", S("Blue")},
{"brown", S("Brown")},
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{"cyan", S("Cyan")},
{"dark_green", S("Dark Green")},
{"dark_grey", S("Dark Grey")},
{"green", S("Green")},
{"grey", S("Grey")},
{"magenta", S("Magenta")},
{"orange", S("Orange")},
{"pink", S("Pink")},
{"red", S("Red")},
{"violet", S("Violet")},
{"white", S("White")},
{"yellow", S("Yellow")},
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}
local function colorid_to_postfix(id)
return chest_mark_colors[id] and "_"..chest_mark_colors[id][1] or ""
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end
local function get_color_buttons(coleft, lotop)
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local buttons_string = ""
for y = 0, 3 do
for x = 0, 3 do
local file_name = "technic_colorbutton"..(y * 4 + x)..".png"
buttons_string = buttons_string.."image_button["
..(coleft + 0.1 + x * 0.7)..","..(lotop + 0.1 + y * 0.7)
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..";0.8,0.8;"..file_name..";color_button"
..(y * 4 + x + 1)..";]"
end
end
return buttons_string
end
local function check_color_buttons(pos, meta, chest_name, fields)
for i = 1, 16 do
if fields["color_button"..i] then
local node = minetest.get_node(pos)
node.name = chest_name..colorid_to_postfix(i)
minetest.swap_node(pos, node)
meta:set_string("color", i)
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return
end
end
end
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local function set_formspec(pos, data, page)
local meta = minetest.get_meta(pos)
local node = minetest.get_node(pos)
local formspec = data.base_formspec
formspec = formspec..fs_helpers.cycling_button(
meta,
"image_button[0,0.35;1,0.6",
"splitstacks",
{
pipeworks.button_off,
pipeworks.button_on
}
)..allow_label
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if data.autosort then
local status = meta:get_int("autosort")
formspec = formspec.."button["..(data.hileft+2)..","..(data.height+1.1)..";3,0.8;autosort_to_"..(1-status)..";"..S("Auto-sort is %s"):format(status == 1 and S("On") or S("Off")).."]"
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end
if data.infotext then
local formspec_infotext = minetest.formspec_escape(meta:get_string("infotext"))
if page == "main" then
formspec = formspec.."image_button["..(shift_edit_field+data.hileft+2.1)..",0.1;0.8,0.8;"
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.."technic_pencil_icon.png;edit_infotext;]"
.."label["..(shift_edit_field+data.hileft+3)..",0;"..formspec_infotext.."]"
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elseif page == "edit_infotext" then
formspec = formspec.."image_button["..(shift_edit_field+data.hileft+2.1)..",0.1;0.8,0.8;"
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.."technic_checkmark_icon.png;save_infotext;]"
.."field["..(shift_edit_field+data.hileft+3.3)..",0.2;4.8,1;"
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.."infotext_box;"..S("Edit chest description:")..";"
..formspec_infotext.."]"
end
end
if data.color then
local colorID = meta:get_int("color")
local colorName
if chest_mark_colors[colorID] then
colorName = chest_mark_colors[colorID][2]
else
colorName = S("None")
end
formspec = formspec.."label["..(data.coleft+0.2)..","..(data.lotop+3)..";"..S("Color Filter: %s"):format(colorName).."]"
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end
meta:set_string("formspec", formspec)
end
local function sort_inventory(inv)
local inlist = inv:get_list("main")
local typecnt = {}
local typekeys = {}
for _, st in ipairs(inlist) do
if not st:is_empty() then
local n = st:get_name()
local w = st:get_wear()
local m = st:get_metadata()
local k = string.format("%s %05d %s", n, w, m)
if not typecnt[k] then
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typecnt[k] = {st}
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table.insert(typekeys, k)
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else
table.insert(typecnt[k], st)
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end
end
end
table.sort(typekeys)
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inv:set_list("main", {})
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for _, k in ipairs(typekeys) do
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for _, item in ipairs(typecnt[k]) do
inv:add_item("main", item)
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end
end
end
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local function get_receive_fields(name, data, locked)
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local lname = name:lower()
return function(pos, formname, fields, sender)
local meta = minetest.get_meta(pos)
if locked then
-- locked chest, check accessing player
local owner = meta:get_string("owner")
if owner ~= sender:get_player_name() then
-- non-owner, abort
return
end
end
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local page = "main"
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if fields.sort or (data.autosort and fields.quit and meta:get_int("autosort") == 1) then
sort_inventory(meta:get_inventory())
end
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if fields.edit_infotext then
page = "edit_infotext"
end
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if fields.autosort_to_1 then meta:set_int("autosort", 1) end
if fields.autosort_to_0 then meta:set_int("autosort", 0) end
if fields.infotext_box then
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meta:set_string("infotext", fields.infotext_box)
end
if data.color then
-- This sets the node
local nn = "technic:"..lname..(data.locked and "_locked" or "").."_chest"
check_color_buttons(pos, meta, nn, fields)
end
if fields["fs_helpers_cycling:0:splitstacks"]
or fields["fs_helpers_cycling:1:splitstacks"] then
if not pipeworks.may_configure(pos, sender) then return end
fs_helpers.on_receive_fields(pos, fields)
end
Buff chest sizes Make the inventory sizes of all the technic chests larger, to provide a more appreciable benefit from upgrading chests, more in keeping with the resources spent on the upgrades. Currently the game engine doesn't handle large forms well. The size of an inventory slot is fixed relative to the screen height, and a form that exceeds either screen dimension will extend off the screen, making parts of it inaccessible. The tallest a form can get and remain usable is 13 slots, and even that slightly overspills the screen height. The maximum usable width depends on the screen aspect ratio. For the narrowest common ratio, 5:4, the widest a form can usably get is 15 slots, again slightly overspilling. Combined with the layout of the chest forms, this implies a maximum practical chest inventory size of 15x7 (= 105), slightly smaller than the largest Minecraft chests. To provide roughly equal size steps in the five upgrades from wooden chest (staying at 8x4 = 32) to mithril chest, the steps need to be of about 15 slots instead of the former 4. The new sizes are: wooden 8x4 32 iron 9x5 45 copper 12x5 60 silver 12x6 72 gold 15x6 90 mithril 15x7 105 To make upgrading from the old chest sizes to the new sizes more convenient, the inventory size is now set not only upon chest construction but also when accepting form input, at the same time as rewriting the formspec. So after upgrading the technic mod, viewing an existing chest upgrades it to the new size. The first time a pre-existing chest is viewed its form will have the old dimensions, looking broken due to the inventory background image now having the new number of slots. The second time it is viewed the form will have the new dimensions, and the full new number of slots will be usable.
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meta:get_inventory():set_size("main", data.width * data.height)
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set_formspec(pos, data, page)
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end
end
function technic.chests:definition(name, data)
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local lname = name:lower()
name = S(name)
local d = {}
for k, v in pairs(data) do d[k] = v end
data = d
data.lowidth = 8
data.ovwidth = math.max(data.lowidth, data.width)
data.hileft = (data.ovwidth - data.width) / 2
data.loleft = (data.ovwidth - data.lowidth) / 2
if data.color then
if data.lowidth + 3 <= data.ovwidth then
data.coleft = data.ovwidth - 3
if data.loleft + data.lowidth > data.coleft then
data.loleft = data.coleft - data.lowidth
end
else
data.loleft = 0
data.coleft = data.lowidth
data.ovwidth = data.lowidth + 3
end
end
data.lotop = data.height + 2
data.ovheight = data.lotop + 4
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local locked_after_place = nil
local front = {"technic_"..lname.."_chest_front.png"}
data.base_formspec = "size["..data.ovwidth..","..data.ovheight.."]"..
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"label[0,0;"..S("%s Chest"):format(name).."]"..
"list[context;main;"..data.hileft..",1;"..data.width..","..data.height..";]"..
"list[current_player;main;"..data.loleft..","..data.lotop..";8,4;]"..
"background[-0.19,-0.25;"..(data.ovwidth+0.4)..","..(data.ovheight+0.75)..";technic_chest_form_bg.png]"..
"background["..data.hileft..",1;"..data.width..","..data.height..";technic_"..lname.."_chest_inventory.png]"..
"background["..data.loleft..","..data.lotop..";8,4;technic_main_inventory.png]"..
"listring[]"
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if data.sort then
data.base_formspec = data.base_formspec.."button["..data.hileft..","..(data.height+1.1)..";1,0.8;sort;"..S("Sort").."]"
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end
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if data.color then
data.base_formspec = data.base_formspec..get_color_buttons(data.coleft, data.lotop)
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end
if data.locked then
locked_after_place = function(pos, placer)
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext",
S("%s Locked Chest (owned by %s)")
:format(name, meta:get_string("owner")))
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pipeworks.after_place(pos)
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end
table.insert(front, "technic_"..lname.."_chest_lock_overlay.png")
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else
locked_after_place = pipeworks.after_place
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end
local desc
if data.locked then
desc = S("%s Locked Chest"):format(name)
else
desc = S("%s Chest"):format(name)
end
local tentry = tube_entry
if tube_entry ~= "" then
if lname == "wooden" then
tentry = "^pipeworks_tube_connection_wooden.png"
elseif lname == "mithril" then
tentry = "^pipeworks_tube_connection_stony.png"
end
end
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local def = {
description = desc,
tiles = {
"technic_"..lname.."_chest_top.png"..tentry,
"technic_"..lname.."_chest_top.png"..tentry,
"technic_"..lname.."_chest_side.png"..tentry,
"technic_"..lname.."_chest_side.png"..tentry,
"technic_"..lname.."_chest_side.png"..tentry,
table.concat(front, "^")
},
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paramtype2 = "facedir",
groups = self.groups,
tube = self.tube,
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
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after_place_node = locked_after_place,
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after_dig_node = pipeworks.after_dig,
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on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("%s Chest"):format(name))
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set_formspec(pos, data, "main")
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local inv = meta:get_inventory()
Buff chest sizes Make the inventory sizes of all the technic chests larger, to provide a more appreciable benefit from upgrading chests, more in keeping with the resources spent on the upgrades. Currently the game engine doesn't handle large forms well. The size of an inventory slot is fixed relative to the screen height, and a form that exceeds either screen dimension will extend off the screen, making parts of it inaccessible. The tallest a form can get and remain usable is 13 slots, and even that slightly overspills the screen height. The maximum usable width depends on the screen aspect ratio. For the narrowest common ratio, 5:4, the widest a form can usably get is 15 slots, again slightly overspilling. Combined with the layout of the chest forms, this implies a maximum practical chest inventory size of 15x7 (= 105), slightly smaller than the largest Minecraft chests. To provide roughly equal size steps in the five upgrades from wooden chest (staying at 8x4 = 32) to mithril chest, the steps need to be of about 15 slots instead of the former 4. The new sizes are: wooden 8x4 32 iron 9x5 45 copper 12x5 60 silver 12x6 72 gold 15x6 90 mithril 15x7 105 To make upgrading from the old chest sizes to the new sizes more convenient, the inventory size is now set not only upon chest construction but also when accepting form input, at the same time as rewriting the formspec. So after upgrading the technic mod, viewing an existing chest upgrades it to the new size. The first time a pre-existing chest is viewed its form will have the old dimensions, looking broken due to the inventory background image now having the new number of slots. The second time it is viewed the form will have the new dimensions, and the full new number of slots will be usable.
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inv:set_size("main", data.width * data.height)
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end,
can_dig = self.can_dig,
on_receive_fields = get_receive_fields(name, data, data.locked),
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on_metadata_inventory_move = self.on_inv_move,
on_metadata_inventory_put = self.on_inv_put,
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on_metadata_inventory_take = self.on_inv_take,
on_blast = function(pos)
local drops = {}
default.get_inventory_drops(pos, "main", drops)
drops[#drops+1] = "technic:"..name:lower()..(data.locked and "_locked" or "").."_chest"
minetest.remove_node(pos)
return drops
end,
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}
if data.locked then
def.allow_metadata_inventory_move = self.inv_move
def.allow_metadata_inventory_put = self.inv_put
def.allow_metadata_inventory_take = self.inv_take
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def.on_blast = function() end
def.can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main") and default.can_interact_with_node(player, pos)
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end
def.on_skeleton_key_use = function(pos, player, newsecret)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local name = player:get_player_name()
-- verify placer is owner of lockable chest
if owner ~= name then
minetest.record_protection_violation(pos, name)
minetest.chat_send_player(name, "You do not own this chest.")
return nil
end
local secret = meta:get_string("key_lock_secret")
if secret == "" then
secret = newsecret
meta:set_string("key_lock_secret", secret)
end
return secret, "a locked chest", owner
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end
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end
return def
end
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function technic.chests:register(name, data)
local def = technic.chests:definition(name, data)
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local nn = "technic:"..name:lower()..(data.locked and "_locked" or "").."_chest"
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minetest.register_node(":"..nn, def)
if data.color then
local mk_front
if string.find(def.tiles[6], "%^") then
mk_front = function (overlay) return def.tiles[6]:gsub("%^", "^"..overlay.."^") end
else
mk_front = function (overlay) return def.tiles[6].."^"..overlay end
end
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for i = 1, 15 do
local postfix = colorid_to_postfix(i)
local colordef = {}
for k, v in pairs(def) do
colordef[k] = v
end
colordef.drop = nn
colordef.groups = self.groups_noinv
colordef.tiles = { def.tiles[1], def.tiles[2], def.tiles[3], def.tiles[4], def.tiles[5], mk_front("technic_chest_overlay"..postfix..".png") }
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minetest.register_node(":"..nn..postfix, colordef)
end
end
end