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cottages/nodes_water.lua

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-- TODO: play sound while working
-- TODO: play sound when emptying a bucket
-- TODO: store correct bucket texture when loading the world anew
-- TODO: show particles when running? distinguish between running/idle state? (with punch?)
-- well for getting water
-- * has some storage space for buckets (filled with water, river water or empty)
-- * only the owner can use the bucket store and the well
-- * the bucket will be added as an entity and slowly rotate;
-- once filled, the texture of the bucket is changed
-- * full (water or river water) buckets can be emptied
-- * by default public; but can also be made private
-- how many seconds does it take to fill a bucket?
cottages.water_fill_time = 10
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local S = cottages.S
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-- code taken from the itemframes mod in homedecor
-- (the relevant functions are sadly private there and thus cannot be reused)
local tmp = {}
minetest.register_entity("cottages:bucket_entity",{
hp_max = 1,
visual="wielditem",
visual_size={x = 0.33, y = 0.33},
collisionbox = {0, 0, 0, 0, 0, 0},
physical = false,
textures = {"air"},
on_activate = function(self, staticdata)
if tmp.nodename ~= nil and tmp.texture ~= nil then
self.nodename = tmp.nodename
tmp.nodename = nil
self.texture = tmp.texture
tmp.texture = nil
else
if staticdata ~= nil and staticdata ~= "" then
local data = staticdata:split(';')
if data and data[1] and data[2] then
self.nodename = data[1]
self.texture = data[2]
end
end
end
if self.texture ~= nil then
self.object:set_properties({textures = {self.texture}})
end
self.object:set_properties({automatic_rotate = 1})
if self.texture ~= nil and self.nodename ~= nil then
local entity_pos = vector.round(self.object:get_pos())
local objs = minetest.get_objects_inside_radius(entity_pos, 0.5)
for _, obj in ipairs(objs) do
if obj ~= self.object and
obj:get_luaentity() and
obj:get_luaentity().name == "cottages:bucket_entity" and
obj:get_luaentity().nodename == self.nodename and
obj:get_properties() and
obj:get_properties().textures and
obj:get_properties().textures[1] == self.texture then
minetest.log("action","[cottages] Removing extra " ..
self.texture .. " found in " .. self.nodename .. " at " ..
minetest.pos_to_string(entity_pos))
self.object:remove()
break
end
end
end
end,
get_staticdata = function(self)
if self.nodename ~= nil and self.texture ~= nil then
return self.nodename .. ';' .. self.texture
end
return ""
end,
})
cottages.water_gen_fill_bucket = function(pos)
if( not(pos)) then
return
end
local meta = minetest.get_meta(pos)
local bucket = meta:get_string("bucket")
-- nothing to do
if( not(bucket) or bucket ~= "bucket:bucket_empty") then
return
end
-- abort if the water has not been running long enough
-- (the player may have removed a bucket before it was full)
start = meta:get_string("fillstarttime")
if( (minetest.get_us_time()/1000000) - tonumber(start) < cottages.water_fill_time -2) then
return
end
-- the bucket has been filled
meta:set_string("bucket", "bucket:bucket_river_water")
-- change the texture of the bucket to that of one filled with river water
local objs = nil
objs = minetest.get_objects_inside_radius(pos, .5)
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "cottages:bucket_entity" then
obj:set_properties( { textures = { "bucket:bucket_river_water" }})
obj:get_luaentity().nodename = "bucket:bucket_river_water"
obj:get_luaentity().texture = "bucket:bucket_river_water"
end
end
end
end
minetest.register_node("cottages:water_gen", {
description = "Tree Trunk Well",
tiles = {"default_tree_top.png", "default_tree.png^[transformR90", "default_tree.png^[transformR90"},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
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sounds = cottages.sounds.wood,
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node_box = {
type = "fixed",
fixed = {
-- floor of water bassin
{-0.5, -0.5+(3/16), -0.5, 0.5, -0.5+(4/16), 0.5},
-- walls
{-0.5, -0.5+(3/16), -0.5, 0.5, (4/16), -0.5+(2/16)},
{-0.5, -0.5+(3/16), -0.5, -0.5+(2/16), (4/16), 0.5},
{ 0.5, -0.5+(3/16), 0.5, 0.5-(2/16), (4/16), -0.5},
{ 0.5, -0.5+(3/16), 0.5, -0.5+(2/16), (4/16), 0.5-(2/16)},
-- feet
{-0.5+(3/16), -0.5, -0.5+(3/16), -0.5+(6/16), -0.5+(3/16), 0.5-(3/16)},
{ 0.5-(3/16), -0.5, -0.5+(3/16), 0.5-(6/16), -0.5+(3/16), 0.5-(3/16)},
-- real pump
{ 0.5-(4/16), -0.5, -(2/16), 0.5, 0.5+(4/16), (2/16)},
-- water pipe inside wooden stem
{ 0.5-(8/16), 0.5+(1/16), -(1/16), 0.5, 0.5+(3/16), (1/16)},
-- where the water comes out
{ 0.5-(15/32), 0.5, -(1/32), 0.5-(12/32), 0.5+(1/16), (1/32)},
},
},
selection_box = {
type = "fixed",
fixed = { -0.5, -0.5, -0.5, 0.5, 0.5+(4/16), 0.5 }
},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local spos = pos.x .. "," .. pos.y .. "," .. pos.z
meta:set_string("formspec",
"size[8,9]" ..
"label[3.0,0.0;Tree trunk well]"..
"label[1.5,0.7;Punch the well while wielding an empty bucket.]"..
"label[1.5,1.0;Your bucket will slowly be filled with river water.]"..
"label[1.5,1.3;Punch again to get the bucket back when it is full.]"..
"label[1.0,2.9;Internal bucket storage (passive storage only):]"..
"item_image[0.2,0.7;1.0,1.0;bucket:bucket_empty]"..
"item_image[0.2,1.7;1.0,1.0;bucket:bucket_river_water]"..
"label[1.5,1.9;Punch well with full water bucket in order to empty bucket.]"..
"button_exit[6.0,0.0;2,0.5;public;"..S("Public?").."]"..
"list[nodemeta:" .. spos .. ";main;1,3.3;8,1;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[nodemeta:" .. spos .. ";main]" ..
"listring[current_player;main]")
local inv = meta:get_inventory()
inv:set_size('main', 6)
meta:set_string("infotext", S("Public tree trunk well")) -- (punch with empty bucket to fill bucket)")
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", S("Public tree trunk well (owned by %s)"):format(meta:get_string("owner")))
-- no bucket loaded
meta:set_string("bucket", "")
meta:set_string("public", "public")
end,
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)
end,
-- no inventory move allowed
allow_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
return 0
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
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if not(stack) or not cottages.player_can_use(meta, player) then
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return 0
end
local inv = meta:get_inventory()
-- only for buckets
local sname = stack:get_name()
if( sname ~= "bucket:bucket_empty"
and sname ~= "bucket:bucket_water"
and sname ~= "bucket:bucket_river_water") then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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if not(cottages.player_can_use(meta:get_string(pos), player)) then
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return 0
end
return stack:get_count()
end,
on_blast = function() end,
on_receive_fields = function(pos, formname, fields, sender)
cottages.switch_public(pos, formname, fields, sender, 'tree trunk well')
end,
-- punch to place and retrieve bucket
on_punch = function(pos, node, puncher)
if( not( pos ) or not( node ) or not( puncher )) then
return
end
-- only the owner can use the well
local name = puncher:get_player_name()
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local public = meta:get_string("public")
if( name ~= owner and public~="public") then
minetest.chat_send_player( name, S("This tree trunk well is owned by %s. You can't use it."):format(name))
return
end
-- we will either add or take from the players inventory
local pinv = puncher:get_inventory()
-- is the well working on something? (either empty or full bucket)
local bucket = meta:get_string("bucket")
-- there is a bucket loaded - either empty or full
if( bucket and bucket~="") then
if( not(pinv:room_for_item("main", bucket))) then
minetest.chat_send_player( puncher:get_player_name(),
S("Sorry. You have no room for the bucket. Please free some "..
"space in your inventory first!"))
return
end
end
-- remove the old entity (either a bucket will be placed now or a bucket taken)
local objs = nil
objs = minetest.get_objects_inside_radius(pos, .5)
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "cottages:bucket_entity" then
obj:remove()
end
end
end
-- the player gets the bucket (either empty or full) into his inventory
if( bucket and bucket ~= "") then
pinv:add_item("main", bucket )
meta:set_string("bucket", "")
-- we are done
return
end
-- punching with empty bucket will put that bucket into the well (as an entity)
-- and will slowly fill it
local wielded = puncher:get_wielded_item()
if( wielded
and wielded:get_name()
and wielded:get_name() == "bucket:bucket_empty") then
-- remove the bucket from the players inventory
pinv:remove_item( "main", "bucket:bucket_empty")
-- remember that we got a bucket loaded
meta:set_string("bucket", "bucket:bucket_empty")
-- create the entity
tmp.nodename = "bucket:bucket_empty"
-- TODO: add a special texture with a handle for the bucket here
tmp.texture = "bucket:bucket_empty"
local e = minetest.add_entity({x=pos.x,y=pos.y+(4/16),z=pos.z},"cottages:bucket_entity")
-- fill the bucket with water
minetest.after(cottages.water_fill_time, cottages.water_gen_fill_bucket, pos)
-- the bucket will only be filled if the water ran long enough
meta:set_string("fillstarttime", tostring(minetest.get_us_time()/1000000))
return;
end
-- buckets can also be emptied here
if( wielded
and wielded:get_name()
and (wielded:get_name() == "bucket:bucket_water"
or wielded:get_name() == "bucket:bucket_river_water")
and (pinv:room_for_item("main", "bucket:bucket_empty"))) then
-- remove the full bucket from the players inventory
pinv:remove_item( "main", wielded:get_name())
-- add empty bucket
pinv:add_item("main", "bucket:bucket_empty")
-- TODO: play diffrent sound when pouring a bucket
return;
end
-- else check if there is a bucket that can be retrieved
meta:set_string("bucket","")
end,
})
-- a well (will fill water buckets) crafted from wooden materials
minetest.register_craft({
output = 'cottages:water_gen',
recipe = {
{'default:stick', '', ''},
{'default:tree', 'bucket:bucket_empty', 'bucket:bucket_empty'},
{'default:tree', 'default:tree', 'default:tree'},
}
})