mirror of
https://github.com/Sokomine/cottages.git
synced 2024-12-28 19:50:32 +01:00
327 lines
12 KiB
Lua
327 lines
12 KiB
Lua
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-- TODO: play sound while working
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-- TODO: play sound when emptying a bucket
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-- TODO: store correct bucket texture when loading the world anew
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-- TODO: show particles when running? distinguish between running/idle state? (with punch?)
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-- well for getting water
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-- * has some storage space for buckets (filled with water, river water or empty)
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-- * only the owner can use the bucket store and the well
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-- * the bucket will be added as an entity and slowly rotate;
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-- once filled, the texture of the bucket is changed
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-- * full (water or river water) buckets can be emptied
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-- * by default public; but can also be made private
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-- how many seconds does it take to fill a bucket?
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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
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-- (the relevant functions are sadly private there and thus cannot be reused)
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local tmp = {}
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minetest.register_entity("cottages:bucket_entity",{
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hp_max = 1,
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visual="wielditem",
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visual_size={x = 0.33, y = 0.33},
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collisionbox = {0, 0, 0, 0, 0, 0},
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physical = false,
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textures = {"air"},
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on_activate = function(self, staticdata)
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if tmp.nodename ~= nil and tmp.texture ~= nil then
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self.nodename = tmp.nodename
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tmp.nodename = nil
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self.texture = tmp.texture
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tmp.texture = nil
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else
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if staticdata ~= nil and staticdata ~= "" then
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local data = staticdata:split(';')
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if data and data[1] and data[2] then
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self.nodename = data[1]
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self.texture = data[2]
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end
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end
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end
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if self.texture ~= nil then
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self.object:set_properties({textures = {self.texture}})
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end
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self.object:set_properties({automatic_rotate = 1})
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if self.texture ~= nil and self.nodename ~= nil then
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local entity_pos = vector.round(self.object:get_pos())
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local objs = minetest.get_objects_inside_radius(entity_pos, 0.5)
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for _, obj in ipairs(objs) do
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if obj ~= self.object and
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obj:get_luaentity() and
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obj:get_luaentity().name == "cottages:bucket_entity" and
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obj:get_luaentity().nodename == self.nodename and
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obj:get_properties() and
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obj:get_properties().textures and
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obj:get_properties().textures[1] == self.texture then
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minetest.log("action","[cottages] Removing extra " ..
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self.texture .. " found in " .. self.nodename .. " at " ..
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minetest.pos_to_string(entity_pos))
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self.object:remove()
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break
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end
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end
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end
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end,
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get_staticdata = function(self)
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if self.nodename ~= nil and self.texture ~= nil then
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return self.nodename .. ';' .. self.texture
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end
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return ""
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end,
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})
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cottages.water_gen_fill_bucket = function(pos)
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if( not(pos)) then
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return
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end
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local meta = minetest.get_meta(pos)
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local bucket = meta:get_string("bucket")
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-- nothing to do
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if( not(bucket) or bucket ~= "bucket:bucket_empty") then
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return
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end
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-- abort if the water has not been running long enough
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-- (the player may have removed a bucket before it was full)
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start = meta:get_string("fillstarttime")
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if( (minetest.get_us_time()/1000000) - tonumber(start) < cottages.water_fill_time -2) then
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return
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end
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-- the bucket has been filled
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meta:set_string("bucket", "bucket:bucket_river_water")
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-- change the texture of the bucket to that of one filled with river water
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local objs = nil
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objs = minetest.get_objects_inside_radius(pos, .5)
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if objs then
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for _, obj in ipairs(objs) do
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if obj and obj:get_luaentity() and obj:get_luaentity().name == "cottages:bucket_entity" then
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obj:set_properties( { textures = { "bucket:bucket_river_water" }})
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obj:get_luaentity().nodename = "bucket:bucket_river_water"
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obj:get_luaentity().texture = "bucket:bucket_river_water"
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end
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end
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end
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end
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minetest.register_node("cottages:water_gen", {
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description = "Tree Trunk Well",
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tiles = {"default_tree_top.png", "default_tree.png^[transformR90", "default_tree.png^[transformR90"},
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "facedir",
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is_ground_content = false,
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groups = {tree = 1, choppy = 2, cracky = 1, flammable = 2},
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sounds = cottages.sounds.wood,
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node_box = {
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type = "fixed",
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fixed = {
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-- floor of water bassin
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{-0.5, -0.5+(3/16), -0.5, 0.5, -0.5+(4/16), 0.5},
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-- walls
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{-0.5, -0.5+(3/16), -0.5, 0.5, (4/16), -0.5+(2/16)},
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{-0.5, -0.5+(3/16), -0.5, -0.5+(2/16), (4/16), 0.5},
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{ 0.5, -0.5+(3/16), 0.5, 0.5-(2/16), (4/16), -0.5},
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{ 0.5, -0.5+(3/16), 0.5, -0.5+(2/16), (4/16), 0.5-(2/16)},
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-- feet
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{-0.5+(3/16), -0.5, -0.5+(3/16), -0.5+(6/16), -0.5+(3/16), 0.5-(3/16)},
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{ 0.5-(3/16), -0.5, -0.5+(3/16), 0.5-(6/16), -0.5+(3/16), 0.5-(3/16)},
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-- real pump
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{ 0.5-(4/16), -0.5, -(2/16), 0.5, 0.5+(4/16), (2/16)},
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-- water pipe inside wooden stem
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{ 0.5-(8/16), 0.5+(1/16), -(1/16), 0.5, 0.5+(3/16), (1/16)},
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-- where the water comes out
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{ 0.5-(15/32), 0.5, -(1/32), 0.5-(12/32), 0.5+(1/16), (1/32)},
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},
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},
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selection_box = {
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type = "fixed",
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fixed = { -0.5, -0.5, -0.5, 0.5, 0.5+(4/16), 0.5 }
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},
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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local spos = pos.x .. "," .. pos.y .. "," .. pos.z
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meta:set_string("formspec",
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"size[8,9]" ..
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"label[3.0,0.0;Tree trunk well]"..
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"label[1.5,0.7;Punch the well while wielding an empty bucket.]"..
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"label[1.5,1.0;Your bucket will slowly be filled with river water.]"..
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"label[1.5,1.3;Punch again to get the bucket back when it is full.]"..
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"label[1.0,2.9;Internal bucket storage (passive storage only):]"..
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"item_image[0.2,0.7;1.0,1.0;bucket:bucket_empty]"..
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"item_image[0.2,1.7;1.0,1.0;bucket:bucket_river_water]"..
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"label[1.5,1.9;Punch well with full water bucket in order to empty bucket.]"..
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"button_exit[6.0,0.0;2,0.5;public;"..S("Public?").."]"..
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"list[nodemeta:" .. spos .. ";main;1,3.3;8,1;]" ..
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"list[current_player;main;0,4.85;8,1;]" ..
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"list[current_player;main;0,6.08;8,3;8]" ..
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"listring[nodemeta:" .. spos .. ";main]" ..
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"listring[current_player;main]")
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local inv = meta:get_inventory()
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inv:set_size('main', 6)
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meta:set_string("infotext", S("Public tree trunk well")) -- (punch with empty bucket to fill bucket)")
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end,
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after_place_node = function(pos, placer)
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local meta = minetest.get_meta(pos)
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meta:set_string("owner", placer:get_player_name() or "")
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meta:set_string("infotext", S("Public tree trunk well (owned by %s)"):format(meta:get_string("owner")))
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-- no bucket loaded
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meta:set_string("bucket", "")
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meta:set_string("public", "public")
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end,
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can_dig = function(pos,player)
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local meta = minetest.get_meta(pos);
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local inv = meta:get_inventory()
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local bucket = meta:get_string("bucket")
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local start = meta:get_string("fillstarttime")
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return inv:is_empty("main")
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and default.can_interact_with_node(player, pos)
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and (not(bucket) or bucket == "")
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and ((not(start) or start == "" or
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(minetest.get_us_time()/1000000) - tonumber(start)
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>= cottages.water_fill_time -2))
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end,
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-- no inventory move allowed
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allow_metadata_inventory_move = function(pos, from_list, from_index,
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to_list, to_index, count, player)
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return 0
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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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
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end
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local inv = meta:get_inventory()
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-- only for buckets
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local sname = stack:get_name()
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if( sname ~= "bucket:bucket_empty"
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and sname ~= "bucket:bucket_water"
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and sname ~= "bucket:bucket_river_water") then
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return 0
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end
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return stack:get_count()
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end,
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allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if not(cottages.player_can_use(meta, player)) then
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return 0
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end
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return stack:get_count()
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end,
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on_blast = function() end,
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on_receive_fields = function(pos, formname, fields, sender)
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cottages.switch_public(pos, formname, fields, sender, 'tree trunk well')
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end,
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-- punch to place and retrieve bucket
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on_punch = function(pos, node, puncher, pointed_thing)
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if( not( pos ) or not( node ) or not( puncher )) then
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return
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end
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-- only the owner can use the well
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local name = puncher:get_player_name()
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local meta = minetest.get_meta(pos)
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local owner = meta:get_string("owner")
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local public = meta:get_string("public")
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if( name ~= owner and public~="public") then
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minetest.chat_send_player( name,
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S("This tree trunk well is owned by %s. You can't use it."):format(owner))
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return
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end
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-- we will either add or take from the players inventory
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local pinv = puncher:get_inventory()
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-- is the well working on something? (either empty or full bucket)
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local bucket = meta:get_string("bucket")
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-- there is a bucket loaded - either empty or full
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if( bucket and bucket~="" and bucket ~= "bucket:bucket_empty") then
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if( not(pinv:room_for_item("main", bucket))) then
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minetest.chat_send_player( puncher:get_player_name(),
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S("Sorry. You have no room for the bucket. Please free some "..
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"space in your inventory first!"))
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return
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end
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elseif( bucket and bucket == "bucket:bucket_empty") then
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minetest.chat_send_player( puncher:get_player_name(),
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S("Please wait until your bucket has been filled."))
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-- do not give the empty bucket back immediately
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return
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end
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-- remove the old entity (either a bucket will be placed now or a bucket taken)
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local objs = nil
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objs = minetest.get_objects_inside_radius(pos, .5)
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if objs then
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for _, obj in ipairs(objs) do
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if obj and obj:get_luaentity() and obj:get_luaentity().name == "cottages:bucket_entity" then
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obj:remove()
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end
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end
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end
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-- the player gets the bucket (either empty or full) into his inventory
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if( bucket and bucket ~= "") then
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pinv:add_item("main", bucket )
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meta:set_string("bucket", "")
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-- we are done
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return
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end
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-- punching with empty bucket will put that bucket into the well (as an entity)
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-- and will slowly fill it
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local wielded = puncher:get_wielded_item()
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if( wielded
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and wielded:get_name()
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and wielded:get_name() == "bucket:bucket_empty") then
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-- remember that we got a bucket loaded
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meta:set_string("bucket", "bucket:bucket_empty")
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-- create the entity
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tmp.nodename = "bucket:bucket_empty"
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-- TODO: add a special texture with a handle for the bucket here
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tmp.texture = "bucket:bucket_empty"
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local e = minetest.add_entity({x=pos.x,y=pos.y+(4/16),z=pos.z},"cottages:bucket_entity")
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-- fill the bucket with water
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minetest.after(cottages.water_fill_time, cottages.water_gen_fill_bucket, pos)
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-- the bucket will only be filled if the water ran long enough
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meta:set_string("fillstarttime", tostring(minetest.get_us_time()/1000000))
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-- remove the bucket from the players inventory
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pinv:remove_item( "main", "bucket:bucket_empty")
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return;
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end
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-- buckets can also be emptied here
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if( wielded
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and wielded:get_name()
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and (wielded:get_name() == "bucket:bucket_water"
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or wielded:get_name() == "bucket:bucket_river_water")
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and (pinv:room_for_item("main", "bucket:bucket_empty"))) then
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-- remove the full bucket from the players inventory
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pinv:remove_item( "main", wielded:get_name())
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-- add empty bucket
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pinv:add_item("main", "bucket:bucket_empty")
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-- TODO: play diffrent sound when pouring a bucket
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return;
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end
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-- else check if there is a bucket that can be retrieved
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meta:set_string("bucket","")
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end,
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})
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-- a well (will fill water buckets) crafted from wooden materials
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minetest.register_craft({
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output = 'cottages:water_gen',
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recipe = {
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{'default:stick', '', ''},
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{'default:tree', 'bucket:bucket_empty', 'bucket:bucket_empty'},
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{'default:tree', 'default:tree', 'default:tree'},
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}
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})
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