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mirror of https://github.com/Sokomine/cottages.git synced 2026-01-11 19:45:42 +01:00
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cottages/nodes_furniture.lua
2025-12-31 23:18:30 +01:00

660 lines
22 KiB
Lua

---------------------------------------------------------------------------------------
-- furniture
---------------------------------------------------------------------------------------
-- contains:
-- * a bed seperated into foot and head reagion so that it can be placed manually; it has
-- no other functionality than decoration!
-- * a sleeping mat - mostly for NPC that cannot afford a bet yet
-- * bench - if you don't have 3dforniture:chair, then this is the next best thing
-- * table - very simple one
-- * shelf - for stroring things; this one is 3d
-- * stovepipe - so that the smoke from the furnace can get away
-- * washing place - put it over a water source and you can 'wash' yourshelf
---------------------------------------------------------------------------------------
-- TODO: change the textures of the bed (make the clothing white, foot path not entirely covered with cloth)
local S = cottages.S
local has_player_monoids = minetest.get_modpath("player_monoids")
-- a bed without functionality - just decoration
minetest.register_node("cottages:bed_foot", {
description = S("Bed (foot region)"),
drawtype = "nodebox",
tiles = {"cottages_beds_bed_top_bottom.png", cottages.texture_furniture, "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3,animates_player=1},
sounds = cottages.sounds.wood,
node_box = {
type = "fixed",
fixed = {
-- bed
{-0.5, 0.0, -0.5, 0.5, 0.3, 0.5},
-- stützen
{-0.5, -0.5, -0.5, -0.4, 0.5, -0.4},
{ 0.4,-0.5, -0.5, 0.5, 0.5, -0.4},
-- Querstrebe
{-0.4, 0.3, -0.5, 0.4, 0.5, -0.4}
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.3, 0.5},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- the bed is split up in two parts to avoid destruction of blocks on placement
minetest.register_node("cottages:bed_head", {
description = S("Bed (head region)"),
drawtype = "nodebox",
tiles = {"cottages_beds_bed_top_top.png", cottages.texture_furniture, "cottages_beds_bed_side_top_r.png", "cottages_beds_bed_side_top_l.png", cottages.texture_furniture, "cottages_beds_bed_side.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3,animates_player=1},
sounds = cottages.sounds.wood,
node_box = {
type = "fixed",
fixed = {
-- bed
{-0.5, 0.0, -0.5, 0.5, 0.3, 0.5},
-- stützen
{-0.5,-0.5, 0.4, -0.4, 0.5, 0.5},
{ 0.4,-0.5, 0.4, 0.5, 0.5, 0.5},
-- Querstrebe
{-0.4, 0.3, 0.4, 0.4, 0.5, 0.5}
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.3, 0.5},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- the basic version of a bed - a sleeping mat
-- to facilitate upgrade path straw mat -> sleeping mat -> bed, this uses a nodebox
minetest.register_node("cottages:sleeping_mat", {
description = S("sleeping mat"),
drawtype = 'nodebox',
tiles = { 'cottages_sleepingmat.png' }, -- done by VanessaE
wield_image = 'cottages_sleepingmat.png',
inventory_image = 'cottages_sleepingmat.png',
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
walkable = false,
groups = { snappy = 3, sleeping_mat = 1, animates_player = 1},
sounds = cottages.sounds.leaves,
node_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+1/16, 0.48},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+2/16, 0.48},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- this one has a pillow for the head; thus, param2 becomes visible to the builder, and mobs may use it as a bed
minetest.register_node("cottages:sleeping_mat_head", {
description = S("sleeping mat with pillow"),
drawtype = 'nodebox',
tiles = { 'cottages_sleepingmat.png' }, -- done by VanessaE
wield_image = 'cottages_sleepingmat.png',
inventory_image = 'cottages_sleepingmat.png',
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
groups = { snappy = 3, sleeping_mat = 1, animates_player = 1 },
sounds = cottages.sounds.leaves,
node_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+1/16, 0.48},
{-0.34, -0.5+1/16,-0.12, 0.34, -0.5+2/16, 0.34},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.5+2/16, 0.48},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- furniture; possible replacement: 3dforniture:chair
minetest.register_node("cottages:bench", {
drawtype = "nodebox",
description = S("simple wooden bench"),
tiles = {"cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3,animates_player=1},
sounds = cottages.sounds.wood,
node_box = {
type = "fixed",
fixed = {
-- sitting area
{-0.5, -0.15, 0.1, 0.5, -0.05, 0.5},
-- stützen
{-0.4, -0.5, 0.2, -0.3, -0.15, 0.4},
{ 0.3, -0.5, 0.2, 0.4, -0.15, 0.4},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0, 0.5, 0, 0.5},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sit_on_bench( pos, node, clicker, itemstack, pointed_thing );
end,
})
-- a simple table; possible replacement: 3dforniture:table
local cottages_table_def = {
description = S("table"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.1, -0.5, -0.1, 0.1, 0.3, 0.1},
{ -0.5, 0.48, -0.5, 0.5, 0.4, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.4, 0.5},
},
},
is_ground_content = false,
}
-- search for the workbench in AdventureTest
local workbench = minetest.registered_nodes[ "workbench:3x3"];
if( workbench ) then
cottages_table_def.tiles = {workbench.tiles[1], cottages_table_def.tiles[1]};
cottages_table_def.on_rightclick = workbench.on_rightclick;
end
-- search for the workbench from RealTEst
workbench = minetest.registered_nodes[ "workbench:work_bench_birch"];
if( workbench ) then
cottages_table_def.tiles = {workbench.tiles[1], cottages_table_def.tiles[1]};
cottages_table_def.on_construct = workbench.on_construct;
cottages_table_def.can_dig = workbench.can_dig;
cottages_table_def.on_metadata_inventory_take = workbench.on_metadata_inventory_take;
cottages_table_def.on_metadata_inventory_move = workbench.on_metadata_inventory_move;
cottages_table_def.on_metadata_inventory_put = workbench.on_metadata_inventory_put;
end
minetest.register_node("cottages:table", cottages_table_def );
-- looks better than two slabs impersonating a shelf; also more 3d than a bookshelf
-- the infotext shows if it's empty or not
minetest.register_node("cottages:shelf", {
description = S("open storage shelf"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.3, -0.4, 0.5, 0.5},
{ 0.4, -0.5, -0.3, 0.5, 0.5, 0.5},
{ -0.5, -0.2, -0.3, 0.5, -0.1, 0.5},
{ -0.5, 0.3, -0.3, 0.5, 0.4, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 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[8,8]"..
"list[current_name;main;0,0;8,3;]"..
"list[current_player;main;0,4;8,4;]"..
"listring[nodemeta:" .. spos .. ";main]" ..
"listring[current_player;main]")
meta:set_string("infotext", S("open storage shelf"))
local inv = meta:get_inventory();
inv:set_size("main", 24);
end,
can_dig = function( pos,player )
local meta = minetest.get_meta( pos );
local inv = meta:get_inventory();
return inv:is_empty("main");
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta( pos );
meta:set_string('infotext', S('open storage shelf (in use)'));
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta( pos );
local inv = meta:get_inventory();
if( inv:is_empty("main")) then
meta:set_string('infotext', S('open storage shelf (empty)'));
end
end,
is_ground_content = false,
})
-- so that the smoke from a furnace can get out of a building
minetest.register_node("cottages:stovepipe", {
description = S("stovepipe"),
drawtype = "nodebox",
tiles = {"cottages_steel_block.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ 0.20, -0.5, 0.20, 0.45, 0.5, 0.45},
},
},
selection_box = {
type = "fixed",
fixed = {
{ 0.20, -0.5, 0.20, 0.45, 0.5, 0.45},
},
},
is_ground_content = false,
})
-- this washing place can be put over a water source (it is open at the bottom)
minetest.register_node("cottages:washing", {
description = S("washing place"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_clay.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, -0.2, -0.2},
{ -0.5, -0.5, -0.2, -0.4, 0.2, 0.5},
{ 0.4, -0.5, -0.2, 0.5, 0.2, 0.5},
{ -0.4, -0.5, 0.4, 0.4, 0.2, 0.5},
{ -0.4, -0.5, -0.2, 0.4, 0.2, -0.1},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.2, 0.5},
},
},
on_rightclick = function(pos, node, player)
-- works only with water beneath
local node_under = minetest.get_node( {x=pos.x, y=(pos.y-1), z=pos.z} );
if( not( node_under ) or node_under.name == "ignore" or (node_under.name ~= 'default:water_source' and node_under.name ~= 'default:water_flowing')) then
minetest.chat_send_player( player:get_player_name(), S("Sorry. This washing place is out of water. Please place it above water!"));
else
minetest.chat_send_player( player:get_player_name(), S("You feel much cleaner after some washing."));
end
end,
is_ground_content = false,
})
---------------------------------------------------------------------------------------
-- functions for sitting or sleeping
---------------------------------------------------------------------------------------
cottages.allow_sit = function( player, pos )
-- no check possible
if not minetest.is_player(player) then
return false;
end
local pname = player:get_player_name()
if player_api.player_attached[pname] then
-- it is possible that the player is sitting and wants to lie down or get up
local d = vector.distance(pos, player:get_pos())
if(d > 1.1) then
-- the player is sitting - but not on this object that was right-clicked;
-- someone else is responsible for handling this click
return false
end
end
local p_above = minetest.get_node( {x=pos.x, y=pos.y+1, z=pos.z});
if( not( p_above) or not( p_above.name ) or p_above.name ~= 'air' ) then
minetest.chat_send_player( pname, "This place is too narrow for sitting. At least for you!")
return
end
local velo = player:get_velocity()
local max_velo = 0.0001;
if vector.length(velo) < max_velo then
return true;
end
return false;
end
cottages.is_bed = function(pos, node)
if node.name == "cottages:bed_head" then
local second_pos = vector.subtract(pos, minetest.facedir_to_dir(node.param2))
local second_node = minetest.get_node(second_pos)
return second_node.name == "cottages:bed_foot", second_pos
elseif node.name == "cottages:bed_foot" then
local second_pos = vector.add(pos, minetest.facedir_to_dir(node.param2))
local second_node = minetest.get_node(second_pos)
return second_node.name == "cottages:bed_head", second_pos
elseif minetest.get_item_group(node.name, "sleeping_mat") ~= 0 then
local search_offsets = {
vector.new(1, 0, 0),
vector.new(-1, 0, 0),
vector.new(0, 0, 1),
vector.new(0, 0, -1)
}
for _, offset in ipairs(search_offsets) do
local second_pos = vector.add(pos, offset)
local second_node = minetest.get_node(second_pos)
if minetest.get_item_group(second_node.name, "sleeping_mat") ~= 0 then
return true, second_pos
end
end
end
return false
end
-- players might leave beds/benches in unintended ways (or other mods mess up with the logic)
-- we need to make sure they won't be stuck with their last animation
local attached_players = {}
local fix_player_animation_job
local function fix_player_animations(active_loop)
if fix_player_animation_job and not active_loop then -- we already have a loop running
return
end
local continue_looping = false
for playername, last_pos in pairs(attached_players) do
-- is the player still at the position where we expect him to be
local player = minetest.get_player_by_name(playername)
local player_pos = player and vector.round(player:get_pos())
local same_position = player_pos and vector.equals(player_pos, last_pos)
-- is the node still around (might be dug/whatever)
local nodename = minetest.get_node(last_pos).name
local node_animates_player = minetest.get_item_group(nodename, "animates_player") ~= 0
-- check for
-- teleport (p.ex. /spawn)
-- node destruction
-- other mods detaching the player
if same_position and node_animates_player and player_api.player_attached[playername] then
continue_looping = true
else
if player then
cottages.stand(player)
end
attached_players[playername] = nil
end
end
if continue_looping then
fix_player_animation_job = minetest.after(1, fix_player_animations, true)
else
fix_player_animation_job = nil
end
end
cottages.stand = function (player)
local pname = player:get_player_name()
player_api.player_attached[pname] = false
if has_player_monoids then
player_monoids.speed:del_change(player, "cottages:furniture")
player_monoids.jump:del_change(player, "cottages:furniture")
player_monoids.gravity:del_change(player, "cottages:furniture")
else
player:set_physics_override({speed = 1, jump = 1, gravity = 1})
end
player_api.set_animation(player, "stand", 30)
attached_players[pname] = nil
end
cottages.sit = function (player)
local pname = player:get_player_name()
player_api.set_animation(player, "sit", 30)
if has_player_monoids then
player_monoids.speed:add_change(player, 0, "cottages:furniture")
player_monoids.jump:add_change(player, 0, "cottages:furniture")
player_monoids.gravity:add_change(player, 0, "cottages:furniture")
else
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
end
player_api.player_attached[pname] = true
attached_players[pname] = vector.round(player:get_pos())
fix_player_animations()
end
cottages.lay = function (player)
local pname = player:get_player_name()
player_api.set_animation(player, "lay", 30)
if has_player_monoids then
player_monoids.speed:add_change(player, 0, "cottages:furniture")
player_monoids.jump:add_change(player, 0, "cottages:furniture")
player_monoids.gravity:add_change(player, 0, "cottages:furniture")
else
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
end
player_api.player_attached[pname] = true
attached_players[pname] = vector.round(player:get_pos())
fix_player_animations()
end
cottages.sit_on_bench = function( pos, node, clicker, itemstack, pointed_thing )
if not(player_api and cottages.allow_sit(clicker, pos)) then
return;
end
local animation = player_api.get_animation(clicker)
if (animation and animation.animation=="sit") then
clicker:set_pos({x=pos.x,y=pos.y-0.5,z=pos.z})
cottages.stand(clicker, pos)
else
-- the bench is not centered; prevent the player from sitting on air
local offset = minetest.facedir_to_dir(node.param2)
local p2 = vector.add(pos, vector.multiply(offset, 0.3))
clicker:set_pos( p2 )
cottages.sit(clicker)
end
end
cottages.sleep_in_bed = function( pos, node, clicker, itemstack, pointed_thing )
if not(player_api and cottages.allow_sit(clicker, pos)) then
return;
end
local animation = player_api.get_animation(clicker)
local pname = clicker:get_player_name()
-- if only one node is present, the player can only sit;
-- sleeping requires a bed head+foot or two sleeping mats
local is_bed, second_pos = cottages.is_bed(pos, node)
local player_pos = vector.copy(pos)
local place_name = "place"
if is_bed then
player_pos = vector.divide(vector.add(pos, second_pos), 2)
end
if minetest.get_item_group(node.name, "sleeping_mat") ~= 0 then
player_pos.y = player_pos.y - 0.5 + 1/16
place_name = "mat"
else
player_pos.y = player_pos.y + 0.3
place_name = "bed"
end
if is_bed then
if (animation and (animation.animation=="lay")) then -- let the player up
clicker:set_pos({x=pos.x,y=pos.y-0.5,z=pos.z})
cottages.stand(clicker)
minetest.chat_send_player( pname, 'That was enough sleep for now. You stand up again.');
elseif (animation and animation.animation=="sit") then
clicker:set_pos( player_pos )
cottages.lay(clicker)
minetest.chat_send_player( pname, 'You lie down and take a nap. A right-click will wake you up.');
else
clicker:set_pos( player_pos )
cottages.sit(clicker)
minetest.chat_send_player( pname, 'Aaah! What a comfortable '..place_name..'. A second right-click will let you sleep.');
end
else
if (animation and animation.animation=="sit") then -- let the player up
clicker:set_pos({x=pos.x,y=pos.y-0.5,z=pos.z})
cottages.stand(clicker)
minetest.chat_send_player( pname, 'That was enough sitting around for now. You stand up again.')
else
clicker:set_pos( player_pos )
cottages.sit(clicker)
minetest.chat_send_player( pname, 'Comfortable, but not good enough for a nap. Right-click again if you want to get back up.');
end
end
end
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:bed_foot",
recipe = {
{cottages.craftitem_wool, "", "", },
{cottages.craftitem_wood, "", "", },
{cottages.craftitem_stick, "", "", }
}
})
minetest.register_craft({
output = "cottages:bed_head",
recipe = {
{"", "", cottages.craftitem_wool, },
{"", cottages.craftitem_stick, cottages.craftitem_wood, },
{"", "", cottages.craftitem_stick, }
}
})
minetest.register_craft({
output = "cottages:sleeping_mat 3",
recipe = {
{"cottages:wool_tent", "cottages:straw_mat","cottages:straw_mat" }
}
})
minetest.register_craft({
output = "cottages:sleeping_mat_head",
recipe = {
{"cottages:sleeping_mat","cottages:straw_mat" }
}
})
minetest.register_craft({
output = "cottages:table",
recipe = {
{"", cottages.craftitem_slab_wood, "", },
{"", cottages.craftitem_stick, "" }
}
})
minetest.register_craft({
output = "cottages:bench",
recipe = {
{"", cottages.craftitem_wood, "", },
{cottages.craftitem_stick, "", cottages.craftitem_stick, }
}
})
minetest.register_craft({
output = "cottages:shelf",
recipe = {
{cottages.craftitem_stick, cottages.craftitem_wood, cottages.craftitem_stick, },
{cottages.craftitem_stick, cottages.craftitem_wood, cottages.craftitem_stick, },
{cottages.craftitem_stick, "", cottages.craftitem_stick}
}
})
minetest.register_craft({
output = "cottages:washing 2",
recipe = {
{cottages.craftitem_stick, },
{cottages.craftitem_clay, },
}
})
minetest.register_craft({
output = "cottages:stovepipe 2",
recipe = {
{cottages.craftitem_steel, '', cottages.craftitem_steel},
}
})