factions/nodes.lua

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Lua
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function factions.get_chest_formspec(pos)
local spos = pos.x..","..pos.y..","..pos.z
return "size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[nodemeta:"..spos..";main;0,0.3;8,4;]" ..
"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]"..
default.get_hotbar_bg(0, 4.85)
end
function factions.can_use_chest(pos, player)
if not player then
return false
end
local parcel_faction = factions.get_faction_at(pos)
local player_faction = factions.get_player_faction(player)
if not parcel_faction then
return true
end
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return player_faction and (parcel_faction.name == player_faction.name or parcel_faction.allies[player_faction.name])
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end
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minetest.register_node("factions:chest", {
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tiles = {"factions_chest_top.png", "factions_chest_top.png",
"factions_chest_side.png", "factions_chest_side.png",
"factions_chest_side.png", "factions_chest_front.png"},
groups = {choppy = 2},
description = "Faction chest",
paramtype2 = "facedir",
on_construct = function(pos)
minetest.get_meta(pos):get_inventory():set_size("main", 8*4)
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
if factions.can_use_chest(pos, player:get_player_name()) then
return count
else
return 0
end
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if factions.can_use_chest(pos, player:get_player_name()) then
return stack:get_count()
else
return 0
end
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if factions.can_use_chest(pos, player:get_player_name()) then
return stack:get_count()
else
return 0
end
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if factions.can_use_chest(pos, clicker:get_player_name()) then
minetest.show_formspec(clicker:get_player_name(), "factions:chest", factions.get_chest_formspec(pos))
end
return itemstack
end
})
minetest.register_craft({
output = "factions:chest",
type = "shapeless",
recipe = {"default:chest_locked", "default:steel_ingot"}
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})
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-- Code below was copied from TenPlus1's protector mod(MIT) and changed up a bit.
local x = math.floor(factions.parcel_size / 2.1)
minetest.register_node("factions:display_node", {
tiles = {"factions_display.png"},
use_texture_alpha = true,
walkable = false,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
-- sides
{-(x+.55), -(x+.55), -(x+.55), -(x+.45), (x+.55), (x+.55)},
{-(x+.55), -(x+.55), (x+.45), (x+.55), (x+.55), (x+.55)},
{(x+.45), -(x+.55), -(x+.55), (x+.55), (x+.55), (x+.55)},
{-(x+.55), -(x+.55), -(x+.55), (x+.55), (x+.55), -(x+.45)},
-- top
{-(x+.55), (x+.45), -(x+.55), (x+.55), (x+.55), (x+.55)},
-- bottom
{-(x+.55), -(x+.55), -(x+.55), (x+.55), -(x+.45), (x+.55)},
-- middle (surround parcel)
{-.55,-.55,-.55, .55,.55,.55},
},
},
selection_box = {
type = "regular",
},
paramtype = "light",
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
drop = "",
})
minetest.register_entity("factions:display", {
physical = false,
collisionbox = {0, 0, 0, 0, 0, 0},
visual = "wielditem",
visual_size = {x = 1.0 / 1.5, y = 1.0 / 1.5},
textures = {"factions:display_node"},
timer = 0,
on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer > 6 then
self.object:remove()
end
end,
})
-- End