mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-11-07 02:50:26 +01:00
27836d2835
- All the minetest.env calls removed It took me about 2 hours, but I did it, and it works!
239 lines
8.7 KiB
Lua
Executable File
239 lines
8.7 KiB
Lua
Executable File
-- mods/default/nodes.lua
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local function get_chest_neighborpos(pos, param2, side)
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if side == "right" then
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if param2 == 0 then
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return {x=pos.x-1, y=pos.y, z=pos.z}
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elseif param2 == 1 then
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return {x=pos.x, y=pos.y, z=pos.z+1}
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elseif param2 == 2 then
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return {x=pos.x+1, y=pos.y, z=pos.z}
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elseif param2 == 3 then
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return {x=pos.x, y=pos.y, z=pos.z-1}
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end
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else
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if param2 == 0 then
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return {x=pos.x+1, y=pos.y, z=pos.z}
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elseif param2 == 1 then
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return {x=pos.x, y=pos.y, z=pos.z-1}
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elseif param2 == 2 then
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return {x=pos.x-1, y=pos.y, z=pos.z}
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elseif param2 == 3 then
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return {x=pos.x, y=pos.y, z=pos.z+1}
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end
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end
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end
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local function hacky_swap_node(pos,name, param2)
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local node = minetest.get_node(pos)
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local meta = minetest.get_meta(pos)
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if node.name == name then
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return
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end
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node.name = name
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node.param2 = param2 or node.param2
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local meta0 = meta:to_table()
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minetest.set_node(pos,node)
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meta = minetest.get_meta(pos)
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meta:from_table(meta0)
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end
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minetest.register_node(":default:chest", {
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description = "Chest",
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tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
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"default_chest_side.png", "default_chest_side.png", "default_chest_front.png"},
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paramtype2 = "facedir",
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stack_max = 64,
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groups = {choppy=2,oddly_breakable_by_hand=2},
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legacy_facedir_simple = true,
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sounds = default.node_sound_wood_defaults(),
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on_construct = function(pos)
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local param2 = minetest.get_node(pos).param2
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local meta = minetest.get_meta(pos)
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if minetest.get_node(get_chest_neighborpos(pos, param2, "right")).name == "default:chest" then
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minetest.set_node(pos, {name="chest:chest_right",param2=param2})
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local p = get_chest_neighborpos(pos, param2, "right")
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meta:set_string("formspec",
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"size[9,11.5]"..
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"list[nodemeta:"..p.x..","..p.y..","..p.z..";main;0,0;9,3;]"..
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"list[current_name;main;0,3;9,3;]"..
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"list[current_player;main;0,7;9,3;9]"..
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"list[current_player;main;0,10.5;9,1;]")
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meta:set_string("infotext", "Large Chest")
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hacky_swap_node(p, "chest:chest_left", param2)
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local m = minetest.get_meta(p)
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m:set_string("formspec",
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"size[9,11.5]"..
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"list[current_name;main;0,0;9,3;]"..
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"list[nodemeta:"..pos.x..","..pos.y..","..pos.z..";main;0,3;9,3;]"..
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"list[current_player;main;0,7;9,3;9]"..
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"list[current_player;main;0,10.5;9,1;]")
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m:set_string("infotext", "Large Chest")
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elseif minetest.get_node(get_chest_neighborpos(pos, param2, "left")).name == "default:chest" then
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minetest.set_node(pos, {name="chest:chest_left",param2=param2})
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local p = get_chest_neighborpos(pos, param2, "left")
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meta:set_string("formspec",
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"size[9,11.5]"..
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"list[current_name;main;0,0;9,3;]"..
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"list[nodemeta:"..p.x..","..p.y..","..p.z..";main;0,3;9,3;]"..
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"list[current_player;main;0,7;9,3;9]"..
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"list[current_player;main;0,10.5;9,1;]")
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meta:set_string("infotext", "Large Chest")
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hacky_swap_node(p, "chest:chest_right", param2)
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local m = minetest.get_meta(p)
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m:set_string("formspec",
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"size[9,11.5]"..
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"list[nodemeta:"..pos.x..","..pos.y..","..pos.z..";main;0,0;9,3;]"..
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"list[current_name;main;0,3;9,3;]"..
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"list[current_player;main;0,7;9,3;9]"..
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"list[current_player;main;0,10.5;9,1;]")
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m:set_string("infotext", "Large Chest")
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else
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meta:set_string("formspec",
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"size[9,8.5]"..
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"list[current_name;main;0,0;9,3;]"..
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"list[current_player;main;0,4;9,3;9]"..
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"list[current_player;main;0,7.5.5;9,1;]")
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meta:set_string("infotext", "Chest")
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end
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local inv = meta:get_inventory()
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inv:set_size("main", 9*3)
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end,
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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local meta = minetest.get_meta(pos)
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local meta2 = meta
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meta:from_table(oldmetadata)
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local inv = meta:get_inventory()
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for i=1,inv:get_size("main") do
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local stack = inv:get_stack("main", i)
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if not stack:is_empty() then
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local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
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minetest.add_item(p, stack)
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end
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end
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meta:from_table(meta2:to_table())
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end,
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on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
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minetest.log("action", player:get_player_name()..
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" moves stuff in chest at "..minetest.pos_to_string(pos))
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end,
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on_metadata_inventory_put = function(pos, listname, index, stack, player)
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minetest.log("action", player:get_player_name()..
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" moves stuff to chest at "..minetest.pos_to_string(pos))
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end,
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on_metadata_inventory_take = function(pos, listname, index, stack, player)
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minetest.log("action", player:get_player_name()..
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" takes stuff from chest at "..minetest.pos_to_string(pos))
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end,
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})
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minetest.register_node("chest:chest_left", {
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tiles = {"default_chest_top_big.png", "default_chest_top_big.png", "default_chest_side.png",
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"default_chest_side.png", "default_chest_side_big.png^[transformFX", "default_chest_front_big.png"},
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paramtype2 = "facedir",
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groups = {choppy=2,oddly_breakable_by_hand=2},
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drop = "default:chest",
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sounds = default.node_sound_wood_defaults(),
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on_destruct = function(pos)
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local m = minetest.get_meta(pos)
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if m:get_string("infotext") == "Chest" then
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return
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end
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local param2 = minetest.get_node(pos).param2
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local p = get_chest_neighborpos(pos, param2, "left")
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if not p or minetest.get_node(p).name ~= "chest:chest_right" then
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return
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end
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local meta = minetest.get_meta(p)
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meta:set_string("formspec",
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"size[9,8.5]"..
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"list[current_name;main;0,0;9,3;]"..
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"list[current_player;main;0,4;9,3;9]"..
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"list[current_player;main;0,7.5.5;9,1;]")
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meta:set_string("infotext", "Chest")
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hacky_swap_node(p, "default:chest")
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end,
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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local meta = minetest.get_meta(pos)
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local meta2 = meta
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meta:from_table(oldmetadata)
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local inv = meta:get_inventory()
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for i=1,inv:get_size("main") do
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local stack = inv:get_stack("main", i)
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if not stack:is_empty() then
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local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
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minetest.add_item(p, stack)
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end
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end
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meta:from_table(meta2:to_table())
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end,
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on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
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minetest.log("action", player:get_player_name()..
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" moves stuff in chest at "..minetest.pos_to_string(pos))
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end,
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on_metadata_inventory_put = function(pos, listname, index, stack, player)
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minetest.log("action", player:get_player_name()..
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" moves stuff to chest at "..minetest.pos_to_string(pos))
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end,
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on_metadata_inventory_take = function(pos, listname, index, stack, player)
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minetest.log("action", player:get_player_name()..
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" takes stuff from chest at "..minetest.pos_to_string(pos))
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end,
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})
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minetest.register_node("chest:chest_right", {
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tiles = {"default_chest_top_big.png^[transformFX", "default_chest_top_big.png^[transformFX", "default_chest_side.png",
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"default_chest_side.png", "default_chest_side_big.png", "default_chest_front_big.png^[transformFX"},
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paramtype2 = "facedir",
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groups = {choppy=2,oddly_breakable_by_hand=2},
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drop = "default:chest",
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sounds = default.node_sound_wood_defaults(),
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on_destruct = function(pos)
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local m = minetest.get_meta(pos)
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if m:get_string("infotext") == "Chest" then
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return
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end
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local param2 = minetest.get_node(pos).param2
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local p = get_chest_neighborpos(pos, param2, "right")
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if not p or minetest.get_node(p).name ~= "chest:chest_left" then
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return
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end
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local meta = minetest.get_meta(p)
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meta:set_string("formspec",
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"size[9,8.5]"..
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"list[current_name;main;0,0;9,3;]"..
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"list[current_player;main;0,4;9,3;9]"..
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"list[current_player;main;0,7.5.5;9,1;]")
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meta:set_string("infotext", "Chest")
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hacky_swap_node(p, "default:chest")
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end,
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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local meta = minetest.get_meta(pos)
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local meta2 = meta
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meta:from_table(oldmetadata)
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local inv = meta:get_inventory()
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for i=1,inv:get_size("main") do
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local stack = inv:get_stack("main", i)
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if not stack:is_empty() then
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local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
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minetest.add_item(p, stack)
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end
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end
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meta:from_table(meta2:to_table())
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end,
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on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
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minetest.log("action", player:get_player_name()..
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" moves stuff in chest at "..minetest.pos_to_string(pos))
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end,
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on_metadata_inventory_put = function(pos, listname, index, stack, player)
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minetest.log("action", player:get_player_name()..
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" moves stuff to chest at "..minetest.pos_to_string(pos))
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end,
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on_metadata_inventory_take = function(pos, listname, index, stack, player)
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minetest.log("action", player:get_player_name()..
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" takes stuff from chest at "..minetest.pos_to_string(pos))
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end,
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})
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