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server-nalc/mods/chest/nodes.lua
LeMagnesium 27836d2835 Removing all the olds minetest.env calls
- All the minetest.env calls removed

It took me about 2 hours, but I did it, and it works!
2014-11-08 18:36:57 +01:00

239 lines
8.7 KiB
Lua
Executable File

-- mods/default/nodes.lua
local function get_chest_neighborpos(pos, param2, side)
if side == "right" then
if param2 == 0 then
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x=pos.x, y=pos.y, z=pos.z+1}
elseif param2 == 2 then
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x=pos.x, y=pos.y, z=pos.z-1}
end
else
if param2 == 0 then
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x=pos.x, y=pos.y, z=pos.z-1}
elseif param2 == 2 then
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x=pos.x, y=pos.y, z=pos.z+1}
end
end
end
local function hacky_swap_node(pos,name, param2)
local node = minetest.get_node(pos)
local meta = minetest.get_meta(pos)
if node.name == name then
return
end
node.name = name
node.param2 = param2 or node.param2
local meta0 = meta:to_table()
minetest.set_node(pos,node)
meta = minetest.get_meta(pos)
meta:from_table(meta0)
end
minetest.register_node(":default:chest", {
description = "Chest",
tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side.png", "default_chest_front.png"},
paramtype2 = "facedir",
stack_max = 64,
groups = {choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local param2 = minetest.get_node(pos).param2
local meta = minetest.get_meta(pos)
if minetest.get_node(get_chest_neighborpos(pos, param2, "right")).name == "default:chest" then
minetest.set_node(pos, {name="chest:chest_right",param2=param2})
local p = get_chest_neighborpos(pos, param2, "right")
meta:set_string("formspec",
"size[9,11.5]"..
"list[nodemeta:"..p.x..","..p.y..","..p.z..";main;0,0;9,3;]"..
"list[current_name;main;0,3;9,3;]"..
"list[current_player;main;0,7;9,3;9]"..
"list[current_player;main;0,10.5;9,1;]")
meta:set_string("infotext", "Large Chest")
hacky_swap_node(p, "chest:chest_left", param2)
local m = minetest.get_meta(p)
m:set_string("formspec",
"size[9,11.5]"..
"list[current_name;main;0,0;9,3;]"..
"list[nodemeta:"..pos.x..","..pos.y..","..pos.z..";main;0,3;9,3;]"..
"list[current_player;main;0,7;9,3;9]"..
"list[current_player;main;0,10.5;9,1;]")
m:set_string("infotext", "Large Chest")
elseif minetest.get_node(get_chest_neighborpos(pos, param2, "left")).name == "default:chest" then
minetest.set_node(pos, {name="chest:chest_left",param2=param2})
local p = get_chest_neighborpos(pos, param2, "left")
meta:set_string("formspec",
"size[9,11.5]"..
"list[current_name;main;0,0;9,3;]"..
"list[nodemeta:"..p.x..","..p.y..","..p.z..";main;0,3;9,3;]"..
"list[current_player;main;0,7;9,3;9]"..
"list[current_player;main;0,10.5;9,1;]")
meta:set_string("infotext", "Large Chest")
hacky_swap_node(p, "chest:chest_right", param2)
local m = minetest.get_meta(p)
m:set_string("formspec",
"size[9,11.5]"..
"list[nodemeta:"..pos.x..","..pos.y..","..pos.z..";main;0,0;9,3;]"..
"list[current_name;main;0,3;9,3;]"..
"list[current_player;main;0,7;9,3;9]"..
"list[current_player;main;0,10.5;9,1;]")
m:set_string("infotext", "Large Chest")
else
meta:set_string("formspec",
"size[9,8.5]"..
"list[current_name;main;0,0;9,3;]"..
"list[current_player;main;0,4;9,3;9]"..
"list[current_player;main;0,7.5.5;9,1;]")
meta:set_string("infotext", "Chest")
end
local inv = meta:get_inventory()
inv:set_size("main", 9*3)
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
local meta = minetest.get_meta(pos)
local meta2 = meta
meta:from_table(oldmetadata)
local inv = meta:get_inventory()
for i=1,inv:get_size("main") do
local stack = inv:get_stack("main", i)
if not stack:is_empty() then
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}
minetest.add_item(p, stack)
end
end
meta:from_table(meta2:to_table())
end,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name()..
" moves stuff in chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" moves stuff to chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" takes stuff from chest at "..minetest.pos_to_string(pos))
end,
})
minetest.register_node("chest:chest_left", {
tiles = {"default_chest_top_big.png", "default_chest_top_big.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side_big.png^[transformFX", "default_chest_front_big.png"},
paramtype2 = "facedir",
groups = {choppy=2,oddly_breakable_by_hand=2},
drop = "default:chest",
sounds = default.node_sound_wood_defaults(),
on_destruct = function(pos)
local m = minetest.get_meta(pos)
if m:get_string("infotext") == "Chest" then
return
end
local param2 = minetest.get_node(pos).param2
local p = get_chest_neighborpos(pos, param2, "left")
if not p or minetest.get_node(p).name ~= "chest:chest_right" then
return
end
local meta = minetest.get_meta(p)
meta:set_string("formspec",
"size[9,8.5]"..
"list[current_name;main;0,0;9,3;]"..
"list[current_player;main;0,4;9,3;9]"..
"list[current_player;main;0,7.5.5;9,1;]")
meta:set_string("infotext", "Chest")
hacky_swap_node(p, "default:chest")
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
local meta = minetest.get_meta(pos)
local meta2 = meta
meta:from_table(oldmetadata)
local inv = meta:get_inventory()
for i=1,inv:get_size("main") do
local stack = inv:get_stack("main", i)
if not stack:is_empty() then
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}
minetest.add_item(p, stack)
end
end
meta:from_table(meta2:to_table())
end,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name()..
" moves stuff in chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" moves stuff to chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" takes stuff from chest at "..minetest.pos_to_string(pos))
end,
})
minetest.register_node("chest:chest_right", {
tiles = {"default_chest_top_big.png^[transformFX", "default_chest_top_big.png^[transformFX", "default_chest_side.png",
"default_chest_side.png", "default_chest_side_big.png", "default_chest_front_big.png^[transformFX"},
paramtype2 = "facedir",
groups = {choppy=2,oddly_breakable_by_hand=2},
drop = "default:chest",
sounds = default.node_sound_wood_defaults(),
on_destruct = function(pos)
local m = minetest.get_meta(pos)
if m:get_string("infotext") == "Chest" then
return
end
local param2 = minetest.get_node(pos).param2
local p = get_chest_neighborpos(pos, param2, "right")
if not p or minetest.get_node(p).name ~= "chest:chest_left" then
return
end
local meta = minetest.get_meta(p)
meta:set_string("formspec",
"size[9,8.5]"..
"list[current_name;main;0,0;9,3;]"..
"list[current_player;main;0,4;9,3;9]"..
"list[current_player;main;0,7.5.5;9,1;]")
meta:set_string("infotext", "Chest")
hacky_swap_node(p, "default:chest")
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
local meta = minetest.get_meta(pos)
local meta2 = meta
meta:from_table(oldmetadata)
local inv = meta:get_inventory()
for i=1,inv:get_size("main") do
local stack = inv:get_stack("main", i)
if not stack:is_empty() then
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}
minetest.add_item(p, stack)
end
end
meta:from_table(meta2:to_table())
end,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name()..
" moves stuff in chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" moves stuff to chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" takes stuff from chest at "..minetest.pos_to_string(pos))
end,
})