summer/chest.lua

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Lua
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2024-06-28 15:44:25 +03:00
local chest_formspec =
"size[16,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_name;main;0,0.3;16,4;]" ..
"list[current_player;main;0,4.95;8,1;]" ..
"list[current_player;main;0,6.09;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.95)
local function get_locked_chest_formspec(pos)
local spos = pos.x .. "," .. pos.y .. "," .. pos.z
local formspec =
"size[16,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[nodemeta:" .. spos .. ";main;0,0.3;16,4;]" ..
"list[current_player;main;0,4.95;8,1;]" ..
"list[current_player;main;0,6.09;8,3;8]" ..
"listring[nodemeta:" .. spos .. ";main]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.95)
return formspec
end
local function has_locked_chest_privilege(meta, player)
local name = ""
if player then
if minetest.check_player_privs(player, "protection_bypass") then
return true
end
name = player:get_player_name()
end
if name ~= meta:get_string("owner") then
return false
end
return true
end
local chest_list = {
{ "Red chest", "red"},
{ "Orange chest", "orange"},
{ "Black chest", "black"},
{ "Yellow chest", "yellow"},
{ "Green chest", "green"},
{ "Blue chest", "blue"},
{ "Violet chest", "violet"},
}
for i in ipairs(chest_list) do
local chestdesc = chest_list[i][1]
local colour = chest_list[i][2]
minetest.register_node("summer:chest"..colour.."", {
description = chestdesc..colour.."",
tiles = {"chest_top_"..colour..".png", "chest_top_"..colour..".png", "chest_side_"..colour..".png",
"chest_side_"..colour..".png", "chest_side_"..colour..".png", "chest_front_"..colour..".png"},
--inventory_image = "chest_front_"..colour.."_inv.png",
--wield_image = {"chest_front_"..colour..".png",
-- },
paramtype2 = "facedir",
groups = {choppy = 2, oddly_breakable_by_hand = 2,tubedevice = 1, tubedevice_receiver = 1},
tube = {
insert_object = function(pos, node, stack, direction)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:add_item("main", stack)
end,
can_insert = function(pos, node, stack, direction)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:room_for_item("main", stack)
end,
input_inventory = "main",
connect_sides = {left = 1, right = 1, back = 1, front = 1, bottom = 1, top = 1}
},
legacy_facedir_simple = true,
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", chest_formspec)
meta:set_string("infotext", "Chest")
local inv = meta:get_inventory()
inv:set_size("main", 16*4)
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_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 " .. stack:get_name() ..
" 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 " .. stack:get_name() ..
" from chest at " .. minetest.pos_to_string(pos))
end,
on_blast = function(pos)
local drops = {}
default.get_inventory_drops(pos, "main", drops)
drops[#drops+1] = "summer:chest"..colour..""
minetest.remove_node(pos)
return drops
end,
})
local lockchest_list = {
{ "Red lockchest", "red"},
{ "Orange lockchest", "orange"},
{ "Black lockchest", "black"},
{ "Yellow lockchest", "yellow"},
{ "Green lockchest", "green"},
{ "Blue lockchest", "blue"},
{ "Violet lockchest", "violet"},
}
for i in ipairs(lockchest_list) do
local lockchestdesc = lockchest_list[i][1]
local colour = lockchest_list[i][2]
minetest.register_node("summer:chest_lock"..colour.."", {
description = lockchestdesc.."",
tiles = {"chest_top_"..colour..".png", "chest_top_"..colour..".png", "chest_side_"..colour..".png",
"chest_side_"..colour..".png", "chest_side_"..colour..".png", "chest_lock_"..colour..".png"},
--inventory_image = "chest_lock_"..colour.."_inv.png",
--wield_image = {"chest_lock_"..colour.."_inv.png",
-- },
paramtype2 = "facedir",
groups = {choppy = 2, oddly_breakable_by_hand = 2,tubedevice = 1, tubedevice_receiver = 1},
tube = {
insert_object = function(pos, node, stack, direction)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:add_item("main", stack)
end,
can_insert = function(pos, node, stack, direction)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:room_for_item("main", stack)
end,
input_inventory = "main",
connect_sides = {left = 1, right = 1, back = 1, front = 1, bottom = 1, top = 1}
},
legacy_facedir_simple = true,
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", "Locked Chest (owned by " ..
meta:get_string("owner") .. ")")
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", "Locked Chest")
meta:set_string("owner", "")
local inv = meta:get_inventory()
inv:set_size("main", 16 * 4)
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main") and has_locked_chest_privilege(meta, player)
end,
allow_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
if not has_locked_chest_privilege(meta, player) then
return 0
end
return count
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not has_locked_chest_privilege(meta, player) then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not has_locked_chest_privilege(meta, player) then
return 0
end
return stack:get_count()
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" moves " .. stack:get_name() ..
" to locked 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 " .. stack:get_name() ..
" from locked chest at " .. minetest.pos_to_string(pos))
end,
on_rightclick = function(pos, node, clicker)
local meta = minetest.get_meta(pos)
if has_locked_chest_privilege(meta, clicker) then
minetest.show_formspec(
clicker:get_player_name(),
"summer:chest_lock"..colour.."",
get_locked_chest_formspec(pos)
)
end
end,
on_blast = function() end,
})
end
end