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