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