--[[ TechAge ======= Copyright (C) 2020 Joachim Stolberg GPL v3 See LICENSE.txt for more information TA4 8x2000 Chest ]]-- -- for lazy programmers local P2S = function(pos) if pos then return minetest.pos_to_string(pos) end end local M = minetest.get_meta local S = techage.S local DESCRIPTION = S("TA4 8x2000 Chest") local STACK_SIZE = 2000 local function gen_inv(nvm) nvm.inventory = {} for i = 1,8 do nvm.inventory[i] = {name = "", count = 0} end end local function repair_inv(nvm) nvm.inventory = nvm.inventory or {} for i = 1,8 do local item = nvm.inventory[i] if not item or type(item) ~= "table" or not item.name or type(item.name) ~= "string" or not item.count or type(item.count) ~= "number" then nvm.inventory[i] = {name = "", count = 0} end end end local function get_stack(nvm, idx) nvm.inventory = nvm.inventory or {} if nvm.inventory[idx] then return nvm.inventory[idx] end nvm.inventory[idx] = {name = "", count = 0} return nvm.inventory[idx] end local function get_count(nvm, idx) if idx and idx > 0 then nvm.inventory = nvm.inventory or {} if nvm.inventory[idx] then return nvm.inventory[idx].count or 0 else return 0 end else local count = 0 for _,item in ipairs(nvm.inventory or {}) do count = count + item.count or 0 end return count end end local function inv_empty(nvm) for _,item in ipairs(nvm.inventory or {}) do if item.count and item.count > 0 then return false end end return true end local function inv_state(nvm) local num = 0 for _,item in ipairs(nvm.inventory or {}) do if item.count and item.count > 0 then num = num + 1 end end if num == 0 then return "empty" end if num == 8 then return "full" end return "loaded" end local function max_stacksize(item_name) local ndef = minetest.registered_nodes[item_name] or minetest.registered_items[item_name] or minetest.registered_craftitems[item_name] if ndef then return ndef.stack_max end return 0 end local function get_stacksize(pos) local size = M(pos):get_int("stacksize") if size == 0 then return STACK_SIZE end return size end -- Sort the items into the nvm inventory local function sort_in(pos, nvm, stack) local old_counts = {} local orig_count = stack:get_count() for idx,item in ipairs(nvm.inventory or {}) do if item.name and (item.name == "" or item.name == stack:get_name()) then local count = math.min(stack:get_count(), get_stacksize(pos) - item.count) old_counts[idx] = item.count -- store old value item.count = item.count + count item.name = stack:get_name() stack:set_count(stack:get_count() - count) if stack:get_count() == 0 then return true end end end -- restore old values for idx,cnt in pairs(old_counts) do nvm.inventory[idx].count = cnt end stack:set_count(orig_count) return false end local function move_items_to_stack(item, stack, num) item.count = item.count - num stack.count = stack.count + num if stack.count > 0 then stack.name = item.name end if item.count == 0 then item.name = "" -- empty end return stack end local function get_item(pos, nvm, item_name, count) local stack = {count = 0} nvm.inventory = nvm.inventory or {} if item_name then -- Take specified items from the chest for _,item in ipairs(nvm.inventory) do if item.name == item_name then local num = math.min(item.count, count - stack.count, max_stacksize(item.name)) if M(pos):get_int("assignment") == 1 and num == item.count then -- never take the last item num = num - 1 end stack = move_items_to_stack(item, stack, num) if stack.count == count then return ItemStack(stack) end end end elseif M(pos):get_int("priority") == 1 then -- Take any items. The position within the inventory is from right to left for idx = 8,1,-1 do local item = nvm.inventory[idx] if item.name ~= "" and (stack.name == nil or stack.name == item.name) then local num = math.min(item.count, count - stack.count, max_stacksize(item.name)) if M(pos):get_int("assignment") == 1 and num == item.count then -- never take the last item num = num - 1 end stack = move_items_to_stack(item, stack, num) if stack.count == count then return ItemStack(stack) end end end else -- Take any items. The position within the inventory -- is incremented each time so that different item stacks will be considered. local mem = techage.get_mem(pos) mem.startpos = mem.startpos or 1 for idx = mem.startpos, mem.startpos + 8 do idx = (idx % 8) + 1 local item = nvm.inventory[idx] if item.name ~= "" and (stack.name == nil or stack.name == item.name) then local num = math.min(item.count, count - stack.count, max_stacksize(item.name)) if M(pos):get_int("assignment") == 1 and num == item.count then -- never take the last item num = num - 1 end stack = move_items_to_stack(item, stack, num) if stack.count == count then mem.startpos = idx return ItemStack(stack) end end mem.startpos = idx end end if stack.count > 0 then return ItemStack(stack) end end local function formspec_container(x, y, nvm, inv) local tbl = {"container["..x..","..y.."]"} for i = 1,8 do local xpos = i - 1 tbl[#tbl+1] = "box["..(xpos - 0.03)..",0;0.86,0.9;#808080]" local stack = get_stack(nvm, i) if stack.name ~= "" then local itemname = stack.name.." "..stack.count --tbl[#tbl+1] = "item_image["..xpos..",1;1,1;"..itemname.."]" tbl[#tbl+1] = techage.item_image(xpos, 0, itemname) end if inv:get_stack("main", i):get_count() == 0 then tbl[#tbl+1] = "image_button["..xpos..",1;1,1;techage_form_get_arrow.png;get"..i..";]" else tbl[#tbl+1] = "image_button["..xpos..",1;1,1;techage_form_add_arrow.png;add"..i..";]" end end tbl[#tbl+1] = "list[context;main;0,2;8,1;]" tbl[#tbl+1] = "container_end[]" return table.concat(tbl, "") end local function formspec(pos) local nvm = techage.get_nvm(pos) local inv = M(pos):get_inventory() local size = get_stacksize(pos) local assignment = M(pos):get_int("assignment") == 1 and "true" or "false" local priority = M(pos):get_int("priority") == 1 and "true" or "false" return "size[8,8.3]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. formspec_container(0, 0, nvm, inv).. "button[0,3.5;3,1;unlock;"..S("Unlock").."]".. "tooltip[0,3.5;3,1;"..S("Unlock connected chest\nif all slots are below 2000")..";#0C3D32;#FFFFFF]".. "label[0,3;"..S("Size")..": 8x"..size.."]".. "checkbox[4,3;assignment;"..S("keep assignment")..";"..assignment.."]".. "tooltip[4,3;2,0.6;"..S("Never completely empty the slots\nwith the pusher to keep the item assignment")..";#0C3D32;#FFFFFF]".. "checkbox[4,3.6;priority;"..S("right to left")..";"..priority.."]".. "tooltip[4,3.6;2,0.6;"..S("Empty the slots always \nfrom right to left")..";#0C3D32;#FFFFFF]".. "list[current_player;main;0,4.6;8,4;]".. "listring[context;main]".. "listring[current_player;main]" end local function count_number_of_chests(pos) local node = techage.get_node_lvm(pos) local dir = techage.side_to_outdir("B", node.param2) local pos1 = tubelib2.get_pos(pos, dir) local cnt = 1 while cnt < 50 do node = techage.get_node_lvm(pos1) if node.name ~= "techage:ta4_chest_dummy" then break end pos1 = tubelib2.get_pos(pos1, dir) cnt = cnt + 1 end M(pos):set_int("stacksize", STACK_SIZE * cnt) end local function search_chest_in_front(pos, node) local dir = techage.side_to_outdir("F", node.param2) local pos1 = tubelib2.get_pos(pos, dir) local cnt = 1 while cnt < 50 do node = techage.get_node_lvm(pos1) if node.name ~= "techage:ta4_chest_dummy" then break end pos1 = tubelib2.get_pos(pos1, dir) cnt = cnt + 1 end if node.name == "techage:ta4_chest" then minetest.after(1, count_number_of_chests, pos1) return true end return false end local function convert_to_chest_again(pos, node, player) local dir = techage.side_to_outdir("B", node.param2) local pos1 = tubelib2.get_pos(pos, dir) local node1 = techage.get_node_lvm(pos1) if minetest.is_protected(pos1, player:get_player_name()) then return end if node1.name == "techage:ta4_chest_dummy" then node1.name = "techage:ta4_chest" minetest.swap_node(pos1, node1) --M(pos1):set_int("disabled", 1) local nvm = techage.get_nvm(pos1) gen_inv(nvm) local number = techage.add_node(pos1, "techage:ta4_chest") M(pos1):set_string("owner", player:get_player_name()) M(pos1):set_string("formspec", formspec(pos1)) M(pos1):set_string("infotext", DESCRIPTION.." "..number) end end local function unlock_chests(pos, player) local nvm = techage.get_nvm(pos) for idx = 1,8 do if get_count(nvm, idx) > STACK_SIZE then return end end local node = techage.get_node_lvm(pos) convert_to_chest_again(pos, node, player) M(pos):set_int("stacksize", STACK_SIZE) end local function allow_metadata_inventory_put(pos, listname, index, stack, player) if minetest.is_protected(pos, player:get_player_name()) then return 0 end return stack:get_count() end local function allow_metadata_inventory_take(pos, listname, index, stack, player) if minetest.is_protected(pos, player:get_player_name()) then return 0 end return stack:get_count() end local function allow_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player) if minetest.is_protected(pos, player:get_player_name()) then return 0 end return count end local function on_metadata_inventory_put(pos, listname, index, stack, player) M(pos):set_string("formspec", formspec(pos)) techage.set_activeformspec(pos, player) end local function on_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player) M(pos):set_string("formspec", formspec(pos)) techage.set_activeformspec(pos, player) end local function on_metadata_inventory_take(pos, listname, index, stack, player) M(pos):set_string("formspec", formspec(pos)) techage.set_activeformspec(pos, player) end local function on_rightclick(pos, node, clicker) if M(pos):get_int("disabled") ~= 1 then local nvm = techage.get_nvm(pos) repair_inv(nvm) M(pos):set_string("formspec", formspec(pos)) techage.set_activeformspec(pos, clicker) end end -- take items from chest local function move_from_nvm_to_inv(pos, idx) local nvm = techage.get_nvm(pos) local inv = M(pos):get_inventory() local inv_stack = inv:get_stack("main", idx) local nvm_stack = get_stack(nvm, idx) if nvm_stack.count > 0 and inv_stack:get_count() == 0 then local count = math.min(nvm_stack.count, max_stacksize(nvm_stack.name)) nvm_stack.count = nvm_stack.count - count inv:set_stack("main", idx, {name = nvm_stack.name, count = count}) if nvm_stack.count == 0 then nvm_stack.name = "" end end end -- add items to chest local function move_from_inv_to_nvm(pos, idx) local nvm = techage.get_nvm(pos) local inv = M(pos):get_inventory() local inv_stack = inv:get_stack("main", idx) local nvm_stack = get_stack(nvm, idx) if inv_stack:get_count() > 0 then -- Don't handle items with meta or wear information because it would get lost. local meta_table = inv_stack:get_meta():to_table() if meta_table ~= nil and next(meta_table.fields) ~= nil or inv_stack:get_wear() ~= 0 then return end if nvm_stack.count == 0 or nvm_stack.name == inv_stack:get_name() then local count = math.min(inv_stack:get_count(), get_stacksize(pos) - nvm_stack.count) nvm_stack.count = nvm_stack.count + count nvm_stack.name = inv_stack:get_name() inv_stack:set_count(inv_stack:get_count() - count) inv:set_stack("main", idx, inv_stack) end end end local function on_receive_fields(pos, formname, fields, player) if minetest.is_protected(pos, player:get_player_name()) then return end for i = 1,8 do if fields["get"..i] ~= nil then move_from_nvm_to_inv(pos, i) break elseif fields["add"..i] ~= nil then move_from_inv_to_nvm(pos, i) break end end if fields.unlock then unlock_chests(pos, player) end if fields.assignment then M(pos):set_int("assignment", fields.assignment == "true" and 1 or 0) end if fields.priority then M(pos):set_int("priority", fields.priority == "true" and 1 or 0) end M(pos):set_string("formspec", formspec(pos)) end local function can_dig(pos, player) if minetest.is_protected(pos, player:get_player_name()) then return false end local inv = minetest.get_meta(pos):get_inventory() local nvm = techage.get_nvm(pos) return inv:is_empty("main") and inv_empty(nvm) end local function on_rotate(pos, node, user, mode, new_param2) if get_stacksize(pos) == STACK_SIZE then return screwdriver.rotate_simple(pos, node, user, mode, new_param2) else return screwdriver.disallow(pos, node, user, mode, new_param2) end end local function after_dig_node(pos, oldnode, oldmetadata, digger) techage.remove_node(pos, oldnode, oldmetadata) convert_to_chest_again(pos, oldnode, digger) end minetest.register_node("techage:ta4_chest", { description = DESCRIPTION, tiles = { -- up, down, right, left, back, front "techage_filling_ta4.png^techage_frame_ta4_top.png", "techage_filling_ta4.png^techage_frame_ta4.png", "techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png", "techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png", "techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png", "techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_front_ta4.png^techage_appl_warehouse.png", }, on_construct = function(pos) local inv = M(pos):get_inventory() inv:set_size('main', 8) end, after_place_node = function(pos, placer) local node = minetest.get_node(pos) if search_chest_in_front(pos, node) then node.name = "techage:ta4_chest_dummy" minetest.swap_node(pos, node) else local nvm = techage.get_nvm(pos) gen_inv(nvm) local number = techage.add_node(pos, "techage:ta4_chest") M(pos):set_string("owner", placer:get_player_name()) M(pos):set_string("formspec", formspec(pos)) M(pos):set_string("infotext", DESCRIPTION.." "..number) end end, techage_set_numbers = function(pos, numbers, player_name) return techage.logic.set_numbers(pos, numbers, player_name, DESCRIPTION) end, on_rotate = on_rotate, on_rightclick = on_rightclick, on_receive_fields = on_receive_fields, can_dig = can_dig, after_dig_node = after_dig_node, allow_metadata_inventory_put = allow_metadata_inventory_put, allow_metadata_inventory_take = allow_metadata_inventory_take, on_metadata_inventory_put = on_metadata_inventory_put, on_metadata_inventory_move = on_metadata_inventory_move, on_metadata_inventory_take = on_metadata_inventory_take, paramtype2 = "facedir", groups = {choppy=2, cracky=2, crumbly=2}, is_ground_content = false, sounds = default.node_sound_wood_defaults(), }) minetest.register_node("techage:ta4_chest_dummy", { description = DESCRIPTION, tiles = { -- up, down, right, left, back, front "techage_filling_ta4.png^techage_frame_ta4_top.png", "techage_filling_ta4.png^techage_frame_ta4.png", "techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png", "techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png", "techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_back_ta4.png", "techage_filling_ta4.png^techage_frame_ta4.png^techage_appl_chest_front_ta4.png^techage_appl_warehouse.png", }, on_rightclick = function(pos, node, clicker) end, paramtype2 = "facedir", diggable = false, groups = {not_in_creative_inventory = 1}, is_ground_content = false, sounds = default.node_sound_wood_defaults(), }) techage.register_node({"techage:ta4_chest"}, { on_pull_item = function(pos, in_dir, num, item_name) local nvm = techage.get_nvm(pos) local res = get_item(pos, nvm, item_name, num) if techage.is_activeformspec(pos) then M(pos):set_string("formspec", formspec(pos)) end return res end, on_push_item = function(pos, in_dir, stack) local nvm = techage.get_nvm(pos) local res = sort_in(pos, nvm, stack) if techage.is_activeformspec(pos) then M(pos):set_string("formspec", formspec(pos)) end return res end, on_unpull_item = function(pos, in_dir, stack) local nvm = techage.get_nvm(pos) local res = sort_in(pos, nvm, stack) if techage.is_activeformspec(pos) then M(pos):set_string("formspec", formspec(pos)) end return res end, on_recv_message = function(pos, src, topic, payload) if topic == "count" then local nvm = techage.get_nvm(pos) return get_count(nvm, tonumber(payload) or 0) elseif topic == "state" then local nvm = techage.get_nvm(pos) return inv_state(nvm) else return "unsupported" end end, }) minetest.register_craft({ type = "shapeless", output = "techage:ta4_chest", recipe = {"techage:chest_ta4"} }) minetest.register_craft({ type = "shapeless", output = "techage:chest_ta4", recipe = {"techage:ta4_chest"} })