--[[ TechAge ======= Copyright (C) 2020 Joachim Stolberg AGPL 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_stack(inv, idx) inv[idx] = {name = "", count = 0} end local function gen_inv(nvm) nvm.inventory = {} for i = 1,8 do gen_stack(nvm.inventory, i) end return nvm.inventory 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 item.name == "" or not item.count or type(item.count) ~= "number" or item.count < 1 then gen_stack(nvm.inventory, i) end end end local function get_stack(nvm, idx) nvm.inventory = nvm.inventory or {} return nvm.inventory[idx] or gen_stack(nvm.inventory, idx) end local function get_count(nvm, idx) nvm.inventory = nvm.inventory or {} if idx and idx > 0 then return nvm.inventory[idx] and nvm.inventory[idx].count or 0 else local count = 0 for _,item in ipairs(nvm.inventory) do count = count + item.count or 0 end return count end end local function get_itemstring(nvm, idx) if idx and idx > 0 then nvm.inventory = nvm.inventory or {} return nvm.inventory[idx] and nvm.inventory[idx].name or "" end return "" 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) -- It is sufficient to use minetest.registered_items as all registration -- functions (node, craftitems, tools) add the definitions there. local ndef = minetest.registered_items[item_name] -- Return 1 as fallback so that slots with unknown items can be emptied. return ndef and ndef.stack_max or 1 end local function get_stacksize(pos) local size = M(pos):get_int("stacksize") if size == 0 then return STACK_SIZE end return size end -- Returns a boolean that indicates if an itemstack and nvmstack can be combined. -- The second return value is a string describing the reason. -- This function guarantees not to modify any of both stacks. local function doesItemStackMatchNvmStack(itemstack, nvmstack) if itemstack:get_count() == 0 or nvmstack.count == 0 then return true, "Empty stack" end if nvmstack.name and nvmstack.name ~= "" and nvmstack.name ~= itemstack:get_name() then return false, "Mismatching names" end -- The following seems to be the most reliable approach to compare meta. local nvm_meta = ItemStack():get_meta() nvm_meta:from_table(minetest.deserialize(nvmstack.meta)) if not nvm_meta:equals(itemstack:get_meta()) then return false, "Mismatching meta" end if (nvmstack.wear or 0) ~= itemstack:get_wear() then return false, "Mismatching wear" end return true, "Stacks match" end -- Generic function for adding items to the 8x2000 Chest -- This function guarantees not to modify the itemstack. -- The number of items that were added to the chest is returned. local function add_to_chest(pos, input_stack, idx) local nvm = techage.get_nvm(pos) local nvm_stack = get_stack(nvm, idx) if input_stack:get_count() == 0 then return 0 end if not doesItemStackMatchNvmStack(input_stack, nvm_stack) then return 0 end local count = math.min(input_stack:get_count(), get_stacksize(pos) - (nvm_stack.count or 0)) if nvm_stack.count == 0 then nvm_stack.name = input_stack:get_name() nvm_stack.meta = minetest.serialize(input_stack:get_meta():to_table()) nvm_stack.wear = input_stack:get_wear() end nvm_stack.count = nvm_stack.count + count return count end local function stackOrNil(stack) if stack and stack.get_count and stack:get_count() > 0 then return stack end return nil end -- Generic function for taking items from the 8x2000 Chest -- output_stack is directly modified; but nil can also be supplied. -- The resulting output_stack is returned from the function. -- keep_assignment indicates if the meta information for this function should be considered (manual vs. tubes). local function take_from_chest(pos, idx, output_stack, max_total_count, keep_assignment) local nvm = techage.get_nvm(pos) local nvm_stack = get_stack(nvm, idx) output_stack = output_stack or ItemStack() local assignment_count = keep_assignment and M(pos):get_int("assignment") == 1 and 1 or 0 local count = math.min(nvm_stack.count - assignment_count, max_stacksize(nvm_stack.name)) if max_total_count then count = math.min(count, max_total_count - output_stack:get_count()) end if count < 1 then return stackOrNil(output_stack) end if not doesItemStackMatchNvmStack(output_stack, nvm_stack) then return stackOrNil(output_stack) end output_stack:add_item(ItemStack({ name = nvm_stack.name, count = count, wear = nvm_stack.wear, })) output_stack:get_meta():from_table(minetest.deserialize(nvm_stack.meta)) nvm_stack.count = nvm_stack.count - count if nvm_stack.count == 0 then gen_stack(nvm.inventory or {}, idx) end return stackOrNil(output_stack) end -- Function for adding items to the 8x2000 Chest via automation, e.g. pushers local function tube_add_to_chest(pos, input_stack) local nvm = techage.get_nvm(pos) nvm.inventory = nvm.inventory or {} -- Backup some values needed for restoring the old -- state if items can't fully be added to chest. local orig_count = input_stack:get_count() local backup = table.copy(nvm.inventory) for idx = 1,8 do input_stack:take_item(add_to_chest(pos, input_stack, idx)) end if input_stack:get_count() > 0 then nvm.inventory = backup -- Restore old nvm inventory input_stack:set_count(orig_count) -- Restore input_stack return false -- No items were added to chest else return true -- Items were added successfully end end -- Function for taking items from the 8x2000 Chest via automation, e.g. pushers local function tube_take_from_chest(pos, item_name, count) local nvm = techage.get_nvm(pos) local mem = techage.get_mem(pos) nvm.inventory = nvm.inventory or {} mem.startpos = mem.startpos or 1 local prio = M(pos):get_int("priority") == 1 local startpos = prio and 8 or mem.startpos local endpos = prio and 1 or mem.startpos + 8 local step = prio and -1 or 1 local itemstack = ItemStack() for idx = startpos,endpos,step do idx = ((idx - 1) % 8) + 1 local nvmstack = get_stack(nvm, idx) if not item_name or item_name == nvmstack.name then take_from_chest(pos, idx, itemstack, count - itemstack:get_count(), true) if itemstack:get_count() == count then mem.startpos = idx + 1 return itemstack end end mem.startpos = idx + 1 end return stackOrNil(itemstack) end -- Function for manually adding items to the 8x2000 Chest via the formspec local function inv_add_to_chest(pos, idx) local inv = M(pos):get_inventory() local inv_stack = inv:get_stack("main", idx) local count = add_to_chest(pos, inv_stack, idx) inv_stack:set_count(inv_stack:get_count() - count) inv:set_stack("main", idx, inv_stack) end -- Function for manually taking items from the 8x2000 Chest via the formspec local function inv_take_from_chest(pos, idx) local inv = M(pos):get_inventory() local inv_stack = inv:get_stack("main", idx) if inv_stack:get_count() > 0 then return end local output_stack = take_from_chest(pos, idx) if output_stack then inv:set_stack("main", idx, output_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 itemstack = ItemStack({ name = stack.name, count = stack.count, wear = stack.wear, }) itemstack:get_meta():from_table(minetest.deserialize(stack.meta)) local itemname = itemstack:to_string() --tbl[#tbl+1] = "item_image["..xpos..",1;1,1;"..itemname.."]" tbl[#tbl+1] = techage.item_image(xpos, 0, itemname, stack.count) 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 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 inv_take_from_chest(pos, i) break elseif fields["add"..i] ~= nil then inv_add_to_chest(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 res = tube_take_from_chest(pos, 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 res = tube_add_to_chest(pos, 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 res = tube_add_to_chest(pos, 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 == "itemstring" then local nvm = techage.get_nvm(pos) return get_itemstring(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"} })