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MineClone2/mods/ITEMS/mcl_buckets/init.lua

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-- See README.txt for licensing and other information.
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local modpath = minetest.get_modpath(modname)
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local use_select_box = minetest.settings:get_bool("mcl_buckets_use_select_box", false)
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-- Compatibility with old bucket mod
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minetest.register_alias("bucket:bucket_empty", "mcl_buckets:bucket_empty")
minetest.register_alias("bucket:bucket_water", "mcl_buckets:bucket_water")
minetest.register_alias("bucket:bucket_lava", "mcl_buckets:bucket_lava")
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local mod_doc = minetest.get_modpath("doc")
local mod_mcl_core = minetest.get_modpath("mcl_core")
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--local mod_mclx_core = minetest.get_modpath("mclx_core")
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-- Localize some functions for faster access
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local vector = vector
local math = math
local string = string
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local raycast = minetest.raycast
local get_node = minetest.get_node
local set_node = minetest.set_node
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local add_node = minetest.add_node
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local add_item = minetest.add_item
local registered_nodes = minetest.registered_nodes
local get_item_group = minetest.get_item_group
local is_creative_enabled = minetest.is_creative_enabled
local is_protected = minetest.is_protected
local record_protection_violation = minetest.record_protection_violation
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minetest.register_craft({
output = "mcl_buckets:bucket_empty 1",
recipe = {
{"mcl_core:iron_ingot", "", "mcl_core:iron_ingot"},
{"", "mcl_core:iron_ingot", ""},
},
})
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mcl_buckets = {
liquids = {},
buckets = {},
}
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-- Sound helper functions for placing and taking liquids
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local function sound_place(itemname, pos)
local def = registered_nodes[itemname]
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if def and def.sounds and def.sounds.place then
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minetest.sound_play(def.sounds.place, {gain=1.0, pos = pos, pitch = 1 + math.random(-10, 10)*0.005}, true)
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end
end
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local function sound_take(itemname, pos)
local def = registered_nodes[itemname]
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if def and def.sounds and def.sounds.dug then
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minetest.sound_play(def.sounds.dug, {gain=1.0, pos = pos, pitch = 1 + math.random(-10, 10)*0.005}, true)
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end
end
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local function place_liquid(pos, itemstring)
local fullness = registered_nodes[itemstring].liquid_range
sound_place(itemstring, pos)
add_node(pos, {name=itemstring, param2=fullness})
end
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local function give_bucket(new_bucket, itemstack, user)
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local inv = user:get_inventory()
if is_creative_enabled(user:get_player_name()) then
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--TODO: is a full bucket added if inv doesn't contain one?
return itemstack
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else
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if itemstack:get_count() == 1 then
return new_bucket
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else
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if inv:room_for_item("main", new_bucket) then
inv:add_item("main", new_bucket)
else
add_item(user:get_pos(), new_bucket)
end
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itemstack:take_item()
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return itemstack
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end
end
end
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local pointable_sources = {}
local function get_node_place(source_place, place_pos)
local node_place
if type(source_place) == "function" then
node_place = source_place(place_pos)
else
node_place = source_place
end
return node_place
end
local function get_extra_check(check, pos, user)
local result
local take_bucket
if check then
result, take_bucket = check(pos, user)
if result == nil then result = true end
if take_bucket == nil then take_bucket = true end
else
result = true
take_bucket = true
end
return result, take_bucket
end
local function get_bucket_drop(itemstack, user, take_bucket)
-- Handle bucket item and inventory stuff
if take_bucket and not is_creative_enabled(user:get_player_name()) then
-- Add empty bucket and put it into inventory, if possible.
-- Drop empty bucket otherwise.
local new_bucket = ItemStack("mcl_buckets:bucket_empty")
if itemstack:get_count() == 1 then
return new_bucket
else
local inv = user:get_inventory()
if inv:room_for_item("main", new_bucket) then
inv:add_item("main", new_bucket)
else
add_item(user:get_pos(), new_bucket)
end
itemstack:take_item()
return itemstack
end
else
return itemstack
end
end
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local function bucket_get_pointed_thing(user)
local start = user:get_pos()
start.y = start.y + user:get_properties().eye_height
local look_dir = user:get_look_dir()
_end = vector.add(start, vector.multiply(look_dir, 5))
local ray = raycast(start, _end, false, true)
for pointed_thing in ray do
local name = get_node(pointed_thing.under).name
local def = registered_nodes[name]
if not def or def.drawtype ~= "flowingliquid" then
return pointed_thing
end
end
end
local function on_place_bucket(itemstack, user, pointed_thing)
if not use_select_box then
pointed_thing = bucket_get_pointed_thing(user)
end
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-- Must be pointing to node
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if not pointed_thing or pointed_thing.type ~= "node" then
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return
end
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-- Call on_rightclick if the pointed node defines it
local new_stack = mcl_util.call_on_rightclick(itemstack, user, pointed_thing)
if new_stack then
return new_stack
end
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local bucket_def = mcl_buckets.buckets[itemstack:get_name()]
for _, pos in pairs({ pointed_thing.under, pointed_thing.above }) do
local node = get_node(pos)
local node_def = registered_nodes[node.name]
if node_def and node_def.buildable_to or get_item_group(node.name, "cauldron") == 1 then
local result, take_bucket = get_extra_check(bucket_def.extra_check, pos, user)
if result then
local node_place = get_node_place(bucket_def.source_place, pos)
local player_name = user:get_player_name()
-- Check protection
if is_protected(pos, player_name) then
record_protection_violation(pos, player_name)
return itemstack
end
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-- Place liquid
place_liquid(pos, node_place)
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-- Update doc mod
if mod_doc and doc.entry_exists("nodes", node_place) then
doc.mark_entry_as_revealed(user:get_player_name(), "nodes", node_place)
end
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end
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return get_bucket_drop(itemstack, user, take_bucket)
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end
end
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return itemstack
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end
local function on_place_bucket_empty(itemstack, user, pointed_thing)
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if not use_select_box then
pointed_thing = bucket_get_pointed_thing(user)
end
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-- Must be pointing to node
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if not pointed_thing or pointed_thing.type ~= "node" then
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return itemstack
end
-- Call on_rightclick if the pointed node defines it
local new_stack = mcl_util.call_on_rightclick(itemstack, user, pointed_thing)
if new_stack then
return new_stack
end
local new_bucket
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local under = pointed_thing.under
local node_name = get_node(under).name
if pointable_sources[node_name] then
if is_protected(under, user:get_player_name()) then
record_protection_violation(under, user:get_player_name())
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end
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local liquid_def = mcl_buckets.liquids[node_name]
if liquid_def then
-- Fill bucket, but not in Creative Mode
-- FIXME: remove this line
--if not is_creative_enabled(user:get_player_name()) then
if not false then
new_bucket = ItemStack({name = liquid_def.bucketname})
if liquid_def.on_take then
liquid_def.on_take(user)
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end
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end
add_node(under, {name="air"})
sound_take(node_name, under)
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if mod_doc and doc.entry_exists("nodes", node_name) then
doc.mark_entry_as_revealed(user:get_player_name(), "nodes", node_name)
end
if new_bucket then
return give_bucket(new_bucket, itemstack, user)
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end
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else
minetest.log("error", string.format("[mcl_buckets] Node [%s] has invalid group [_mcl_bucket_pointable]!", node_name))
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end
return itemstack
else
-- FIXME: replace this ugly code by cauldrons API
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if node_name == "mcl_cauldrons:cauldron_3" then
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-- Take water out of full cauldron
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set_node(under, {name="mcl_cauldrons:cauldron"})
if not is_creative_enabled(user:get_player_name()) then
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new_bucket = ItemStack("mcl_buckets:bucket_water")
end
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sound_take("mcl_core:water_source", under)
elseif node_name == "mcl_cauldrons:cauldron_3r" then
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-- Take river water out of full cauldron
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set_node(under, {name="mcl_cauldrons:cauldron"})
if not is_creative_enabled(user:get_player_name()) then
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new_bucket = ItemStack("mcl_buckets:bucket_river_water")
end
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sound_take("mclx_core:river_water_source", under)
elseif node_name == "mcl_cauldrons:cauldron_3_lava" then
set_node(under, {name="mcl_cauldrons:cauldron"})
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if not is_creative_enabled(user:get_player_name()) then
new_bucket = ItemStack("mcl_buckets:bucket_lava")
end
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sound_take("mcl_core:lava_source", under)
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end
if new_bucket then
return give_bucket(new_bucket, itemstack, user)
end
end
return itemstack
end
function mcl_buckets.register_liquid(def)
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for _,source in ipairs(def.source_take) do
mcl_buckets.liquids[source] = {
source_place = def.source_place,
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source_take = source,
on_take = def.on_take,
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bucketname = def.bucketname,
}
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pointable_sources[source] = true
if type(def.source_place) == "string" then
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mcl_buckets.liquids[def.source_place] = mcl_buckets.liquids[source]
end
end
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mcl_buckets.buckets[def.bucketname] = def
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if def.bucketname == nil or def.bucketname == "" then
error(string.format("[mcl_bucket] Invalid itemname then registering [%s]!", def.name))
end
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minetest.register_craftitem(def.bucketname, {
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description = def.name,
_doc_items_longdesc = def.longdesc,
_doc_items_usagehelp = def.usagehelp,
_tt_help = def.tt_help,
inventory_image = def.inventory_image,
stack_max = 1,
groups = def.groups,
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liquids_pointable = use_select_box,
on_place = on_place_bucket,
on_secondary_use = on_place_bucket,
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_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
local buildable = registered_nodes[dropnode.name].buildable_to or dropnode.name == "mcl_portals:portal"
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if not buildable then return stack end
local result, take_bucket = get_extra_check(def.extra_check, droppos, nil)
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if result then -- Fail placement of liquid if result is false
place_liquid(droppos, get_node_place(def.source_place, droppos))
end
if take_bucket then
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stack:set_name("mcl_buckets:bucket_empty")
end
return stack
end,
})
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end
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minetest.register_craftitem("mcl_buckets:bucket_empty", {
description = S("Empty Bucket"),
_doc_items_longdesc = S("A bucket can be used to collect and release liquids."),
_doc_items_usagehelp = S("Punch a liquid source to collect it. You can then use the filled bucket to place the liquid somewhere else."),
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_tt_help = S("Collects liquids"),
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inventory_image = "bucket.png",
stack_max = 16,
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liquids_pointable = use_select_box,
on_place = on_place_bucket_empty,
on_secondary_use = on_place_bucket_empty,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
-- Fill empty bucket with liquid or drop bucket if no liquid
local collect_liquid = false
local liquiddef = mcl_buckets.liquids[dropnode.name]
local new_bucket
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if liquiddef and liquiddef.bucketname and (dropnode.name == liquiddef.source_take) then
-- Fill bucket
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new_bucket = ItemStack({name = liquiddef.bucketname})
sound_take(dropnode.name, droppos)
collect_liquid = true
end
if collect_liquid then
set_node(droppos, {name="air"})
-- Fill bucket with liquid
stack = new_bucket
else
-- No liquid found: Drop empty bucket
add_item(droppos, stack)
stack:take_item()
end
return stack
end,
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})
dofile(modpath.."/register.lua")