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MineClone2/mods/ITEMS/REDSTONE/mcl_dispensers/init.lua

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--[[ This mod registers 3 nodes:
- One node for the horizontal-facing dispensers (mcl_dispensers:dispenser)
- One node for the upwards-facing dispensers (mcl_dispenser:dispenser_up)
- One node for the downwards-facing dispensers (mcl_dispenser:dispenser_down)
3 node definitions are needed because of the way the textures are defined.
All node definitions share a lot of code, so this is the reason why there
are so many weird tables below.
]]
-- For after_place_node
local setup_dispenser = function(pos)
-- Set formspec and inventory
local form = "size[9,8.75]"..
"background[-0.19,-0.25;9.41,9.49;crafting_inventory_9_slots.png]"..
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mcl_vars.inventory_header..
"image[3,-0.2;5,0.75;mcl_dispensers_fnt_dispenser.png]"..
"list[current_player;main;0,4.5;9,3;9]"..
"list[current_player;main;0,7.74;9,1;]"..
"list[current_name;main;3,0.5;3,3;]"..
"listring[current_name;main]"..
"listring[current_player;main]"
local meta = minetest.get_meta(pos)
meta:set_string("formspec", form)
local inv = meta:get_inventory()
inv:set_size("main", 9)
end
local orientate_dispenser = function(pos, placer)
-- Not placed by player
if not placer then return end
-- Pitch in degrees
local pitch = placer:get_look_vertical() * (180 / math.pi)
local node = minetest.get_node(pos)
if pitch > 55 then
minetest.swap_node(pos, {name="mcl_dispensers:dispenser_up", param2 = node.param2})
elseif pitch < -55 then
minetest.swap_node(pos, {name="mcl_dispensers:dispenser_down", param2 = node.param2})
end
end
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local on_rotate
if minetest.get_modpath("screwdriver") then
on_rotate = screwdriver.rotate_simple
end
-- Shared core definition table
local dispenserdef = {
is_ground_content = false,
sounds = mcl_sounds.node_sound_stone_defaults(),
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allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return count
end
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
local meta = minetest.get_meta(pos)
local meta2 = meta
meta:from_table(oldmetadata)
local inv = meta:get_inventory()
for i=1, inv:get_size("main") do
local stack = inv:get_stack("main", i)
if not stack:is_empty() then
local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
minetest.add_item(p, stack)
end
end
meta:from_table(meta2:to_table())
end,
_mcl_blast_resistance = 17.5,
_mcl_hardness = 3.5,
mesecons = {effector = {
-- Dispense random item when triggered
action_on = function (pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local droppos, dropdir
if node.name == "mcl_dispensers:dispenser" then
dropdir = vector.multiply(minetest.facedir_to_dir(node.param2), -1)
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droppos = vector.add(pos, dropdir)
elseif node.name == "mcl_dispensers:dispenser_up" then
dropdir = {x=0, y=1, z=0}
droppos = {x=pos.x, y=pos.y+1, z=pos.z}
elseif node.name == "mcl_dispensers:dispenser_down" then
dropdir = {x=0, y=-1, z=0}
droppos = {x=pos.x, y=pos.y-1, z=pos.z}
end
local dropnode = minetest.get_node(droppos)
local dropnodedef = minetest.registered_nodes[dropnode.name]
local stacks = {}
for i=1,inv:get_size("main") do
local stack = inv:get_stack("main", i)
if not stack:is_empty() then
table.insert(stacks, {stack = stack, stackpos = i})
end
end
if #stacks >= 1 then
local r = math.random(1, #stacks)
local stack = stacks[r].stack
local dropitem = ItemStack(stack)
dropitem:set_count(1)
local stack_id = stacks[r].stackpos
local stackdef = stack:get_definition()
local iname = stack:get_name()
local igroups = minetest.registered_items[iname].groups
--[===[ Dispense item ]===]
-- Hardcoded dispensions --
-- Armor, mob heads and pumpkins
if igroups.armor_head or igroups.armor_torso or igroups.armor_legs or igroups.armor_feet then
local armor_type, armor_slot
local armor_dispensed = false
if igroups.armor_head then
armor_type = "armor_head"
armor_slot = 2
elseif igroups.armor_torso then
armor_type = "armor_torso"
armor_slot = 3
elseif igroups.armor_legs then
armor_type = "armor_legs"
armor_slot = 4
elseif igroups.armor_feet then
armor_type = "armor_feet"
armor_slot = 5
end
local droppos_below = {x=droppos.x, y=droppos.y-1, z=droppos.z}
local dropnode_below = minetest.get_node(droppos_below)
-- Put armor on player or armor stand
local standpos
if dropnode.name == "3d_armor_stand:armor_stand" then
standpos = droppos
elseif dropnode_below.name == "3d_armor_stand:armor_stand" then
standpos = droppos_below
end
if standpos then
local dropmeta = minetest.get_meta(standpos)
local dropinv = dropmeta:get_inventory()
if dropinv:room_for_item(armor_type, dropitem) then
dropinv:add_item(armor_type, dropitem)
--[[ FIXME: For some reason, this function is not called after calling add_item,
so we call it manually to update the armor stand entity.
This may need investigation and the following line may be a small hack. ]]
minetest.registered_nodes["3d_armor_stand:armor_stand"].on_metadata_inventory_put(standpos)
stack:take_item()
inv:set_stack("main", stack_id, stack)
armor_dispensed = true
end
else
-- Put armor on nearby player
-- First search for player in front of dispenser (check 2 nodes)
local objs1 = minetest.get_objects_inside_radius(droppos, 1)
local objs2 = minetest.get_objects_inside_radius(droppos_below, 1)
local objs_table = {objs1, objs2}
local player
for oi=1, #objs_table do
local objs_inner = objs_table[oi]
for o=1, #objs_inner do
--[[ First player in list is the lucky one. The other player get nothing :-(
If multiple players are close to the dispenser, it can be a bit
-- unpredictable on who gets the armor. ]]
if objs_inner[o]:is_player() then
player = objs_inner[o]
break
end
end
if player then
break
end
end
-- If player found, add armor
if player then
local ainv = minetest.get_inventory({type="detached", name=player:get_player_name().."_armor"})
local pinv = player:get_inventory()
if ainv:get_stack("armor", armor_slot):is_empty() and pinv:get_stack("armor", armor_slot):is_empty() then
ainv:set_stack("armor", armor_slot, dropitem)
pinv:set_stack("armor", armor_slot, dropitem)
armor:set_player_armor(player)
armor:update_inventory(player)
stack:take_item()
inv:set_stack("main", stack_id, stack)
armor_dispensed = true
end
end
-- Place head or pumpkin as node, if equipping it as armor has failed
if not armor_dispensed then
if igroups.head or iname == "mcl_farming:pumpkin_face" then
if dropnodedef.buildable_to then
minetest.set_node(droppos, {name = iname, param2 = node.param2})
stack:take_item()
inv:set_stack("main", stack_id, stack)
end
end
end
end
-- Spawn Egg
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elseif igroups.spawn_egg then
-- Spawn mob
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if not dropnodedef.walkable then
pointed_thing = { above = droppos, under = { x=droppos.x, y=droppos.y-1, z=droppos.z } }
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minetest.add_entity(droppos, stack:get_name())
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stack:take_item()
inv:set_stack("main", stack_id, stack)
end
-- Generalized dispension
elseif (not dropnodedef.walkable or stackdef._dispense_into_walkable) then
--[[ _on_dispense(stack, pos, droppos, dropnode, dropdir)
* stack: Itemstack which is dispense
* pos: Position of dispenser
* droppos: Position to which to dispense item
* dropnode: Node of droppos
* dropdir: Drop direction
_dispense_into_walkable: If true, can dispense into walkable nodes
]]
if stackdef._on_dispense then
-- Item-specific dispension (if defined)
local od_ret = stackdef._on_dispense(dropitem, pos, droppos, dropnode, dropdir)
if od_ret then
local newcount = stack:get_count() - 1
stack:set_count(newcount)
inv:set_stack("main", stack_id, stack)
if newcount == 0 then
inv:set_stack("main", stack_id, od_ret)
elseif inv:room_for_item("main", od_ret) then
inv:add_item("main", od_ret)
else
minetest.add_item(droppos, dropitem)
end
else
stack:take_item()
inv:set_stack("main", stack_id, stack)
end
else
-- Drop item otherwise
minetest.add_item(droppos, dropitem)
stack:take_item()
inv:set_stack("main", stack_id, stack)
end
end
end
end,
rules = mesecon.rules.alldirs,
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}},
on_rotate = on_rotate,
}
-- Horizontal dispenser
local horizontal_def = table.copy(dispenserdef)
horizontal_def.description = "Dispenser"
horizontal_def._doc_items_longdesc = "A dispenser is a block which acts as a redstone component which, when powered with redstone power, dispenses an item. It has a container with 9 inventory slots."
horizontal_def._doc_items_usagehelp = [[Place the dispenser in one of 6 possible directions. The hole is where items will fly out of the dispenser. Rightclick the dispenser to access its inventory. Insert the items you wish to dispense. Supply the dispenser with redstone energy once to dispense a single random item.
The dispenser will do different things, depending on the dispensed item:
Arrows: Are launched
Eggs and snowballs: Are thrown
Fire charges: Are fired in a straight line
Armor: Will be equipped to players and armor stands
Boats: Are placed on water or are dropped
Minecart: Are placed on rails or are dropped
Bone meal: Is applied on the block it is facint
Empty buckets: Are used to collect a liquid source
Filled buckets: Are used to place a liquid source
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Heads, pumpkins: Equipped to players and armor stands, or placed as a block
Shulker boxes: Are placed as a block
TNT: Is placed and ignited
Flint and steel: Is used to ignite a fire in air and to ignite TNT
Spawn eggs: Will summon the mob they contain
Other items: Are simply dropped]]
horizontal_def.after_place_node = function(pos, placer, itemstack, pointed_thing)
setup_dispenser(pos)
orientate_dispenser(pos, placer)
end
horizontal_def.tiles = {
"default_furnace_top.png", "default_furnace_bottom.png",
"default_furnace_side.png", "default_furnace_side.png",
"default_furnace_side.png", "mcl_dispensers_dispenser_front_horizontal.png"
}
horizontal_def.paramtype2 = "facedir"
horizontal_def.groups = {pickaxey=1, container=2, material_stone=1}
minetest.register_node("mcl_dispensers:dispenser", horizontal_def)
-- Down dispenser
local down_def = table.copy(dispenserdef)
down_def.description = "Downwards-Facing Dispenser"
down_def.after_place_node = setup_dispenser
down_def.tiles = {
"default_furnace_top.png", "mcl_dispensers_dispenser_front_vertical.png",
"default_furnace_side.png", "default_furnace_side.png",
"default_furnace_side.png", "default_furnace_side.png"
}
down_def.groups = {pickaxey=1, container=2,not_in_creative_inventory=1, material_stone=1}
down_def._doc_items_create_entry = false
down_def.drop = "mcl_dispensers:dispenser"
minetest.register_node("mcl_dispensers:dispenser_down", down_def)
-- Up dispenser
-- The up dispenser is almost identical to the down dispenser , it only differs in textures
local up_def = table.copy(down_def)
up_def.description = "Upwards-Facing Dispenser"
up_def.tiles = {
"mcl_dispensers_dispenser_front_vertical.png", "default_furnace_bottom.png",
"default_furnace_side.png", "default_furnace_side.png",
"default_furnace_side.png", "default_furnace_side.png"
}
minetest.register_node("mcl_dispensers:dispenser_up", up_def)
minetest.register_craft({
output = 'mcl_dispensers:dispenser',
recipe = {
{"mcl_core:cobble", "mcl_core:cobble", "mcl_core:cobble",},
{"mcl_core:cobble", "mcl_bows:bow", "mcl_core:cobble",},
{"mcl_core:cobble", "mesecons:redstone", "mcl_core:cobble",},
}
})
-- Add entry aliases for the Help
if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", "mcl_dispensers:dispenser", "nodes", "mcl_dispensers:dispenser_down")
doc.add_entry_alias("nodes", "mcl_dispensers:dispenser", "nodes", "mcl_dispensers:dispenser_up")
end