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Chests
local function get_chest_formspec(pos)
local spos = pos.x .. "," .. pos.y .. "," .. pos.z
local formspec =
"size[8.7,10.4;]" ..
"background[-0.27,-0.25;9.41,11.48;chest_formspec.png]"..
"listcolors[#00000000;#FFF7;#00000000]"..
"list[current_name;main;-0.064,0.5;9,4;]"..
"list[current_player;main;-0.064,5.52;9,4;9]"..
"list[current_player;main;-0.064,9.745;9,1;]"..
"listring[current_name;main]"..
"listring[current_player;main]"
return formspec
end
local chest_formspec =
"size[8.7,10.4;]" ..
"background[-0.27,-0.25;9.41,11.48;chest_formspec.png]"..
"listcolors[#00000000;#FFF7;#00000000]"..
"list[current_name;main;-0.064,0.5;9,4;]"..
"list[current_player;main;-0.064,5.52;9,4;9]"..
"list[current_player;main;-0.064,9.745;9,1;]"..
"listring[current_name;main]"..
"listring[current_player;main]"
local large_chest_formspec =
"size[8.7,12;]" ..
"background[-0.27, -0.75;9.41,13.48;large_chest_formspec.png]"..
"listcolors[#00000000;#FFF7;#00000000]"..
"list[current_name;main;-0.064,0;9,6;]"..
"list[current_player;main;-0.064,7.02;9,4;9]"..
"list[current_player;main;-0.064,11.245;9,1;]"..
"listring[current_name;main]"..
"listring[current_player;main]"
local function get_chest_neighborpos(pos, param2, side)
if side == "right" then
if param2 == 0 then
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x=pos.x, y=pos.y, z=pos.z+1}
elseif param2 == 2 then
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x=pos.x, y=pos.y, z=pos.z-1}
end
else
if param2 == 0 then
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x=pos.x, y=pos.y, z=pos.z-1}
elseif param2 == 2 then
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x=pos.x, y=pos.y, z=pos.z+1}
end
end
end
local function chest_lid_obstructed(pos)
local above = { x = pos.x, y = pos.y + 1, z = pos.z }
local def = minetest.registered_nodes[minetest.get_node(above).name]
-- allow ladders, signs, wallmounted things and torches to not obstruct
if def.drawtype == "airlike" or
def.drawtype == "signlike" or
def.drawtype == "torchlike" or
(def.drawtype == "nodebox" and def.paramtype2 == "wallmounted") then
return false
end
return true
end
local open_chests = {}
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "default:chest" then
return
end
if not player or not fields.quit then
return
end
local pn = player:get_player_name()
if not open_chests[pn] then
return
end
local pos = open_chests[pn].pos
local sound = open_chests[pn].sound
local swap = open_chests[pn].swap
local node = minetest.get_node(pos)
open_chests[pn] = nil
for k, v in pairs(open_chests) do
if v.pos.x == pos.x and v.pos.y == pos.y and v.pos.z == pos.z then
return true
end
end
minetest.after(0.2, minetest.swap_node, pos, { name = "default:" .. swap,
param2 = node.param2 })
minetest.sound_play(sound, {gain = 0.3, pos = pos, max_hear_distance = 10})
return true
end)
function default.register_chest(name, d)
local def = table.copy(d)
def.drawtype = "mesh"
def.visual = "mesh"
def.paramtype = "light"
def.paramtype2 = "facedir"
def.legacy_facedir_simple = true
def.is_ground_content = false
if def.protected then
def.on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", "Locked Chest")
meta:set_string("owner", "")
local inv = meta:get_inventory()
inv:set_size("main", 9*6)
end
def.after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", "Locked Chest (owned by " ..
meta:get_string("owner") .. ")")
end
def.can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main") and
default.can_interact_with_node(player, pos)
end
def.allow_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
if not default.can_interact_with_node(player, pos) then
return 0
end
return count
end
def.allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if not default.can_interact_with_node(player, pos) then
return 0
end
return stack:get_count()
end
def.allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if not default.can_interact_with_node(player, pos) then
return 0
end
return stack:get_count()
end
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if not default.can_interact_with_node(clicker, pos) then
return itemstack
end
minetest.sound_play(def.sound_open, {gain = 0.3,
pos = pos, max_hear_distance = 10})
if not chest_lid_obstructed(pos) then
minetest.swap_node(pos,
{ name = "default:" .. name .. "_open",
param2 = node.param2 })
end
minetest.after(0.2, minetest.show_formspec,
clicker:get_player_name(),
"default:chest", get_chest_formspec(pos))
open_chests[clicker:get_player_name()] = { pos = pos,
sound = def.sound_close, swap = name }
end
def.on_blast = function() end
def.on_key_use = function(pos, player)
local secret = minetest.get_meta(pos):get_string("key_lock_secret")
local itemstack = player:get_wielded_item()
local key_meta = itemstack:get_meta()
if key_meta:get_string("secret") == "" then
key_meta:set_string("secret", minetest.parse_json(itemstack:get_metadata()).secret)
itemstack:set_metadata("")
end
if secret ~= key_meta:get_string("secret") then
return
end
minetest.show_formspec(
player:get_player_name(),
"default:chest_locked",
get_chest_formspec(pos)
)
end
def.on_skeleton_key_use = function(pos, player, newsecret)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local pn = player:get_player_name()
-- verify placer is owner of lockable chest
if owner ~= pn then
minetest.record_protection_violation(pos, pn)
minetest.chat_send_player(pn, "You do not own this chest.")
return nil
end
local secret = meta:get_string("key_lock_secret")
if secret == "" then
secret = newsecret
meta:set_string("key_lock_secret", secret)
end
return secret, "a locked chest", owner
end
else
if def.on_construct == nil then
def.on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", "Chest")
local inv = meta:get_inventory()
inv:set_size("main", 9*6)
end
else
def.on_construct = d.on_construct
end
if def.can_dig == nil then
def.can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main")
end
else
def.can_dig = d._can_dig
end
if def.on_rightclick == nil then
def.on_rightclick = function(pos, node, clicker)
minetest.sound_play(def.sound_open, {gain = 0.3, pos = pos,
max_hear_distance = 10})
if not chest_lid_obstructed(pos) then
minetest.swap_node(pos, {
name = "default:" .. name .. "_open",
param2 = node.param2 })
end
minetest.after(0.2, minetest.show_formspec,
clicker:get_player_name(),
"default:chest", get_chest_formspec(pos))
open_chests[clicker:get_player_name()] = { pos = pos,
sound = def.sound_close, swap = name }
end
else
def.on_rightclick = d.on_rightclick
end
end
def.on_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
minetest.log("action", player:get_player_name() ..
" moves stuff in chest at " .. minetest.pos_to_string(pos))
end
def.on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" moves " .. stack:get_name() ..
" to chest at " .. minetest.pos_to_string(pos))
end
def.on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" takes " .. stack:get_name() ..
" from chest at " .. minetest.pos_to_string(pos))
end
def.on_blast = function(pos)
local drops = {}
default.get_inventory_drops(pos, "main", drops)
drops[#drops+1] = "default:chest"
minetest.remove_node(pos)
return drops
end
local def_opened = table.copy(def)
local def_closed = table.copy(def)
def_opened.mesh = "chest_open.obj"
def_opened.drop = "default:" .. name
def_opened.groups.not_in_creative_inventory = 1
def_opened.selection_box = {
type = "fixed",
fixed = { -1/2, -1/2, -1/2, 1/2, 3/16, 1/2 },
}
def_opened.can_dig = function()
return false
end
def_closed.mesh = nil
def_closed.drawtype = nil
def_closed.tiles[6] = def.tiles[5] -- swap textures around for "normal"
def_closed.tiles[5] = def.tiles[3] -- drawtype to make them match the mesh
def_closed.tiles[3] = def.tiles[3].."^[transformFX"
minetest.register_node("default:" .. name, def_closed)
minetest.register_node("default:" .. name .. "_open", def_opened)
-- convert old chests to this new variant
minetest.register_lbm({
label = "update chests to opening chests",
name = "default:upgrade_" .. name .. "_v2",
nodenames = {"default:" .. name},
action = function(pos, node)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", nil)
local inv = meta:get_inventory()
local list = inv:get_list("default:chest")
if list then
inv:set_size("main", 9*6)
inv:set_list("main", list)
inv:set_list("default:chest", nil)
end
end
})
end
default.register_chest("chest", {
description = "Chest",
tiles = {
"default_chest_top.png",
"default_chest_top.png",
"default_chest_side.png",
"default_chest_side.png",
"default_chest_front.png",
"default_chest_inside.png"
},
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
on_construct = function(pos)
local param2 = minetest.get_node(pos).param2
local meta = minetest.get_meta(pos)
if minetest.get_node(get_chest_neighborpos(pos, param2, "right")).name == "default:chest" then
minetest.set_node(pos, {name="default:chest_right",param2=param2})
local p = get_chest_neighborpos(pos, param2, "right")
meta:set_string("formspec",
"size[8.7,12;]" ..
"background[-0.27, -0.75;9.41,13.48;large_chest_formspec.png]"..
"listcolors[#00000000;#FFF7;#00000000]"..
"list[nodemeta:"..p.x..","..p.y..","..p.z..";main;-0.064,0;9,6;]"..
"list[current_name;main;-0.064,0;9,6;]"..
"list[current_player;main;-0.064,7.02;9,4;9]"..
"list[current_player;main;-0.064,11.245;9,1;]"..
"listring[nodemeta:"..p.x..","..p.y..","..p.z..";main]"..
"listring[current_name;main]"..
"listring[current_player;main]"
)
minetest.swap_node(p, { name = "default:chest_left", param2 = param2 })
local m = minetest.get_meta(p)
m:set_string("formspec",
"size[8.7,12;]" ..
"background[-0.27, -0.75;9.41,13.48;large_chest_formspec.png]"..
"listcolors[#00000000;#FFF7;#00000000]"..
"list[current_name;main;-0.064,0;9,6;]"..
"list[nodemeta:"..p.x..","..p.y..","..p.z..";main;-0.064,0;9,6;]"..
"list[current_player;main;-0.064,7.02;9,4;9]"..
"list[current_player;main;-0.064,11.245;9,1;]"..
"listring[current_name;main]"..
"listring[current_player;main]"..
"listring[nodemeta:"..p.x..","..p.y..","..p.z..";main]"
)
elseif minetest.get_node(get_chest_neighborpos(pos, param2, "left")).name == "default:chest" then
minetest.set_node(pos, {name="default:chest_left",param2=param2})
local p = get_chest_neighborpos(pos, param2, "left")
meta:set_string("formspec",
"size[8.7,12;]" ..
"background[-0.27, -0.75;9.41,13.48;large_chest_formspec.png]"..
"listcolors[#00000000;#FFF7;#00000000]"..
"list[current_name;main;-0.064,0;9,6;]"..
"list[nodemeta:"..p.x..","..p.y..","..p.z..";main;-0.064,0;9,6;]"..
"list[current_player;main;-0.064,7.02;9,4;9]"..
"list[current_player;main;-0.064,11.245;9,1;]"..
"listring[current_name;main]"..
"listring[current_player;main]"..
"listring[nodemeta:"..p.x..","..p.y..","..p.z..";main]"
)
minetest.swap_node(p, { name = "default:chest_right", param2 = param2 })
local m = minetest.get_meta(p)
m:set_string("formspec",
"size[8.7,12;]" ..
"background[-0.27, -0.75;9.41,13.48;large_chest_formspec.png]"..
"listcolors[#00000000;#FFF7;#00000000]"..
"list[nodemeta:"..p.x..","..p.y..","..p.z..";main;-0.064,0;9,6;]"..
"list[current_name;main;-0.064,0;9,6;]"..
"list[current_player;main;-0.064,7.02;9,4;9]"..
"list[current_player;main;-0.064,11.245;9,1;]"..
"listring[nodemeta:"..p.x..","..p.y..","..p.z..";main]"..
"listring[current_name;main]"..
"listring[current_player;main]"
)
else
meta:set_string("formspec",
"size[8.7,10.4;]" ..
"background[-0.27,-0.25;9.41,11.48;chest_formspec.png]"..
"listcolors[#00000000;#FFF7;#00000000]"..
"list[current_name;main;-0.064,0.5;9,4;]"..
"list[current_player;main;-0.064,5.52;9,4;9]"..
"list[current_player;main;-0.064,9.745;9,1;]"..
"listring[current_name;main]"..
"listring[current_player;main]"
)
end
local inv = meta:get_inventory()
inv:set_size("main", 9*6)
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,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name()..
" moves stuff in chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" moves stuff to chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" takes stuff from chest at "..minetest.pos_to_string(pos))
end,
})
default.register_chest("chest_locked", {
description = "Locked Chest",
tiles = {
"default_chest_top.png",
"default_chest_top.png",
"default_chest_side.png",
"default_chest_side.png",
"default_chest_lock.png",
"default_chest_inside.png"
},
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
protected = true,
})
default.register_chest("chest_left", {
description = "Chest",
tiles = {
"default_chest_top_big.png",
"default_chest_top_big.png",
"default_chest_side_big.png^[transformFX",
"default_chest_side.png",
"default_chest_front_big.png",
"default_chest_inside.png",
},
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
drop = "default:chest",
on_destruct = function(pos)
local n = minetest.get_node(pos)
if n.name == "default:chest" then
return
end
local param2 = n.param2
local p = get_chest_neighborpos(pos, param2, "left")
if not p or minetest.get_node(p).name ~= "default:chest_right" then
return
end
local meta = minetest.get_meta(p)
meta:set_string("formspec",
"size[8.7,10.4;]" ..
"background[-0.27,-0.25;9.41,11.48;chest_formspec.png]"..
"listcolors[#00000000;#FFF7;#00000000]"..
"list[current_name;main;-0.064,0.5;9,4;]"..
"list[current_player;main;-0.064,5.52;9,4;9]"..
"list[current_player;main;-0.064,9.745;9,1;]"..
"listring[current_name;main]"..
"listring[current_player;main]"
)
minetest.swap_node(p, { name = "default:chest", param2 = param2 })
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,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name()..
" moves stuff in chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" moves stuff to chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" takes stuff from chest at "..minetest.pos_to_string(pos))
end,
})
default.register_chest("chest_right", {
description = "Chest",
tiles = {
"default_chest_top_big.png^[transformFX",
"default_chest_top_big.png^[transformFX",
"default_chest_side.png",
"default_chest_side_big.png^[transformFX",
"default_chest_front_big.png^[transformFX",
"default_chest_inside.png",
},
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
drop = "default:chest",
on_destruct = function(pos)
local n = minetest.get_node(pos)
if n.name == "default:chest" then
return
end
local param2 = n.param2
local p = get_chest_neighborpos(pos, param2, "right")
if not p or minetest.get_node(p).name ~= "default:chest_left" then
return
end
local meta = minetest.get_meta(p)
meta:set_string("formspec",
"size[8.7,10.4;]" ..
"background[-0.27,-0.25;9.41,11.48;chest_formspec.png]"..
"listcolors[#00000000;#FFF7;#00000000]"..
"list[current_name;main;-0.064,0.5;9,4;]"..
"list[current_player;main;-0.064,5.52;9,4;9]"..
"list[current_player;main;-0.064,9.745;9,1;]"..
"listring[current_name;main]"..
"listring[current_player;main]"
)
minetest.swap_node(p, { name = "default:chest", param2 = param2 })
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,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name()..
" moves stuff in chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" moves stuff to chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" takes stuff from chest at "..minetest.pos_to_string(pos))
end,
})
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