artifact_one/mods/artifact_mechanisms/chest.lua

182 lines
6.1 KiB
Lua

local ns = artifact
local chests = {}
minetest.register_entity(":artifact:chest_slot", {
initial_properties = {
static_save = false,
visual = "mesh",
mesh = "artifact_animator.gltf",
selectionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2}
},
_interact_time = 0.25,
on_activate = function(e, item)
e._visual = minetest.add_entity(e.object:get_pos(), "display")
e._visual:set_properties {
visual = "item",
wield_item = item,
pointable = false
}
e._visual:set_attach(e.object, "root")
-- That's _one_ way to get a unique ID...
e._name = ""..math.random()
end,
on_deactivate = function(e)
e._visual:remove()
end,
on_hover = function(e, m)
e.object:set_bone_override("root", {
scale = {
vec = vector.new(0.15, 0.15, 0.15), interpolation = 0.2, absolute = true
},
position = {
vec = vector.new(0, 0.01, 0), interpolation = 0.2, absolute = true
}
})
end,
on_unhover = function(e, m)
e.object:set_bone_override("root", {
scale = {
vec = vector.new(0.1, 0.1, 0.1), interpolation = 0.2, absolute = true
},
position = {
vec = vector.new(0, 0.01, 0), interpolation = 0.2, absolute = true
}
})
end
})
minetest.register_entity(":artifact:chest_display", {
initial_properties = {
visual = "mesh",
mesh = "artifact_chest.gltf",
textures = {"artifact_chest_wood.png"},
},
_interact_time = 0.6,
_interact_marker_offset = function(e)
return vector.new(0, 0, 0.5):rotate(e.object:get_rotation())
end,
on_activate = function(e, data)
if not minetest.get_node(e.object:get_pos()).name:find "chest" then
e.object:remove()
return
end
e.object:set_armor_groups{immortal = 1}
e._pos = minetest.deserialize(data)
chests[vector.to_string(e._pos)] = e
end,
on_deactivate = function(e)
chests[vector.to_string(e._pos)] = nil
end,
get_staticdata = function(e)
return minetest.serialize(e._pos)
end,
on_interact = function(e)
e:open()
end,
on_step = function(e)
if e._open then
local found = false
for obj in minetest.objects_inside_radius(e.object:get_pos(), 5) do
if minetest.is_player(obj) then
found = true
break
end
end
if not found then
e:close()
end
end
end,
open = function(e)
e._open = true
e._no_interact = true
e.object:set_properties{pointable = false}
e.object:set_animation({x=0,y=0.5}, 1, 0.1, false)
local pos = e.object:get_pos()
local rot = e.object:get_rotation()
e._slot_main = minetest.add_entity(pos +vector.new(0.2, 0.1, 0):rotate(rot), "artifact:chest_slot", "artifact:stone"):get_luaentity()
e._slot_main.object:set_bone_override("root", {
scale = {
vec = vector.new(0.01, 0.01, 0.01), absolute = true
},
position = {
vec = vector.new(0, -5, 0), absolute = true
}
})
minetest.after(0, function()
e._slot_main.object:set_bone_override("root", {
scale = {
vec = vector.new(0.1, 0.1, 0.1), interpolation = 0.4, absolute = true
},
position = {
vec = vector.new(0, 0.01, 0), interpolation = 0.4, absolute = true
}
})
end)
e._slot_main.master = e
e._slot_main.on_interact = function()
end
e._slot_cancel = minetest.add_entity(pos +vector.new(-0.2, 0.1, 0):rotate(rot), "artifact:chest_slot", "artifact:cancel"):get_luaentity()
e._slot_cancel.object:set_bone_override("root", {
scale = {
vec = vector.new(0.01, 0.01, 0.01), absolute = true
},
position = {
vec = vector.new(0, -5, 0), absolute = true
}
})
minetest.after(0, function()
e._slot_cancel.object:set_bone_override("root", {
scale = {
vec = vector.new(0.1, 0.1, 0.1), interpolation = 0.4, absolute = true
},
position = {
vec = vector.new(0, 0.01, 0), interpolation = 0.4, absolute = true
}
})
end)
e._slot_cancel.master = e
e._slot_cancel.on_interact = function()
e:close()
end
end,
close = function(e)
e._open = false
e._no_interact = nil
e.object:set_properties{pointable = true}
e.object:set_animation({x=0.5,y=1}, 1, 0.1, false)
e._slot_main.object:remove()
e._slot_cancel.object:remove()
end
})
artifact.register_node("chest", {
drawtype = "airlike",
paramtype = "light",
paramtype2 = "facedir",
pointable = false,
groups = {call_on_load = 1},
on_construct = function(pos)
local m = minetest.get_meta(pos)
m:set_string("initialized", "true")
local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
rot.y = rot.y -math.pi
minetest.add_entity(pos, "artifact:chest_display", minetest.serialize(pos)):set_rotation(rot)
end,
on_destruct = function(pos)
chests[pos:to_string()].object:remove()
chests[pos:to_string()] = nil
end,
on_load = function(pos)
local m = minetest.get_meta(pos)
-- Dynamically initialize chests that were mapgen'd in.
if not m:contains("initialized") then
m:set_string("initialized", "true")
local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
rot.y = rot.y -math.pi
minetest.add_entity(pos, "artifact:chest_display", minetest.serialize(pos)):set_rotation(rot)
end
end
})