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Add basic dispensers (don't dispense most stuff)
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7 changed files with 183 additions and 0 deletions
6
mods/redstone/mcl_dispensers/depends.txt
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mods/redstone/mcl_dispensers/depends.txt
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mesecons
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mcl_core
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mcl_sounds
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mcl_fire
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mcl_tnt
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mcl_heads
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177
mods/redstone/mcl_dispensers/init.lua
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mods/redstone/mcl_dispensers/init.lua
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--[[ This mod registers 3 nodes:
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- One node for the horizontal-facing dispensers (mcl_dispensers:dispenser)
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- One node for the upwards-facing dispensers (mcl_dispenser:dispenser_up)
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- One node for the downwards-facing dispensers (mcl_dispenser:dispenser_down)
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3 node definitions are needed because of the way the textures are defined.
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All node definitions share a lot of code, so this is the reason why there
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are so many weird tables below.
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]]
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-- For after_place_node
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local setup_dispenser = function(pos)
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-- Set formspec and inventory
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local form = "size[9,8.75]"..
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"background[-0.19,-0.25;9.41,9.49;crafting_inventory_9_slots.png]"..
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mcl_core.inventory_header..
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"image[3,-0.2;5,0.75;mcl_dispensers_fnt_dispenser.png]"..
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"list[current_player;main;0,4.5;9,3;9]"..
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"list[current_player;main;0,7.74;9,1;]"..
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"list[current_name;main;3,0.5;3,3;]"..
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"listring[current_name;main]"..
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"listring[current_player;main]"
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", form)
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local inv = meta:get_inventory()
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inv:set_size("main", 9)
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end
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-- Shared core definition table
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local dispenserdef = {
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is_ground_content = false,
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sounds = mcl_sounds.node_sound_stone_defaults(),
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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local meta = minetest.get_meta(pos)
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local meta2 = meta
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meta:from_table(oldmetadata)
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local inv = meta:get_inventory()
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for i=1, inv:get_size("main") do
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local stack = inv:get_stack("main", i)
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if not stack:is_empty() then
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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}
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minetest.add_item(p, stack)
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end
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end
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meta:from_table(meta2:to_table())
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end,
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mesecons = {effector = {
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-- Dispense random item when triggered
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action_on = function (pos, node)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local droppos
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if node.name == "mcl_dispensers:dispenser" then
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droppos = vector.subtract(pos, minetest.facedir_to_dir(node.param2))
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elseif node.name == "mcl_dispensers:dispenser_up" then
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droppos = {x=pos.x, y=pos.y+1, z=pos.z}
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elseif node.name == "mcl_dispensers:dispenser_down" then
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droppos = {x=pos.x, y=pos.y-1, z=pos.z}
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end
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local dropnode = minetest.get_node(droppos)
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-- Do not dispense into solid nodes
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local dropnodedef = minetest.registered_nodes[dropnode.name]
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if dropnodedef.walkable then
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return
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end
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local stacks = {}
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for i=1,inv:get_size("main") do
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local stack = inv:get_stack("main", i)
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if not stack:is_empty() then
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table.insert(stacks, {stack = stack, stackpos = i})
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end
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end
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if #stacks >= 1 then
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local r = math.random(1, #stacks)
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local stack = stacks[r].stack
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local dropitem = ItemStack(stack:get_name())
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local stack_id = stacks[r].stackpos
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local iname = stack:get_name()
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local igroups = minetest.registered_items[iname].groups
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--[===[ Dispense item ]===]
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if iname == "mcl_fire:flint_and_steel" then
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-- Ignite air or fire
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if dropnode.name == "air" then
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minetest.add_node(droppos, {name="mcl_fire:basic_flame"})
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if not minetest.setting_getbool("creative_mode") then
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stack:add_wear(65535/65) -- 65 uses
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end
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elseif dropnode.name == "mcl_tnt:tnt" then
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tnt.ignite(droppos)
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if not minetest.setting_getbool("creative_mode") then
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stack:add_wear(65535/65) -- 65 uses
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end
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end
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inv:set_stack("main", stack_id, stack)
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elseif igroups.head or igroups.shulker_box or iname == "mcl_farming:pumpkin_face" then
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-- Place head, shulker box, or pumpkin
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if dropnodedef.buildable_to then
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minetest.set_node(droppos, {name = iname, param2 = node.param2})
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stack:take_item()
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inv:set_stack("main", stack_id, stack)
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end
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-- TODO: Many other dispenser actions
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else
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-- Drop item
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minetest.add_item(droppos, dropitem)
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stack:take_item()
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inv:set_stack("main", stack_id, stack)
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end
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end
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end
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}}
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}
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-- Horizontal dispenser
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local horizontal_def = table.copy(dispenserdef)
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horizontal_def.description = "Dispenser"
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horizontal_def.after_place_node = function(pos, placer, itemstack, pointed_thing)
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setup_dispenser(pos)
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-- When placed up and down, convert node to up/down dispenser
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if pointed_thing.above.y < pointed_thing.under.y then
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minetest.swap_node(pos, {name = "mcl_dispensers:dispenser_down"})
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elseif pointed_thing.above.y > pointed_thing.under.y then
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minetest.swap_node(pos, {name = "mcl_dispensers:dispenser_up"})
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end
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-- Else, the normal facedir logic applies
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end
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horizontal_def.tiles = {
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"default_furnace_top.png", "default_furnace_bottom.png",
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"default_furnace_side.png", "default_furnace_side.png",
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"default_furnace_side.png", "mcl_dispensers_dispenser_front_horizontal.png"
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}
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horizontal_def.paramtype2 = "facedir"
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horizontal_def.groups = {cracky=2,container=2}
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minetest.register_node("mcl_dispensers:dispenser", horizontal_def)
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-- Down dispenser
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local down_def = table.copy(dispenserdef)
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down_def.description = "Downwards-Facing Dispenser"
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down_def.after_place_node = setup_dispenser
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down_def.tiles = {
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"default_furnace_top.png", "mcl_dispensers_dispenser_front_vertical.png",
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"default_furnace_side.png", "default_furnace_side.png",
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"default_furnace_side.png", "default_furnace_side.png"
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}
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down_def.groups = {cracky=2,container=2,not_in_creative_inventory=1}
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down_def.drop = "mcl_dispensers:dispenser"
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minetest.register_node("mcl_dispensers:dispenser_down", down_def)
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-- Up dispenser
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-- The up dispenser is almost identical to the down dispenser , it only differs in textures
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up_def = table.copy(down_def)
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up_def.description = "Upwards-Facing Dispenser"
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up_def.tiles = {
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"mcl_dispensers_dispenser_front_vertical.png", "default_furnace_bottom.png",
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"default_furnace_side.png", "default_furnace_side.png",
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"default_furnace_side.png", "default_furnace_side.png"
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}
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minetest.register_node("mcl_dispensers:dispenser_up", up_def)
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minetest.register_craft({
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output = 'mcl_dispensers:dispenser',
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recipe = {
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{"mcl_core:cobble", "mcl_core:cobble", "mcl_core:cobble",},
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{"mcl_core:cobble", "mcl_throwing:bow", "mcl_core:cobble",},
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{"mcl_core:cobble", "mesecons:redstone", "mcl_core:cobble",},
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}
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})
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