--[[ 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]".. 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 -- Shared core definition table local dispenserdef = { is_ground_content = false, sounds = mcl_sounds.node_sound_stone_defaults(), 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) 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) -- Do not dispense into solid nodes local dropnodedef = minetest.registered_nodes[dropnode.name] if dropnodedef.walkable then return end 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:get_name()) local stack_id = stacks[r].stackpos local iname = stack:get_name() local igroups = minetest.registered_items[iname].groups --[===[ Dispense item ]===] if iname == "mcl_throwing:arrow" then -- Shoot arrow local shootpos = vector.add(pos, vector.multiply(dropdir, 0.51)) local yaw = math.atan2(dropdir.z, dropdir.x) - math.pi/2 mcl_throwing.shoot_arrow(iname, shootpos, dropdir, yaw, nil, 19, 3) stack:take_item() inv:set_stack("main", stack_id, stack) elseif iname == "mcl_throwing:egg" or iname == "mcl_throwing:snowball" then -- Throw egg or snowball local shootpos = vector.add(pos, vector.multiply(dropdir, 0.51)) mcl_throwing.throw(iname, shootpos, dropdir) stack:take_item() inv:set_stack("main", stack_id, stack) elseif iname == "mcl_fire:fire_charge" then -- Throw fire charge local shootpos = vector.add(pos, vector.multiply(dropdir, 0.51)) local fireball = minetest.add_entity(shootpos, "mobs_mc:blaze_fireball") local ent = fireball:get_luaentity() local v = ent.velocity or 1 fireball:setvelocity(vector.multiply(dropdir, v)) ent.switch = 1 stack:take_item() inv:set_stack("main", stack_id, stack) elseif iname == "mcl_fire:flint_and_steel" then -- Ignite air or fire if dropnode.name == "air" then minetest.add_node(droppos, {name="mcl_fire:fire"}) if not minetest.setting_getbool("creative_mode") then stack:add_wear(65535/65) -- 65 uses end elseif dropnode.name == "mcl_tnt:tnt" then tnt.ignite(droppos) if not minetest.setting_getbool("creative_mode") then stack:add_wear(65535/65) -- 65 uses end end inv:set_stack("main", stack_id, stack) elseif iname == "mcl_tnt:tnt" then -- Place and ignite TNT if dropnodedef.buildable_to then minetest.set_node(droppos, {name = iname}) tnt.ignite(droppos) stack:take_item() inv:set_stack("main", stack_id, stack) end elseif iname == "bucket:bucket_empty" then -- Fill empty bucket with liquid or drop bucket if no liquid local collect_liquid = false local bucket_id if dropnode.name == "mcl_core:water_source" then collect_liquid = true bucket_id = "bucket:bucket_water" elseif dropnode.name == "mcl_core:lava_source" then collect_liquid = true bucket_id = "bucket:bucket_lava" end if collect_liquid then minetest.set_node(droppos, {name="air"}) -- Fill bucket with liquid and put it back into inventory -- if there's still space. If not, drop it. stack:take_item() inv:set_stack("main", stack_id, stack) local new_bucket = ItemStack(bucket_id) if inv:room_for_item("main", new_bucket) then inv:add_item("main", new_bucket) else minetest.add_item(droppos, dropitem) end else -- No liquid found: Drop empty bucket minetest.add_item(droppos, dropitem) stack:take_item() inv:set_stack("main", stack_id, stack) end elseif iname == "bucket:bucket_water" or iname == "bucket:bucket_lava" then -- Place water/lava source if dropnodedef.buildable_to then if iname == "bucket:bucket_water" then minetest.set_node(droppos, {name = "mcl_core:water_source"}) elseif iname == "bucket:bucket_lava" then minetest.set_node(droppos, {name = "mcl_core:lava_source"}) end stack:take_item() inv:set_stack("main", stack_id, stack) if inv:room_for_item("main", "bucket:bucket_empty") then inv:add_item("main", "bucket:bucket_empty") else minetest.add_item(droppos, dropitem) end end elseif igroups.head or igroups.shulker_box or iname == "mcl_farming:pumpkin_face" then -- Place head, shulker box, or pumpkin 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 elseif iname == "mcl_dye:white" then -- Apply bone meal, if possible if dropnode.name == "air" then pointed_thing = { above = droppos, under = { x=droppos.x, y=droppos.y-1, z=droppos.z } } else pointed_thing = { above = pos, under = droppos } end local success = mcl_dye.apply_bone_meal(pointed_thing) if success then stack:take_item() inv:set_stack("main", stack_id, stack) end elseif iname == "mcl_minecarts:minecart" then -- Place minecart as entity on rail if dropnodedef.groups.rail then minetest.add_entity(droppos, "mcl_minecarts:minecart") else -- Drop item minetest.add_item(droppos, dropitem) end stack:take_item() inv:set_stack("main", stack_id, stack) elseif igroups.boat then local below = {x=droppos.x, y=droppos.y-1, z=droppos.z} local belownode = minetest.get_node(below) -- Place boat as entity on or in water if dropnodedef.groups.water or (dropnode.name == "air" and minetest.registered_nodes[belownode.name].groups.water) then minetest.add_entity(droppos, "mcl_boats:boat") else minetest.add_item(droppos, dropitem) end stack:take_item() inv:set_stack("main", stack_id, stack) elseif igroups.armor_head or igroups.armor_torso or igroups.armor_legs or igroups.armor_feet then local armor_type, armor_slot 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) 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) end end end elseif igroups.spawn_egg then -- Place spawn egg if not dropnodedef.walkable then pointed_thing = { above = droppos, under = { x=droppos.x, y=droppos.y-1, z=droppos.z } } minetest.registered_items[iname].on_place(ItemStack(iname), nil, pointed_thing) stack:take_item() inv:set_stack("main", stack_id, stack) end -- TODO: Many other dispenser actions else -- Drop item minetest.add_item(droppos, dropitem) stack:take_item() inv:set_stack("main", stack_id, stack) end end end }} } -- 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 • Heads, pumpkins or 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) -- When placed up and down, convert node to up/down dispenser if pointed_thing.above.y < pointed_thing.under.y then minetest.swap_node(pos, {name = "mcl_dispensers:dispenser_down"}) elseif pointed_thing.above.y > pointed_thing.under.y then minetest.swap_node(pos, {name = "mcl_dispensers:dispenser_up"}) end -- Else, the normal facedir logic applies 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 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_throwing:bow", "mcl_core:cobble",}, {"mcl_core:cobble", "mesecons:redstone", "mcl_core:cobble",}, } }) -- Only allow crafting if the bow is intact local check_craft = function(itemstack, player, old_craft_grid, craft_inv) if itemstack:get_name() == "mcl_dispensers:dispenser" then local bow, id for i=1, craft_inv:get_size("craft") do local item = craft_inv:get_stack("craft", i) if item:get_name() == "mcl_throwing:bow" then bow = item id = i break end end if bow and bow:get_wear() ~= 0 then return "" end end return nil end minetest.register_on_craft(check_craft) minetest.register_craft_predict(check_craft)