Camas/mods/locks/init.lua

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--
-- Locks mod
-- By Kaadmy, for Pixture
--
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local S = minetest.get_translator("locks")
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locks = {}
-- Settings
local picked_time = tonumber(minetest.settings:get("locks_picked_time")) or 15 -- unlocked for 15 seconds
local all_unlocked = minetest.settings:get_bool("locks_all_unlocked")
-- API functions
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function locks.is_owner(meta, player)
local name = player:get_player_name()
local owner = meta:get_string("lock_owner")
return name == owner
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end
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function locks.has_owner(meta)
return meta:get_string("lock_owner") ~= ""
end
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function locks.is_locked(meta, player)
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if all_unlocked then
return false
end
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if locks.is_owner(meta, player) then
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return false
end
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local t = minetest.get_gametime()
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local cracked = meta:get_int("lock_cracked")
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if cracked == 1 then
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return false
end
return true
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end
-- Items and nodes
minetest.register_tool(
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"locks:pick",
{
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description = S("Lock Pick"),
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_tt_help = S("Cracks locked chests"),
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inventory_image = "locks_pick.png",
wield_image = "locks_pick.png",
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sound = { breaks = "default_tool_breaks" },
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stack_max = 1,
on_use = function(itemstack, player, pointed_thing)
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if pointed_thing.type ~= "node" then
return itemstack
end
local pos = pointed_thing.under
if minetest.is_protected(pos, player:get_player_name()) and
not minetest.check_player_privs(player, "protection_bypass") then
minetest.record_protection_violation(pos, player:get_player_name())
return itemstack
end
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "locked") == 0 then
return itemstack
end
local meta = minetest.get_meta(pos)
local cracked = meta:get_int("lock_cracked") == 1
if cracked then
-- Is already open
return itemstack
end
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-- Attempt to pick lock
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if math.random(1, 5) <= 1 then
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-- Success!
meta:set_int("lock_cracked", 1)
local timer = minetest.get_node_timer(pos)
-- Unlock node for a limited time
timer:start(picked_time)
local owner = meta:get_string("lock_owner")
if owner == "" then
meta:set_string("infotext", S("Locked Chest (cracked open)"))
else
meta:set_string("infotext", S("Locked Chest (cracked open) (Owned by @1)", owner))
end
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-- TODO: Add graphical effect to show success
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local burglar = player:get_player_name()
if owner then
if owner ~= burglar then
minetest.chat_send_player(
owner,
minetest.colorize("#f00",
S("@1 has broken into your locked chest!", burglar)))
minetest.chat_send_player(
burglar,
minetest.colorize("#0f0", S("You have broken the lock!")))
else
minetest.chat_send_player(
burglar,
minetest.colorize("#0f0", S("You have broken into your own locked chest!")))
end
else
minetest.chat_send_player(
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burglar,
minetest.colorize("#0f0", S("You have broken the lock!")))
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end
achievements.trigger_achievement(player, "burglar")
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minetest.sound_play({name="locks_unlock",gain=0.8},{pos=pos, max_hear_distance=16}, true)
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else
-- Failure!
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minetest.sound_play({name="locks_pick",gain=0.5},{pos=pos, max_hear_distance=16}, true)
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end
if not minetest.settings:get_bool("creative_mode") then
itemstack:add_wear(8200) -- about 8 uses
end
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return itemstack
end,
})
-- Use lock on chest to lock it
local put_lock = function(itemstack, putter, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local pos = pointed_thing.under
local node = minetest.get_node(pos)
if node.name == "default:chest" then
local name
if putter and putter:is_player() then
name = putter:get_player_name()
end
if minetest.is_protected(pos, name) and
not minetest.check_player_privs(putter, "protection_bypass") then
minetest.record_protection_violation(pos, name)
return itemstack
end
node.name = "locks:chest"
minetest.swap_node(pos, node)
local meta = minetest.get_meta(pos)
if name ~= "" then
meta:set_string("infotext", S("Locked Chest (Owned by @1)", name))
meta:set_string("lock_owner", name)
else
meta:set_string("infotext", S("Locked Chest"))
end
if not minetest.settings:get_bool("creative_mode") then
itemstack:take_item()
end
end
return itemstack
end
minetest.register_craftitem(
"locks:lock",
{
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description = S("Lock"),
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_tt_help = S("Used to craft locked chests"),
inventory_image = "locks_lock.png",
wield_image = "locks_lock.png",
-- Place or punch lock on chest to lock the chest
on_use = put_lock,
on_place = put_lock,
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})
minetest.register_node(
"locks:chest",
{
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description = S("Locked Chest"),
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_tt_help = S("Provides 32 inventory slots") .. "\n" .. S("Can only be opened by its owner and those who have a lockpick"),
tiles ={
"default_chest_top.png",
"default_chest_top.png",
"default_chest_sides.png",
"default_chest_sides.png",
"default_chest_sides.png",
"locks_chest_front.png"
},
paramtype2 = "facedir",
groups = {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, locked = 1},
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
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on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_int("lock_cracked", 0)
meta:set_string("infotext", S("Locked Chest"))
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local inv = meta:get_inventory()
inv:set_size("main", 8 * 4)
end,
after_place_node = function(pos, player)
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local name = player:get_player_name()
local meta = minetest.get_meta(pos)
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meta:set_string("infotext", S("Locked Chest (Owned by @1)", name))
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meta:set_string("lock_owner", name)
end,
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on_rightclick = function(pos, node, player)
local meta = minetest.get_meta(pos)
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if not locks.is_locked(meta, player) then
local np = pos.x .. "," .. pos.y .. "," .. pos.z
local form = default.ui.get_page("default:2part")
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form = form .. "list[nodemeta:" .. np .. ";main;0.25,0.25;8,4;]"
form = form .. "listring[nodemeta:" .. np .. ";main]"
form = form .. default.ui.get_itemslot_bg(0.25, 0.25, 8, 4)
form = form .. "list[current_player;main;0.25,4.75;8,4;]"
form = form .. "listring[current_player;main]"
form = form .. default.ui.get_hotbar_itemslot_bg(0.25, 4.75, 8, 1)
form = form .. default.ui.get_itemslot_bg(0.25, 5.75, 8, 3)
minetest.show_formspec(
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player:get_player_name(),
"default_chest",
form
)
end
end,
on_timer = function(pos, elapsed)
local meta = minetest.get_meta(pos)
meta:set_int("lock_cracked", 0)
local owner = meta:get_string("lock_owner")
if owner == "" then
meta:set_string("infotext", S("Locked Chest"))
else
meta:set_string("infotext", S("Locked Chest (Owned by @1)", owner))
end
end,
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allow_metadata_inventory_move = function(pos, from_l, from_i, to_l, to_i, cnt, player)
if minetest.is_protected(pos, player:get_player_name()) and
not minetest.check_player_privs(player, "protection_bypass") then
minetest.record_protection_violation(pos, player:get_player_name())
return 0
end
local meta = minetest.get_meta(pos)
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if locks.is_locked(meta, player) then
return 0
end
return cnt
end,
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allow_metadata_inventory_put = function(pos, listname, index, itemstack, player)
if minetest.is_protected(pos, player:get_player_name()) and
not minetest.check_player_privs(player, "protection_bypass") then
minetest.record_protection_violation(pos, player:get_player_name())
return 0
end
local meta = minetest.get_meta(pos)
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if locks.is_locked(meta, player) then
return 0
end
return itemstack:get_count()
end,
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allow_metadata_inventory_take = function(pos, listname, index, itemstack, player)
if minetest.is_protected(pos, player:get_player_name()) and
not minetest.check_player_privs(player, "protection_bypass") then
minetest.record_protection_violation(pos, player:get_player_name())
return 0
end
local meta = minetest.get_meta(pos)
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if locks.is_locked(meta, player) then
return 0
end
return itemstack:get_count()
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
return inv:is_empty("main") and (locks.is_owner(meta, player) or (not locks.has_owner(meta)))
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end,
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write_name = function(pos, text)
local meta = minetest.get_meta(pos)
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if text == "" then
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meta:set_string("infotext", S("Locked Chest (Owned by @1)",
meta:get_string("lock_owner")))
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else
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meta:set_string("infotext", S("@1 (Owned by @2)",
text, meta:get_string("lock_owner")))
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end
end,
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on_blast = function() end,
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})
-- Crafting
crafting.register_craft(
{
output = "locks:pick",
items = {
"default:ingot_steel 2",
"default:stick 3",
},
})
crafting.register_craft(
{
output = "locks:lock",
items = {
"default:ingot_steel 3",
"group:planks 2",
},
})
crafting.register_craft(
{
output = "locks:chest",
items = {
"default:chest",
"locks:lock",
},
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})
-- Achievements
achievements.register_achievement(
"locksmith",
{
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title = S("Locksmith"),
description = S("Craft a lock."),
times = 1,
craftitem = "locks:lock",
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})
achievements.register_achievement(
"burglar",
{
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title = S("Burglar"),
description = S("Break into a locked chest."),
times = 1,
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})
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default.log("mod:locks", "loaded")