module.exports = { type: 'chest', ownerId: -1, ttl: -1, init: function (blueprint) { if (blueprint.ownerId !== null) this.ownerId = blueprint.ownerId; if (blueprint.ttl) this.ttl = blueprint.ttl; }, simplify: function (self) { return { type: 'chest', ownerId: this.ownerId }; }, update: function () { if (this.ttl > 0) { this.ttl--; if (this.ttl === 0) this.obj.destroyed = true; } }, collisionEnter: function (obj) { if (!obj.player) return; let ownerId = this.ownerId; if (ownerId !== -1) { if (ownerId instanceof Array) { if (ownerId.indexOf(obj.serverId) === -1) return; } else if (ownerId !== obj.serverId) return; } //Make sure the player took all the items // since maybe he doesn't have enough space for everything if (this.obj.inventory.giveItems(obj)) this.obj.destroyed = true; } };