xdecor-libre/worktable.lua

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Lua
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local material = {
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"cloud", -- Only used for the formspec display.
"wood", "junglewood", "pinewood", "acacia_wood",
"tree", "jungletree", "pinetree", "acacia_tree",
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"cobble", "mossycobble", "desert_cobble",
"stone", "sandstone", "desert_stone", "obsidian",
"stonebrick", "sandstonebrick", "desert_stonebrick", "obsidianbrick",
"snowblock", "coalblock", "copperblock", "steelblock", "goldblock",
"bronzeblock", "mese", "diamondblock",
"brick", "cactus", "clay", "ice", "meselamp",
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"glass", "obsidian_glass"
}
local def = { -- Node name, yield, nodebox shape.
{ "nanoslab", "16", {-0.5, -0.5, -0.5, 0, -0.4375, 0} },
{ "micropanel", "16", {-0.5, -0.5, -0.5, 0.5, -0.4375, 0} },
{ "microslab", "8", {-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5} },
{ "panel", "4", {-0.5, -0.5, -0.5, 0.5, 0, 0} },
{ "slab", "2", {-0.5, -0.5, -0.5, 0.5, 0, 0.5} },
{ "outerstair", "1", { {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, {-0.5, 0, 0, 0, 0.5, 0.5} } },
{ "stair", "1", { {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, {-0.5, 0, 0, 0.5, 0.5, 0.5} } },
{ "innerstair", "1", { {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, {-0.5, 0, 0, 0.5, 0.5, 0.5}, {-0.5, 0, -0.5, 0, 0.5, 0} } }
}
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local function xconstruct(pos)
local meta = minetest.get_meta(pos)
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local nodebtn = {}
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for i=1, #def do
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nodebtn[#nodebtn+1] = "item_image_button["..(i-1)..
",0.5;1,1;xdecor:"..def[i][1].."_cloud;"..def[i][1]..";]"
end
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nodebtn = table.concat(nodebtn)
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meta:set_string("formspec", "size[8,7;]"..xdecor.fancy_gui..
"label[0,0;Cut your material into...]"..
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nodebtn..
"label[0,1.5;Input]"..
"list[current_name;input;0,2;1,1;]"..
"image[1,2;1,1;xdecor_saw.png]"..
"label[2,1.5;Output]"..
"list[current_name;output;2,2;1,1;]"..
"label[5,1.5;Tool]"..
"list[current_name;tool;5,2;1,1;]"..
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"image[6,2;1,1;xdecor_anvil.png]"..
"label[6.8,1.5;Hammer]]"..
"list[current_name;hammer;7,2;1,1;]"..
"list[current_player;main;0,3.25;8,4;]")
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meta:set_string("infotext", "Work Table")
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local inv = meta:get_inventory()
inv:set_size("output", 1)
inv:set_size("input", 1)
inv:set_size("tool", 1)
inv:set_size("hammer", 1)
end
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local function xfields(pos, formname, fields, sender)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local inputstack = inv:get_stack("input", 1)
local outputstack = inv:get_stack("output", 1)
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local shape, get = {}, {}
local anz = 0
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for m=1, #material do
for n=1, #def do
local v = material[m]
local w = def[n]
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if (inputstack:get_name() == "default:"..v) and
(outputstack:get_count() < 99) and fields[w[1]] then
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shape = "xdecor:"..w[1].."_"..v
anz = w[2]
get = shape.." "..anz
inv:add_item("output", get)
inputstack:take_item()
inv:set_stack("input", 1, inputstack)
end
end
end
end
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local function xdig(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
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if not inv:is_empty("input") or not inv:is_empty("output") or not
inv:is_empty("fuel") or not inv:is_empty("src") then
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return false
end
return true
end
local function xput(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if listname == "output" then return 0 end
if listname == "hammer" then
if stack:get_name() == "xdecor:hammer" then return 1
else return 0 end
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end
if listname == "tool" then
local tname = stack:get_name()
local tdef = minetest.registered_tools[tname]
local twear = stack:get_wear()
if tdef and twear > 0 then return 1
else return 0 end
end
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return stack:get_count()
end
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xdecor.register("worktable", {
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description = "Work Table",
groups = {snappy=3},
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sounds = xdecor.wood,
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tiles = {
"xdecor_worktable_top.png", "xdecor_worktable_top.png",
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"xdecor_worktable_sides.png", "xdecor_worktable_sides.png",
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"xdecor_worktable_front.png", "xdecor_worktable_front.png"
},
on_construct = xconstruct,
on_receive_fields = xfields,
can_dig = xdig,
allow_metadata_inventory_put = xput
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})
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for m=1, #material do
local v = material[m]
for n=1, #def do
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local w = def[n]
local nodename = "default:"..v
local ndef = minetest.registered_nodes[nodename]
if ndef then
xdecor.register(w[1].."_"..v, {
description = string.sub(string.upper(w[1]), 0, 1)..
string.sub(w[1], 2),
light_source = ndef.light_source,
sounds = ndef.sounds,
tiles = ndef.tiles,
groups = {snappy=3, not_in_creative_inventory=1},
node_box = {
type = "fixed",
fixed = w[3]
},
on_place = minetest.rotate_node
})
end
end
end
minetest.register_abm({
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nodenames = {"xdecor:worktable"},
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interval = 3, chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local tool = inv:get_stack("tool", 1)
local hammer = inv:get_stack("hammer", 1)
local wear = tool:get_wear()
local wear2 = hammer:get_wear()
local repair = -500 -- Tool's repairing factor (higher in negative means greater repairing).
local wearhammer = 250 -- Hammer's wearing factor (higher in positive means greater wearing).
if (tool:is_empty() or wear == 0 or wear == 65535) then return end
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if (hammer:is_empty() or hammer:get_name() ~= "xdecor:hammer") then
return end
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tool:add_wear(repair)
hammer:add_wear(wearhammer)
inv:set_stack("tool", 1, tool)
inv:set_stack("hammer", 1, hammer)
end
})