xdecor-libre/worktable.lua

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Lua
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local worktable = {}
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.
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{"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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function worktable.construct(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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function worktable.fields(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 outputcount = outputstack:get_count()
local inputname = inputstack:get_name()
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local shape, get = {}, {}
local anz = 0
for _, d in pairs(def) do
local nb, anz = d[1], d[2]
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if outputcount < 99 and fields[nb] then
shape = "xdecor:"..nb.."_"..string.sub(inputname, 9)
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get = shape.." "..anz
if not minetest.registered_nodes[shape] then return end
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inv:add_item("output", get)
inputstack:take_item()
inv:set_stack("input", 1, inputstack)
end
end
end
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function worktable.dig(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
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inv:is_empty("hammer") or not inv:is_empty("tool") then
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return false
end
return true
end
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function worktable.put(pos, listname, index, stack, player)
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local stackname = stack:get_name()
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local count = stack:get_count()
if listname == "output" then return 0 end
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if listname == "input" then
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if string.find(stackname, "default:") then return count
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else return 0 end
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end
if listname == "hammer" then
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if not (stackname == "xdecor:hammer") then return 0 end
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end
if listname == "tool" then
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local tdef = minetest.registered_tools[stackname]
local twear = stack:get_wear()
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if not (tdef and twear > 0) then return 0 end
end
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return count
end
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xdecor.register("worktable", {
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description = "Work Table",
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groups = {cracky=2},
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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"
},
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on_construct = worktable.construct,
on_receive_fields = worktable.fields,
can_dig = worktable.dig,
allow_metadata_inventory_put = worktable.put
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})
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for _, m in pairs(material) do
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for n=1, #def do
local w = def[n]
local nodename = "default:"..m
local ndef = minetest.registered_nodes[nodename]
if not ndef then return end
local function description(m)
if m == "cloud" then return "" end
return string.gsub(m, "%l", string.upper, 1).." "..string.gsub(w[1], "%l", string.upper, 1)
end
local function groups(m)
if string.find(m, "tree") or string.find(m, "wood") or m == "cactus" then
return {choppy=3, not_in_creative_inventory=1}
elseif m == "clay" or m == "snowblock" then
return {snappy=3, not_in_creative_inventory=1}
end
return {cracky=3, not_in_creative_inventory=1}
end
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xdecor.register(w[1].."_"..m, {
description = description(m),
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light_source = ndef.light_source,
sounds = ndef.sounds,
tiles = ndef.tiles,
groups = groups(m),
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node_box = {type = "fixed", fixed = w[3]},
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on_place = minetest.rotate_node
})
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()
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local repair = -500 -- Tool's repairing factor (0-65535 -- 0 = new condition).
local wearhammer = 250 -- Hammer's wearing factor (0-65535 -- 0 = new condition).
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if tool:is_empty() or hammer:is_empty() or wear == 0 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
})