xdecor-libre/worktable.lua

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local material = {
"cloud", -- only used for the formspec display
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"wood", "junglewood", "pinewood", "tree", "pinetree",
"stone", "sandstone", "desert_stone", "obsidian",
"stonebrick", "sandstonebrick", "desert_stonebrick", "obsidianbrick",
"copperblock", "bronzeblock", "goldblock", "steelblock", "diamondblock",
"meselamp", "glass", "obsidian_glass" }
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local def = { -- node name, yield, nodebox shape
{"nanoslab", "16", {-0.5, -0.5, -0.5, 0, -0.4375, 0}},
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{"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}},
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{"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)
meta:set_string("formspec", "size[8,7;]"..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[4.5,1.5;Damaged tool]"..
"list[current_name;src;5,2;1,1;]"..
"image[6,2;1,1;xdecor_hammer.png]"..
"label[6.8,1.5;Hammer]]"..
"list[current_name;fuel;7,2;1,1;]"..
"list[current_player;main;0,3.25;8,4;]")
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meta:set_string("infotext", "Work Table")
local inv = meta:get_inventory()
inv:set_size("output", 1)
inv:set_size("input", 1)
inv:set_size("src", 1)
inv:set_size("fuel", 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)
local shape = {}
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local 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
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()
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
return false end
return true
end
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xdecor.register("worktable", {
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description = "Work Table", groups = {snappy=3},
sounds = default.node_sound_wood_defaults(),
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tiles = {"xdecor_worktable_top.png", "xdecor_worktable_top.png",
"xdecor_worktable_sides.png", "xdecor_worktable_sides.png",
"xdecor_worktable_front.png", "xdecor_worktable_front.png"},
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on_construct = xconstruct,
on_receive_fields = xfields,
can_dig = xdig })
local function lightlvl(material)
if (material == "meselamp") then return 12 else return 0 end
end
local function stype(material)
if string.find(material, "glass") or string.find(material, "lamp") then
return default.node_sound_glass_defaults()
elseif string.find(material, "wood") or string.find(material, "tree") then
return default.node_sound_wood_defaults()
else
return default.node_sound_stone_defaults()
end
end
local function tnaming(material)
if string.find(material, "block") then
local newname = string.gsub(material, "(block)", "_%1")
return "default_"..newname..".png"
elseif string.find(material, "brick") then
local newname = string.gsub(material, "(brick)", "_%1")
return "default_"..newname..".png"
else return "default_"..material..".png" end
end
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for m=1, #material do
local v = material[m]
local light = lightlvl(v)
local sound = stype(v)
local tile = tnaming(v)
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for n=1, #def do
local w = def[n]
xdecor.register(w[1].."_"..v, {
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description = string.sub(string.upper(w[1]), 0, 1)..string.sub(w[1], 2),
light_source = light, sounds = sound, tiles = {tile},
groups = {snappy=3, not_in_creative_inventory=1},
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on_place = minetest.rotate_node, node_box = {type = "fixed", fixed = w[3]} })
end
end
-- Repair Tool's code by Krock, modified by kilbith
minetest.register_abm({
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nodenames = {"xdecor:worktable"},
interval = 5, 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 src = inv:get_stack("src", 1)
local wear = src:get_wear()
local repair = -1400
if (src:is_empty() or wear == 0 or wear == 65535) then return end
local fuel = inv:get_stack("fuel", 1)
if (fuel:is_empty() or fuel:get_name() ~= "xdecor:hammer") then return end
if (wear + repair < 0) then src:add_wear(repair + wear)
else src:add_wear(repair) end
inv:set_stack("src", 1, src)
inv:remove_item("fuel", "xdecor:hammer 1")
end
})