local worktable = {} local xbg = default.gui_bg..default.gui_bg_img..default.gui_slots local material = { "wood", "junglewood", "pine_wood", "acacia_wood", "tree", "jungletree", "pine_tree", "acacia_tree", "cobble", "mossycobble", "desert_cobble", "stone", "sandstone", "desert_stone", "obsidian", "stonebrick", "sandstonebrick", "desert_stonebrick", "obsidianbrick", "coalblock", "copperblock", "steelblock", "goldblock", "bronzeblock", "mese", "diamondblock", "brick", "cactus", "ice", "meselamp", "glass", "obsidian_glass" } local def = { -- Node name, nodebox shape. {"nanoslab", {-.5,-.5,-.5,0,-.4375,0}}, {"micropanel", {-.5,-.5,-.5,.5,-.4375,0}}, {"microslab", {-.5,-.5,-.5,.5,-.4375,.5}}, {"thinstair", {{-.5,-.0625,-.5,.5,0,0},{-.5,.4375,0,.5,.5,.5}}}, {"cube", {-.5,-.5,0,0,0,.5}}, {"panel", {-.5,-.5,-.5,.5,0,0}}, {"slab", {-.5,-.5,-.5,.5,0,.5}}, {"doublepanel", {{-.5,-.5,-.5,.5,0,0},{-.5,0,0,.5,.5,.5}}}, {"halfstair", {{-.5,-.5,-.5,0,0,.5},{-.5,0,0,0,.5,.5}}}, {"outerstair", {{-.5,-.5,-.5,.5,0,.5},{-.5,0,0,0,.5,.5}}}, {"stair", {{-.5,-.5,-.5,.5,0,.5},{-.5,0,0,.5,.5,.5}}}, {"innerstair", {{-.5,-.5,-.5,.5,0,.5},{-.5,0,0,.5,.5,.5},{-.5,0,-.5,0,.5,0}}} } function worktable.crafting(pos) local meta = minetest.get_meta(pos) return "size[8,7;]"..xbg.. "list[current_player;main;0,3.3;8,4;]".. "image[5,1;1,1;gui_furnace_arrow_bg.png^[transformR270]".. "list[current_player;craft;2,0;3,3;]".. "list[current_player;craftpreview;6,1;1,1;]" end function worktable.storage(pos) local meta = minetest.get_meta(pos) local f = "size[8,7]"..xbg.. "list[context;storage;0,0;8,2;]list[current_player;main;0,3.25;8,4;]" meta:get_inventory():set_size("storage", 8*2) return f end function worktable.construct(pos) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:set_size("forms", 4*3) inv:set_size("input", 1) inv:set_size("tool", 1) inv:set_size("hammer", 1) local formspec = "size[8,7;]"..xbg.. "list[context;forms;4,0;4,3;]" .. "label[0.95,1.23;Cut]box[-0.05,1;2.05,0.9;#555555]".. "image[3,1;1,1;gui_furnace_arrow_bg.png^[transformR270]".. "label[0.95,2.23;Repair]box[-0.05,2;2.05,0.9;#555555]".. "image[0,1;1,1;xdecor_saw.png]image[0,2;1,1;xdecor_anvil.png]".. "image[3,2;1,1;hammer_layout.png]".. "list[current_name;input;2,1;1,1;]".. "list[current_name;tool;2,2;1,1;]list[current_name;hammer;3,2;1,1;]".. "button[0,0;2,1;craft;Crafting]".. "button[2,0;2,1;storage;Storage]".. "list[current_player;main;0,3.25;8,4;]" meta:set_string("formspec", formspec) meta:set_string("infotext", "Work Table") end function worktable.fields(pos, _, fields, sender) local player = sender:get_player_name() local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if fields.storage then minetest.show_formspec(player, "", worktable.storage(pos)) end if fields.craft then minetest.show_formspec(player, "", worktable.crafting(pos)) end end function worktable.anz(n) if n == "nanoslab" or n == "micropanel" then return 16 elseif n == "microslab" or n == "thinstair" then return 8 elseif n == "panel" or n == "cube" then return 4 elseif n == "slab" or n == "halfstair" or n == "doublepanel" then return 2 else return 1 end end function worktable.dig(pos, _) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if not inv:is_empty("input") or not inv:is_empty("forms") or not inv:is_empty("hammer") or not inv:is_empty("tool") or not inv:is_empty("storage") or not inv:is_empty("craft") then return false end return true end function worktable.put(pos, listname, _, stack, _) local stackname = stack:get_name() local count = stack:get_count() local mat = table.concat(material) if listname == "forms" then return 0 end if listname == "input" then if stackname:find("default:") and mat:match(stackname:sub(9)) then return count else return 0 end end if listname == "hammer" then if not (stackname == "xdecor:hammer") then return 0 end end if listname == "tool" then local tdef = minetest.registered_tools[stackname] local twear = stack:get_wear() if not (tdef and twear > 0) then return 0 end end return count end function worktable.take(pos, listname, index, stack, player) if listname == "forms" then return -1 end return stack:get_count() end function worktable.move(_, from_list, _, to_list, _, count, _) if from_list == "storage" and to_list == "storage" then return count else return 0 end end local function update_form_inventory(inv, input_stack) if inv:is_empty("input") then inv:set_list("forms", {}) return end local form_inv_list = {} for _, form in pairs(def) do local material_name = input_stack:get_name():match("%a+:(%a+)") local form_name = form[1] local count = math.min(worktable.anz(form_name) * inv:get_stack("input", 1):get_count(), input_stack:get_stack_max()) table.insert(form_inv_list, string.format("xdecor:%s_%s %d", form_name, material_name, count)) end inv:set_list("forms", form_inv_list) end function worktable.on_put(pos, listname, _, stack, _) if listname == "input" then local inv = minetest.get_meta(pos):get_inventory() update_form_inventory(inv, stack) end end function worktable.on_take(pos, listname, index, stack, player) local inv = minetest.get_meta(pos):get_inventory() if listname == "input" then update_form_inventory(inv, stack) elseif listname == "forms" then local form_name = stack:get_name():match("%a+:(%a+)_%a+") local input_stack = inv:get_stack("input", 1) input_stack:take_item(math.ceil(stack:get_count() / worktable.anz(form_name))) inv:set_stack("input", 1, input_stack) update_form_inventory(inv, input_stack) end end xdecor.register("worktable", { description = "Work Table", groups = {cracky=2, choppy=2}, sounds = default.node_sound_wood_defaults(), 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" }, can_dig = worktable.dig, on_construct = worktable.construct, on_receive_fields = worktable.fields, on_metadata_inventory_put = worktable.on_put, on_metadata_inventory_take = worktable.on_take, allow_metadata_inventory_put = worktable.put, allow_metadata_inventory_take = worktable.take, allow_metadata_inventory_move = worktable.move }) local function description(m, w) return m:gsub("%l", string.upper, 1).." "..w:gsub("%l", string.upper, 1) end local function groups(m) if m:find("tree") or m:find("wood") or m == "cactus" then return {choppy=3, not_in_creative_inventory=1} end return {cracky=3, not_in_creative_inventory=1} end local function shady(w) if w:find("stair") or w == "slab" then return false end return true end for n = 1, #def do for m = 1, #material do local w, x = def[n], material[m] local nodename = "default:"..x local ndef = minetest.registered_nodes[nodename] if not ndef then break end xdecor.register(w[1].."_"..x, { description = description(x, w[1]), light_source = ndef.light_source, sounds = ndef.sounds, tiles = ndef.tiles, groups = groups(x), node_box = {type = "fixed", fixed = w[2]}, sunlight_propagates = shady(w[1]), on_place = minetest.rotate_node }) end end minetest.register_abm({ nodenames = {"xdecor:worktable"}, interval = 3, chance = 1, action = function(pos, _, _, _) 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() if tool:is_empty() or hammer:is_empty() or wear == 0 then return end tool:add_wear(-500) -- Tool's repairing factor (0-65535 -- 0 = new condition). hammer:add_wear(250) -- Hammer's wearing factor (0-65535 -- 0 = new condition). inv:set_stack("tool", 1, tool) inv:set_stack("hammer", 1, hammer) end })