Anvil Formspec
- anvil formspec - hammer icon - use new vectors - add some type annotations - optimize textures (some of them by 95%)
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@ -1,4 +1,6 @@
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local S = minetest.get_translator(minetest.get_current_modname())
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local F = minetest.formspec_escape
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local C = minetest.colorize
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local MAX_NAME_LENGTH = 35
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local MAX_WEAR = 65535
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@ -10,41 +12,65 @@ local MATERIAL_TOOL_REPAIR_BOOST = {
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MAX_WEAR, -- 100%
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}
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---@param set_name? string
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local function get_anvil_formspec(set_name)
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if not set_name then
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set_name = ""
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end
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return "size[9,8.75]"..
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"background[-0.19,-0.25;9.41,9.49;mcl_anvils_inventory.png]"..
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"label[0,4.0;"..minetest.formspec_escape(minetest.colorize("#313131", S("Inventory"))).."]"..
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"list[current_player;main;0,4.5;9,3;9]"..
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mcl_formspec.get_itemslot_bg(0,4.5,9,3)..
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"list[current_player;main;0,7.74;9,1;]"..
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mcl_formspec.get_itemslot_bg(0,7.74,9,1)..
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"list[context;input;1,2.5;1,1;]"..
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mcl_formspec.get_itemslot_bg(1,2.5,1,1)..
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"list[context;input;4,2.5;1,1;1]"..
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mcl_formspec.get_itemslot_bg(4,2.5,1,1)..
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"list[context;output;8,2.5;1,1;]"..
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mcl_formspec.get_itemslot_bg(8,2.5,1,1)..
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"label[3,0.1;"..minetest.formspec_escape(minetest.colorize("#313131", S("Repair and Name"))).."]"..
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"field[3.25,1;4,1;name;;"..minetest.formspec_escape(set_name).."]"..
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"field_close_on_enter[name;false]"..
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"button[7,0.7;2,1;name_button;"..minetest.formspec_escape(S("Set Name")).."]"..
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"listring[context;output]"..
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"listring[current_player;main]"..
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"listring[context;input]"..
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"listring[current_player;main]"
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return table.concat({
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"formspec_version[4]",
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"size[11.75,10.425]",
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"label[4.125,0.375;" .. F(C(mcl_formspec.label_color, S("Repair and Name"))) .. "]",
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"image[0.875,0.375;1.75,1.75;mcl_anvils_inventory_hammer.png]",
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"field[4.125,0.75;7.25,1;name;;" .. F(set_name) .. "]",
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"field_close_on_enter[name;false]",
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"set_focus[name;true]",
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mcl_formspec.get_itemslot_bg_v4(1.625, 2.6, 1, 1),
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"list[context;input;1.625,2.6;1,1;]",
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"image[3.5,2.6;1,1;mcl_anvils_inventory_cross.png]",
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mcl_formspec.get_itemslot_bg_v4(5.375, 2.6, 1, 1),
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"list[context;input;5.375,2.6;1,1;1]",
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"image[6.75,2.6;2,1;mcl_anvils_inventory_arrow.png]",
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mcl_formspec.get_itemslot_bg_v4(9.125, 2.6, 1, 1),
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"list[context;output;9.125,2.6;1,1;]",
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-- Player Inventory
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mcl_formspec.get_itemslot_bg_v4(0.375, 5.1, 9, 3),
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"list[current_player;main;0.375,5.1;9,3;9]",
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mcl_formspec.get_itemslot_bg_v4(0.375, 9.05, 9, 1),
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"list[current_player;main;0.375,9.05;9,1;]",
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-- Listrings
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"listring[context;output]",
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"listring[current_player;main]",
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"listring[context;input]",
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"listring[current_player;main]",
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})
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end
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-- Given a tool and material stack, returns how many items of the material stack
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-- needs to be used up to repair the tool.
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---@param tool ItemStack
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---@param material ItemStack
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---@return integer
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local function get_consumed_materials(tool, material)
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local wear = tool:get_wear()
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--local health = (MAX_WEAR - wear)
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local matsize = material:get_count()
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local materials_used = 0
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for m=1, math.min(4, matsize) do
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for m = 1, math.min(4, matsize) do
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materials_used = materials_used + 1
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if (wear - MATERIAL_TOOL_REPAIR_BOOST[m]) <= 0 then
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break
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@ -53,6 +79,9 @@ local function get_consumed_materials(tool, material)
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return materials_used
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end
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---@param table table
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---@param value any
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---@return boolean
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local function contains(table, value)
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for _, i in pairs(table) do
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if i == value then
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@ -66,6 +95,8 @@ end
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-- Returns ("tool", input1, input2) if input1 is tool and input2 is material.
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-- Returns ("material", input2, input1) if input1 is material and input2 is tool.
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-- Returns nil otherwise.
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---@param input1 ItemStack
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---@param input2 ItemStack
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local function distinguish_tool_and_material(input1, input2)
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local def1 = input1:get_definition()
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local def2 = input2:get_definition()
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@ -84,7 +115,8 @@ local function distinguish_tool_and_material(input1, input2)
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end
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end
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-- Helper function to make sure update_anvil_slots NEVER overstacks the output slot
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---Helper function to make sure update_anvil_slots NEVER overstacks the output slot
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---@param stack ItemStack
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local function fix_stack_size(stack)
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if not stack or stack == "" then return "" end
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local count = stack:get_count()
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@ -99,6 +131,7 @@ end
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-- Update the inventory slots of an anvil node.
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-- meta: Metadata of anvil node
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---@param meta NodeMetaRef
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local function update_anvil_slots(meta)
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local inv = meta:get_inventory()
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local new_name = meta:get_string("set_name")
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@ -137,7 +170,7 @@ local function update_anvil_slots(meta)
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name_item = input1
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new_output = name_item
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-- Tool + repair item
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-- Tool + repair item
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else
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-- Any tool can have a repair item. This may be defined in the tool's item definition
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-- as an itemstring in the field `_repair_material`. Only if this field is set, the
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@ -185,7 +218,7 @@ local function update_anvil_slots(meta)
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new_output = ""
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end
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end
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-- Exactly 1 input slot occupied
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-- Exactly 1 input slot occupied
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elseif (not input1:is_empty() and input2:is_empty()) or (input1:is_empty() and not input2:is_empty()) then
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-- Just rename item
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if input1:is_empty() then
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@ -231,28 +264,32 @@ local function update_anvil_slots(meta)
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end
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end
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-- Drop input items of anvil at pos with metadata meta
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---Drop input items of anvil at pos with metadata meta
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---@param pos Vector
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---@param meta NodeMetaRef
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local function drop_anvil_items(pos, meta)
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local inv = meta:get_inventory()
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for i=1, inv:get_size("input") do
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for i = 1, inv:get_size("input") do
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local stack = inv:get_stack("input", i)
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if not stack:is_empty() then
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local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
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local p = vector.offset(pos, math.random(0, 10) / 10 - 0.5, 0, math.random(0, 10) / 10 - 0.5)
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minetest.add_item(p, stack)
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end
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end
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end
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---@param pos Vector
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---@param node node
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local function damage_particles(pos, node)
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minetest.add_particlespawner({
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amount = 30,
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time = 0.1,
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minpos = vector.add(pos, {x=-0.5, y=-0.5, z=-0.5}),
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maxpos = vector.add(pos, {x=0.5, y=-0.25, z=0.5}),
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minvel = {x=-0.5, y=0.05, z=-0.5},
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maxvel = {x=0.5, y=0.3, z=0.5},
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minacc = {x=0, y=-9.81, z=0},
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maxacc = {x=0, y=-9.81, z=0},
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minpos = vector.offset(pos, -0.5, -0.5, -0.5),
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maxpos = vector.offset(pos, 0.5, -0.25, 0.5),
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minvel = vector.new(-0.5, 0.05, -0.5),
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maxvel = vector.new(0.5, 0.3, 0.5),
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minacc = vector.new(0, -9.81, 0),
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maxacc = vector.new(0, -9.81, 0),
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minexptime = 0.1,
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maxexptime = 0.5,
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minsize = 0.4,
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@ -267,12 +304,12 @@ local function destroy_particles(pos, node)
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minetest.add_particlespawner({
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amount = math.random(20, 30),
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time = 0.1,
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minpos = vector.add(pos, {x=-0.4, y=-0.4, z=-0.4}),
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maxpos = vector.add(pos, {x=0.4, y=0.4, z=0.4}),
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minvel = {x=-0.5, y=-0.1, z=-0.5},
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maxvel = {x=0.5, y=0.2, z=0.5},
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minacc = {x=0, y=-9.81, z=0},
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maxacc = {x=0, y=-9.81, z=0},
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minpos = vector.offset(pos, -0.4, -0.4, -0.4),
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maxpos = vector.offset(pos, 0.4, 0.4, 0.4),
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minvel = vector.new(-0.5, -0.1, -0.5),
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maxvel = vector.new(0.5, 0.2, 0.5),
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minacc = vector.new(0, -9.81, 0),
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maxacc = vector.new(0, -9.81, 0),
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minexptime = 0.2,
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maxexptime = 0.65,
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minsize = 0.8,
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@ -289,28 +326,29 @@ end
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local function damage_anvil(pos)
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local node = minetest.get_node(pos)
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if node.name == "mcl_anvils:anvil" then
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minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_1", param2=node.param2})
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minetest.swap_node(pos, { name = "mcl_anvils:anvil_damage_1", param2 = node.param2 })
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damage_particles(pos, node)
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16}, true)
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, { pos = pos, max_hear_distance = 16 }, true)
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return false
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elseif node.name == "mcl_anvils:anvil_damage_1" then
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minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_2", param2=node.param2})
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minetest.swap_node(pos, { name = "mcl_anvils:anvil_damage_2", param2 = node.param2 })
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damage_particles(pos, node)
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16}, true)
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, { pos = pos, max_hear_distance = 16 }, true)
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return false
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elseif node.name == "mcl_anvils:anvil_damage_2" then
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-- Destroy anvil
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local meta = minetest.get_meta(pos)
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drop_anvil_items(pos, meta)
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dug, {pos=pos, max_hear_distance=16}, true)
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dug, { pos = pos, max_hear_distance = 16 }, true)
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minetest.remove_node(pos)
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destroy_particles(pos, node)
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minetest.check_single_for_falling({x=pos.x, y=pos.y+1, z=pos.z})
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minetest.check_single_for_falling(vector.offset(pos, 0, 1, 0))
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return true
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end
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end
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-- Roll a virtual dice and damage anvil at a low chance.
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---Roll a virtual dice and damage anvil at a low chance.
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---@param pos Vector
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local function damage_anvil_by_using(pos)
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local r = math.random(1, 100)
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-- 12% chance
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@ -321,25 +359,30 @@ local function damage_anvil_by_using(pos)
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end
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end
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---@param pos Vector
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---@param distance number
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local function damage_anvil_by_falling(pos, distance)
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local r = math.random(1, 100)
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if distance > 1 then
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if r <= (5*distance) then
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if r <= (5 * distance) then
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damage_anvil(pos)
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end
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end
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end
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---@type nodebox
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local anvilbox = {
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type = "fixed",
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fixed = {
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{ -8 / 16, -8 / 16, -6 / 16, 8 / 16, 8 / 16, 6 / 16 },
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},
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}
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---@type node_definition
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local anvildef = {
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groups = {pickaxey=1, falling_node=1, falling_node_damage=1, crush_after_fall=1, deco_block=1, anvil=1},
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tiles = {"mcl_anvils_anvil_top_damaged_0.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"},
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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groups = { pickaxey = 1, falling_node = 1, falling_node_damage = 1, crush_after_fall = 1, deco_block = 1, anvil = 1 },
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tiles = { "mcl_anvils_anvil_top_damaged_0.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png" },
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use_texture_alpha = "opaque",
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_tt_help = S("Repair and rename items"),
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paramtype = "light",
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sunlight_propagates = true,
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@ -353,7 +396,7 @@ local anvildef = {
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{ -5 / 16, -4 / 16, -4 / 16, 5 / 16, -3 / 16, 4 / 16 },
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{ -4 / 16, -3 / 16, -2 / 16, 4 / 16, 2 / 16, 2 / 16 },
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{ -8 / 16, 2 / 16, -5 / 16, 8 / 16, 8 / 16, 5 / 16 },
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}
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},
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},
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selection_box = anvilbox,
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collision_box = anvilbox,
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@ -416,7 +459,7 @@ local anvildef = {
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local meta = minetest.get_meta(pos)
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if from_list == "output" and to_list == "input" then
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local inv = meta:get_inventory()
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for i=1, inv:get_size("input") do
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for i = 1, inv:get_size("input") do
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if i ~= to_index then
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local istack = inv:get_stack("input", i)
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istack:set_count(math.max(0, istack:get_count() - count))
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@ -504,22 +547,20 @@ local anvildef = {
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minetest.record_protection_violation(pos, sender_name)
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return
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end
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if fields.name_button or fields.name then
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local set_name
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if fields.name == nil then
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set_name = ""
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else
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set_name = fields.name
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end
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if fields.name then
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local meta = minetest.get_meta(pos)
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-- Limit name length
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set_name = string.sub(set_name, 1, MAX_NAME_LENGTH)
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local set_name = string.sub(fields.name, 1, MAX_NAME_LENGTH)
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meta:set_string("set_name", set_name)
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update_anvil_slots(meta)
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meta:set_string("formspec", get_anvil_formspec(set_name))
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end
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end,
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}
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if minetest.get_modpath("screwdriver") then
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anvildef.on_rotate = screwdriver.rotate_simple
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end
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@ -529,27 +570,32 @@ anvildef0.description = S("Anvil")
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anvildef0._doc_items_longdesc =
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S("The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!")
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anvildef0._doc_items_usagehelp =
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S("To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.").."\n"..
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S("To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.").."\n"..
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S("There are two possibilities to repair tools (and armor):").."\n"..
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S("• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.").."\n"..
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S("• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.").."\n"..
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S("Armor counts as a tool. It is possible to repair and rename a tool in a single step.").."\n\n"..
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S("The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.")
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S("To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.") .. "\n" ..
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S("To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.")
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.. "\n" ..
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S("There are two possibilities to repair tools (and armor):") .. "\n" ..
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S("• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.")
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.. "\n" ..
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S("• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.")
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.. "\n" ..
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S("Armor counts as a tool. It is possible to repair and rename a tool in a single step.") .. "\n\n" ..
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S("The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.")
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local anvildef1 = table.copy(anvildef)
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anvildef1.description = S("Slightly Damaged Anvil")
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anvildef1._doc_items_create_entry = false
|
||||
anvildef1.groups.anvil = 2
|
||||
anvildef1._doc_items_create_entry = false
|
||||
anvildef1.tiles = {"mcl_anvils_anvil_top_damaged_1.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"}
|
||||
anvildef1.tiles = { "mcl_anvils_anvil_top_damaged_1.png^[transformR90", "mcl_anvils_anvil_base.png",
|
||||
"mcl_anvils_anvil_side.png" }
|
||||
|
||||
local anvildef2 = table.copy(anvildef)
|
||||
anvildef2.description = S("Very Damaged Anvil")
|
||||
anvildef2._doc_items_create_entry = false
|
||||
anvildef2.groups.anvil = 3
|
||||
anvildef2._doc_items_create_entry = false
|
||||
anvildef2.tiles = {"mcl_anvils_anvil_top_damaged_2.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"}
|
||||
anvildef2.tiles = { "mcl_anvils_anvil_top_damaged_2.png^[transformR90", "mcl_anvils_anvil_base.png",
|
||||
"mcl_anvils_anvil_side.png" }
|
||||
|
||||
minetest.register_node("mcl_anvils:anvil", anvildef0)
|
||||
minetest.register_node("mcl_anvils:anvil_damage_1", anvildef1)
|
||||
@ -562,7 +608,7 @@ if minetest.get_modpath("mcl_core") then
|
||||
{ "mcl_core:ironblock", "mcl_core:ironblock", "mcl_core:ironblock" },
|
||||
{ "", "mcl_core:iron_ingot", "" },
|
||||
{ "mcl_core:iron_ingot", "mcl_core:iron_ingot", "mcl_core:iron_ingot" },
|
||||
}
|
||||
},
|
||||
})
|
||||
end
|
||||
|
||||
|
BIN
textures/mcl_anvils_inventory_arrow.png
Normal file
BIN
textures/mcl_anvils_inventory_arrow.png
Normal file
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After Width: | Height: | Size: 238 B |
BIN
textures/mcl_anvils_inventory_cross.png
Normal file
BIN
textures/mcl_anvils_inventory_cross.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 133 B |
BIN
textures/mcl_anvils_inventory_hammer.png
Normal file
BIN
textures/mcl_anvils_inventory_hammer.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 177 B |
Loading…
Reference in New Issue
Block a user