--[[ TechAge ======= Copyright (C) 2019-2023 Joachim Stolberg AGPL v3 See LICENSE.txt for more information Boiler common functions ]]-- -- for lazy programmers local P = minetest.string_to_pos local M = minetest.get_meta local S = techage.S local HEAT_STEP = 10 local MAX_WATER = 10 local BLOCKING_TIME = 0.3 -- 300ms techage.boiler = {} local IsWater = { ["bucket:bucket_river_water"] = "bucket:bucket_empty", } local IsBucket = {} local function node_description(name) name = string.split(name, " ")[1] local ndef = minetest.registered_nodes[name] or minetest.registered_items[name] or minetest.registered_craftitems[name] if ndef and ndef.description then return minetest.formspec_escape(ndef.description) end return "" end local function item_image(x, y, itemname) return "box["..x..","..y..";0.85,0.9;#808080]".. "item_image["..x..","..y..";1,1;"..itemname.."]" end function techage.boiler.formspec(pos, nvm) local title = S("Water Boiler") local temp = nvm.temperature or 20 local ratio = nvm.power_ratio or 0 local tooltip = S("To add water punch\nthe boiler\nwith a water bucket") return "size[5,3]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. "box[0,-0.1;4.8,0.5;#c6e8ff]".. "label[1.5,-0.1;"..minetest.colorize("#000000", title).."]".. item_image(1, 1.5, "default:water_source "..(nvm.num_water or 0)).. "tooltip[1,1.5;1,1;"..tooltip..";#0C3D32;#FFFFFF]".. "image[3,1.0;1,2;techage_form_temp_bg.png^[lowpart:".. temp..":techage_form_temp_fg.png]".. "tooltip[3,1;1,2;"..S("water temperature")..";#0C3D32;#FFFFFF]" end function techage.boiler.water_temperature(pos, nvm) nvm.temperature = nvm.temperature or 20 nvm.num_water = nvm.num_water or 0 nvm.water_level = nvm.water_level or 0 if nvm.fire_trigger then nvm.temperature = math.min(nvm.temperature + HEAT_STEP, 100) else nvm.temperature = math.max(nvm.temperature - HEAT_STEP, 20) end nvm.fire_trigger = false if nvm.water_level == 0 then if nvm.num_water > 0 then nvm.num_water = nvm.num_water - 1 nvm.water_level = 100 else nvm.temperature = 20 end end return nvm.temperature end function techage.boiler.on_rightclick(pos, node, clicker) techage.set_activeformspec(pos, clicker) local nvm = techage.get_nvm(pos) M(pos):set_string("formspec", techage.boiler.formspec(pos, nvm)) end function techage.boiler.can_dig(pos, player) local nvm = techage.get_nvm(pos) nvm.num_water = nvm.num_water or 0 return nvm.num_water == 0 end local function space_in_inventory(wielded_item, item_count, puncher) -- check if holding more than 1 empty container if item_count > 1 then local inv = puncher:get_inventory() local item = ItemStack({name=wielded_item, count = item_count - 1}) if inv:room_for_item("main", item) then inv:add_item("main", item) return true end return false end return true end function techage.boiler.on_punch(pos, node, puncher, pointed_thing) local nvm = techage.get_nvm(pos) local mem = techage.get_mem(pos) mem.blocking_time = mem.blocking_time or 0 if mem.blocking_time > techage.SystemTime then return end nvm.num_water = nvm.num_water or 0 local wielded_item = puncher:get_wielded_item():get_name() local item_count = puncher:get_wielded_item():get_count() if IsWater[wielded_item] and nvm.num_water < MAX_WATER then mem.blocking_time = techage.SystemTime + BLOCKING_TIME nvm.num_water = nvm.num_water + 1 puncher:set_wielded_item(ItemStack(IsWater[wielded_item])) M(pos):set_string("formspec", techage.boiler.formspec(pos, nvm)) elseif IsBucket[wielded_item] and nvm.num_water > 0 then if item_count > 1 then local inv = puncher:get_inventory() local item = ItemStack(IsBucket[wielded_item]) if inv:room_for_item("main", item) then inv:add_item("main", item) puncher:set_wielded_item({name=wielded_item, count = item_count - 1}) mem.blocking_time = techage.SystemTime + BLOCKING_TIME nvm.num_water = nvm.num_water - 1 end else mem.blocking_time = techage.SystemTime + BLOCKING_TIME nvm.num_water = nvm.num_water - 1 puncher:set_wielded_item(ItemStack(IsBucket[wielded_item])) end M(pos):set_string("formspec", techage.boiler.formspec(pos, nvm)) end end function techage.register_water_bucket(empty_bucket, full_bucket) IsWater[full_bucket] = empty_bucket IsBucket[empty_bucket] = full_bucket end