parent
2728390328
commit
2f773cfaa7
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@ -127,7 +127,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m
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* [more_chests][] ([GPL][lic.gpl2.0]) -- version: [6be8145 Git][ver.more_chests] *2021-04-05*
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* tools/
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* [compassgps][] ([WTFPL][lic.wtfpl] / [CC0][lic.cc0] / [CC BY-SA][lic.ccbysa]) -- version: [567b95f Git][ver.compassgps] *2018-09-24*
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* [equip_exam][] ([MIT][lic.equip_exam]) - version: [1.5][ver.equip_exam] *2021-07-04*
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* [equip_exam][] ([MIT][lic.equip_exam]) - version: [1.6][ver.equip_exam] *2021-07-19*
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* [tools_obsidian][] ([LGPL / CC BY-SA][lic.tools_obsidian]) -- version: [1.0][ver.tools_obsidian] *2021-01-15*
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* [workbench][] ([BSD][lic.workbench]) -- version: [1.0][ver.workbench] *2021-06-10*
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* transport/
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@ -595,7 +595,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m
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[ver.drawers]: https://github.com/minetest-mods/drawers/releases/tag/v0.6.2
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[ver.dungeon_master]: https://github.com/AntumMT/mod-mob_dungeon_master/tree/00c890f
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[ver.enchanting]: https://github.com/AntumMT/mod-enchanting/tree/dee7dde
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[ver.equip_exam]: https://github.com/AntumMT/mod-equip_exam/releases/tag/v1.5
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[ver.equip_exam]: https://github.com/AntumMT/mod-equip_exam/releases/tag/v1.6
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[ver.equip_wear]: https://github.com/AntumMT/mod-equip_wear/releases/tag/v0.1
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[ver.ethereal]: https://notabug.org/TenPlus1/ethereal/src/90cdf94ea6c54cd5e3fcc7f77d3b6121f963c379
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[ver.farming]: https://notabug.org/TenPlus1/farming/commit/dedc33cc46ec65782a5b8ab573d1fb6bb6915b63
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@ -11,12 +11,25 @@ A [Minetest](https://www.minetest.net/) mod that adds a node that can be used to
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- Code: [MIT](LICENSE.txt)
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- Textures: [CC0](textures//sources.txt)
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### Usage:
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Right-click the equipment examiner node & place an item into its inventory slot to populate the specs list.
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### Requirements:
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- Minetest minimum version: 5.0
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- Depends: none
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- Optional depends:
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- [![default](https://img.shields.io/static/v1?label=GitHub&message=default&color=%23375a7f&logo=github)](https://github.com/minetest/minetest_game/tree/master/mods/default) *(required for craft recipe)*
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- [![basic_materials](https://img.shields.io/static/v1?label=ContentDB&message=basic_materials&color=%23375a7f&logo=minetest)](https://content.minetest.net/packages/VanessaE/basic_materials/)
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- [![wielded_light](https://img.shields.io/static/v1?label=ContentDB&message=wielded_light&color=%23375a7f&logo=minetest)](https://content.minetest.net/packages/bell07/wielded_light/)
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- [![workbench](https://img.shields.io/static/v1?label=GitHub&message=workbench&color=%23375a7f&logo=minetest)](https://github.com/AntumMT/mod-workbench)
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- [![xdecor](https://img.shields.io/static/v1?label=ContentDB&message=xdecor&color=%23375a7f&logo=minetest)](https://content.minetest.net/packages/jp/xdecor/)
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- [![3d_armor_light](https://img.shields.io/static/v1?label=ContentDB&message=3d_armor_light&color=%23375a7f&logo=minetest)](https://content.minetest.net/packages/AntumDeluge/3d_armor_light/)
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#### Other Mod Support:
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- [![3d_armor](https://img.shields.io/static/v1?label=ContentDB&message=3d_armor&color=%23375a7f&logo=minetest)](https://content.minetest.net/packages/stu/3d_armor/)
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### Crafting:
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@ -1,4 +1,13 @@
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v1.6
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----
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- added nil check when updating formspec
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- updated for API:
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- xdecor (Git commit 0dbf92e)
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- wielded_light v2021-07-15
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- removed abandoned wlight support
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- added 3d_armor_light support
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v1.5
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----
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- parses meta information
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@ -2,57 +2,27 @@
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local S = core.get_translator(equip_exam.name)
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-- START: wlight & wielded_light support
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local light_items = {}
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if core.global_exists("wlight") then
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local wlight_register_item_old = wlight.register_item
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local wlight_register_armor_old = wlight.register_armor
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wlight.register_item = function(iname, radius)
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light_items[iname] = {radius=radius}
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return wlight_register_item_old(iname, radius)
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end
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wlight.register_armor = function(iname, radius, litem)
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light_items[iname] = {radius=radius}
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return wlight_register_armor_old(iname, radius, litem)
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end
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-- re-register torch & megatorch
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if core.registered_items["default:torch"] then
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wlight.register_item("default:torch")
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end
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if core.registered_items["wlight:megatorch"] then
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wlight.register_item("wlight:megatorch", 10)
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end
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-- wielded_light support
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local function get_light_def(id) end
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if core.global_exists("wielded_light") and wielded_light.get_light_def then
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get_light_def = wielded_light.get_light_def
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end
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if core.global_exists("wielded_light") then
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local wielded_light_register_old = wielded_light.register_item_light
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wielded_light.register_item_light = function(iname, light_level)
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light_items[iname] = {radius=light_level}
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return wielded_light_register_old(iname, light_level)
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end
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-- 3d_armor_light support
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local function is_lighted_armor(id) end
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if core.global_exists("armor_light") and armor_light.is_lighted then
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is_lighted_armor = armor_light.is_lighted
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end
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-- END: wlight & wielded_light support
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-- workbench support
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local workbench_repairable
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if core.global_exists("workbench") and workbench.repairable then
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workbench_repairable = function(iname)
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return workbench:repairable(iname) or false
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end
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elseif core.global_exists("xdecor") and xdecor.workbench_repairable then
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elseif core.global_exists("xdecor") and xdecor.is_repairable then
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workbench_repairable = function(iname)
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return xdecor:workbench_repairable(iname) or false
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return xdecor:is_repairable(iname) or false
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end
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end
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["not_repaired_by_anvil"] = "anvil repair disabled",
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["_airtanks_uses"] = "uses",
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["_airtanks_empty"] = "replace empty with",
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["radius"] = "light radius",
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}
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for k, v in pairs(tool_node_types) do
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tool_types[k] = v
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table.insert(specs_node, format_spec(node_types, "light_source", item.light_source, technical))
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end
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if light_items[id] then
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item_types.tool = true
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if not technical then
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table.insert(specs_tool, S("emits light: @1", S("yes")))
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local light_level = get_light_def(id)
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if light_level and light_level > 0 then
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local spec_list, type_list = specs_tool, tool_types
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if is_lighted_armor(id) then
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item_types.armor = true
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spec_list, type_list = specs_armor, armor_types
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else
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item_types.tool = true
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end
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local radius = light_items[id].radius
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if radius then
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table.insert(specs_tool, format_spec(tool_types, "light_radius", radius, technical))
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if not technical then
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table.insert(spec_list, S("emits light: @1", S("yes")))
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end
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table.insert(spec_list, format_spec(type_list, "light level", light_level, technical))
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end
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local colorable = groups.ud_param2_colorable ~= nil
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@ -32,7 +32,6 @@ repair disabled: @1=
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anvil repair disabled: @1=
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uses: @1=
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replace empty with: @1=
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light radius: @1=
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# node
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Node:=
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floodable: @1=
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liquid type: @1=
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drawtype: @1=
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light level: @1=
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# tool & node
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mine level: @1=
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dig level: @1=
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snap level: @1=
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explosive level: @1=
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light level: @1=
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# weapon
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Weapon:=
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@ -2,7 +2,7 @@ title = Equipment Examiner
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name = equip_exam
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description = A node that can be used to examine equipment & item specs.
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author = Jordan Irwin (AntumDeluge)
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version = 1.5
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version = 1.6
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license = MIT
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min_minetest_version = 5.0
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optional_depends = default, basic_materials, wlight, wielded_light, workbench, xdecor
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optional_depends = default, basic_materials, wielded_light, workbench, xdecor, 3d_armor_light
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local function update_formspec(pos)
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local meta = core.get_meta(pos)
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local inv = meta:get_inventory()
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local contents = inv:get_list("input")[1]
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meta:set_string("formspec", equip_exam:get_formspec(contents,
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local inv_list = inv:get_list("input")
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if not inv_list then
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inv:set_size("input", 1)
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inv_list = inv:get_list("input")
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end
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meta:set_string("formspec", equip_exam:get_formspec(inv_list[1],
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inv:is_empty("input"), meta))
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end
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on_construct = function(pos)
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local meta = core.get_meta(pos)
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meta:set_string("infotext", common_name)
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local inv = meta:get_inventory()
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inv:set_size("input", 1)
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update_formspec(pos)
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end,
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on_rightclick = function(pos, node, player, itemstack, pointed_thing)
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Loading…
Reference in New Issue