209 lines
13 KiB
Lua
209 lines
13 KiB
Lua
dofile(minetest.get_modpath("castrum").."/config.txt")
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local fountain = {}
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fountain.get_formspec = function(player, pos)
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if player == nil then
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return
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end
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file = io.open(minetest.get_worldpath().."/SAVE/Fountain.txt", "r")
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local level = file:read("*l")
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file:close()
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local label = ""
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local label2 = ""
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local need1 = ""
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local need2 = ""
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local need3 = ""
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local need4 = ""
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if tonumber(level) < 4 then
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label = "not build yet ("..math.floor((level/4)*100).."%)"
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label2 = "Build"
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need1 = "10 Cobblestone"
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need2 = "Walls and Towers lv.1"
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elseif tonumber(level) == 4 then
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label = (level-3).."/7"
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label2 = "Upgrade"
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need1 = "25 Cobblestone"
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need2 = "8 Stone Pickaxe"
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need3 = "Walls and Towers lv.2"
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need4 = "Moats lv.1"
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elseif tonumber(level) == 5 then
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label = (level-3).."/7"
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label2 = "Upgrade"
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need1 = "100 Cobblestone"
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need2 = "32 Stone Pickaxe"
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need3 = "Walls and Towers lv.3"
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elseif tonumber(level) == 6 then
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label = (level-3).."/7"
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label2 = "Upgrade"
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need1 = "100 Desert Cobblestone"
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need2 = "32 Steel Pickaxe"
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need3 = "Walls and Towers lv.4"
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need4 = "Moats lv.2"
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elseif tonumber(level) == 7 then
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label = (level-3).."/7"
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label2 = "Upgrade"
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need1 = "400 Desert Cobblestone"
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need2 = "64 Steel Pickaxe"
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need3 = "Walls and Towers lv.5"
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elseif tonumber(level) == 8 then
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label = (level-3).."/7"
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label2 = "Upgrade"
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need1 = "400 Desert Cobblestone"
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need2 = "64 Bronze Pickaxe"
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need3 = "Walls and Towers lv.6"
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need4 = "Moats lv.3"
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elseif tonumber(level) == 9 then
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label = (level-3).."/7"
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label2 = "Upgrade"
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need1 = "600 Desert Cobblestone"
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need2 = "128 Bronze Pickaxe"
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need3 = "Walls and Towers lv.7"
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else
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label = (level-3).."/7"
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label2 = "Upgrade (comming soon)"
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end
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formspec = "size[5,6.5]"
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.."background[5,6.5;1,1;gui_formbg.png;true]"
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.."listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]"
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.."bgcolor[#080808BB;true]"
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.."label[0,0;Level: "..label.."]"
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.."label[0,0.5;You need:]"
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.."label[0,0.8;"..need1.."]"
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.."label[0,1.1;"..need2.."]"
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.."label[0,1.4;"..need3.."]"
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.."label[0,1.7;"..need4.."]"
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.."button[0,2;5,1;;"..label2.."]"
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.."image_button[4.5,-0.3;0.8,0.8;;esc;X]"
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if del_button == true then
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formspec = formspec.."button[0,3;5,1;;del]"
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end
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return formspec
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end
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minetest.register_node("castrum:fountain",{
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tiles = {"default_diamond_block.png"},
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description = "Configurate Fountain",
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--groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
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on_punch = function(pos, node, player, pointed_thing)
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minetest.show_formspec(player:get_player_name(), "fountain" , fountain.get_formspec(player))
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end,
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})
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local player_inv = player:get_inventory()
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if formname == "fountain" then
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for k, v in pairs(fields) do
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if v == "del" then
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minetest.place_schematic({x=-45, y=9, z=-2}, minetest.get_modpath("castrum").."/schematics/Fountain/Fountain_0.mts","0")
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file = io.open(minetest.get_worldpath().."/SAVE/Fountain.txt", "w")
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file:write("0")
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file:close()
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minetest.show_formspec(player:get_player_name(), "fountain" , fountain.get_formspec(player))
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elseif v == "Upgrade" or v == "Build" then
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file = io.open(minetest.get_worldpath().."/SAVE/Fountain.txt", "r")
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local level = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Tower1.txt", "r")
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local tower1 = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Tower2.txt", "r")
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local tower2 = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Tower3.txt", "r")
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local tower3 = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Tower4.txt", "r")
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local tower4 = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Walln.txt", "r")
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local walln = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Walls.txt", "r")
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local walls = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Walle.txt", "r")
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local walle = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Wallw.txt", "r")
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local wallw = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Moate.txt", "r")
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local moate = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Moats.txt", "r")
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local moats = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Moatn.txt", "r")
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local moatn = file:read("*l")
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file:close()
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file = io.open(minetest.get_worldpath().."/SAVE/Moatw.txt", "r")
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local moatw = file:read("*l")
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file:close()
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local inv = player:get_inventory()
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local upgrade = false
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local txt = "not enough items"
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if tonumber(level) < 4 and inv:contains_item("main", "default:cobble 10") and tonumber(tower1) > 17 and tonumber(tower2) > 17 and tonumber(tower3) > 17 and tonumber(tower4) > 17 and tonumber(walle) > 13 and tonumber(wallw) > 13 and tonumber(walln) > 13 and tonumber(walls) > 13 then
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Item_Remove2(player, "main", "default:cobble 10")
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upgrade = true
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elseif tonumber(level) < 4 and inv:contains_item("main", "default:cobble 10") then
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txt = "build walls and towers first"
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elseif tonumber(level) == 4 and inv:contains_item("main", "default:cobble 25") and inv:contains_item("main", "castrum:pick_stone 8") and tonumber(tower1) > 18 and tonumber(tower2) > 18 and tonumber(tower3) > 18 and tonumber(tower4) > 18 and tonumber(walle) > 14 and tonumber(wallw) > 14 and tonumber(walln) > 14 and tonumber(walls) > 14 and tonumber(moate) > 8 and tonumber(moatw) > 8 and tonumber(moats) > 8 and tonumber(moatn) > 8 then
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Item_Remove2(player, "main", "default:cobble 25")
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Item_Remove2(player, "main", "castrum:pick_stone 8")
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upgrade = true
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elseif tonumber(level) == 4 and inv:contains_item("main", "default:cobble 25") and inv:contains_item("main", "castrum:pick_stone 8") and tonumber(tower1) > 18 and tonumber(tower2) > 18 and tonumber(tower3) > 18 and tonumber(tower4) > 18 and tonumber(walle) > 14 and tonumber(wallw) > 14 and tonumber(walln) > 14 and tonumber(walls) > 14 then
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txt = "upgrade moats to lv.1 first"
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elseif tonumber(level) == 4 and inv:contains_item("main", "default:cobble 25") and inv:contains_item("main", "castrum:pick_stone 8") then
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txt = "upgrade walls and towers to lv.2 first"
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elseif tonumber(level) == 5 and inv:contains_item("main", "default:cobble 100") and inv:contains_item("main", "castrum:pick_stone 32") and tonumber(tower1) > 19 and tonumber(tower2) > 19 and tonumber(tower3) > 19 and tonumber(tower4) > 19 and tonumber(walle) > 15 and tonumber(wallw) > 15 and tonumber(walln) > 15 and tonumber(walls) > 15 then
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Item_Remove2(player, "main", "default:cobble 100")
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Item_Remove2(player, "main", "castrum:pick_stone 32")
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upgrade = true
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elseif tonumber(level) == 5 and inv:contains_item("main", "default:cobble 100") and inv:contains_item("main", "castrum:pick_stone 32") then
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txt = "upgrade walls and towers to lv.3 first"
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elseif tonumber(level) == 6 and inv:contains_item("main", "default:desert_cobble 100") and inv:contains_item("main", "castrum:pick_steel 32") and tonumber(tower1) > 20 and tonumber(tower2) > 20 and tonumber(tower3) > 20 and tonumber(tower4) > 20 and tonumber(walle) > 16 and tonumber(wallw) > 16 and tonumber(walln) > 16 and tonumber(walls) > 16 and tonumber(moate) > 9 and tonumber(moatw) > 9 and tonumber(moats) > 9 and tonumber(moatn) > 9 then
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Item_Remove2(player, "main", "default:desert_cobble 100")
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Item_Remove2(player, "main", "castrum:pick_steel 32")
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upgrade = true
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elseif tonumber(level) == 6 and inv:contains_item("main", "default:desert_cobble 100") and inv:contains_item("main", "castrum:pick_steel 32") and tonumber(tower1) > 20 and tonumber(tower2) > 20 and tonumber(tower3) > 20 and tonumber(tower4) > 20 and tonumber(walle) > 16 and tonumber(wallw) > 16 and tonumber(walln) > 16 and tonumber(walls) > 16 then
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txt = "upgrade moats to lv.2 first"
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elseif tonumber(level) == 6 and inv:contains_item("main", "default:desert_cobble 100") and inv:contains_item("main", "castrum:pick_steel 32") then
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txt = "upgrade walls and towers to lv.4 first"
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elseif tonumber(level) == 7 and inv:contains_item("main", "default:desert_cobble 400") and inv:contains_item("main", "castrum:pick_steel 64") and tonumber(tower1) > 21 and tonumber(tower2) > 21 and tonumber(tower3) > 21 and tonumber(tower4) > 21 and tonumber(walle) > 17 and tonumber(wallw) > 17 and tonumber(walln) > 17 and tonumber(walls) > 17 then
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Item_Remove(player,"default:desert_cobble",400)
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Item_Remove2(player, "main", "castrum:pick_steel 64")
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upgrade = true
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elseif tonumber(level) == 7 and inv:contains_item("main", "default:desert_cobble 400") and inv:contains_item("main", "castrum:pick_steel 64") then
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txt = "upgrade walls and towers to lv.5 first"
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elseif tonumber(level) == 8 and inv:contains_item("main", "default:desert_cobble 400") and inv:contains_item("main", "castrum:pick_bronze 64") and tonumber(tower1) > 22 and tonumber(tower2) > 22 and tonumber(tower3) > 22 and tonumber(tower4) > 22 and tonumber(walle) > 18 and tonumber(wallw) > 18 and tonumber(walln) > 18 and tonumber(walls) > 18 and tonumber(moate) > 10 and tonumber(moatw) > 10 and tonumber(moats) > 10 and tonumber(moatn) > 10 then
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Item_Remove2(player, "main", "default:desert_cobble 400")
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Item_Remove2(player, "main", "castrum:pick_bronze 64")
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upgrade = true
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elseif tonumber(level) == 8 and inv:contains_item("main", "default:desert_cobble 400") and inv:contains_item("main", "castrum:pick_bronze 64") and tonumber(tower1) > 22 and tonumber(tower2) > 22 and tonumber(tower3) > 22 and tonumber(tower4) > 22 and tonumber(walle) > 18 and tonumber(wallw) > 18 and tonumber(walln) > 18 and tonumber(walls) > 18 then
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txt = "upgrade moats to lv.3 first"
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elseif tonumber(level) == 8 and inv:contains_item("main", "default:desert_cobble 400") and inv:contains_item("main", "castrum:pick_bronze 64") then
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txt = "upgrade walls and towers to lv.6 first"
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elseif tonumber(level) == 9 and inv:contains_item("main", "default:desert_cobble 600") and inv:contains_item("main", "castrum:pick_bronze 128") and tonumber(tower1) > 23 and tonumber(tower2) > 23 and tonumber(tower3) > 23 and tonumber(tower4) > 23 and tonumber(walle) > 19 and tonumber(wallw) > 19 and tonumber(walln) > 19 and tonumber(walls) > 19 then
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Item_Remove2(player, "main", "default:desert_cobble 600")
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Item_Remove2(player, "main", "castrum:pick_bronze 128")
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upgrade = true
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elseif tonumber(level) == 9 and inv:contains_item("main", "default:desert_cobble 600") and inv:contains_item("main", "castrum:pick_bronze 128") then
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txt = "upgrade walls and towers to lv.7 first"
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end
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if upgrade == false then
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minetest.chat_send_player(player:get_player_name(), txt)
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end
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if (tonumber(level)) < 10 and upgrade or buildings_costs == false then
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minetest.place_schematic({x=-45, y=9, z=-2}, minetest.get_modpath("castrum").."/schematics/Fountain/Fountain_"..(tonumber(level)+1)..".mts","0")
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file = io.open(minetest.get_worldpath().."/SAVE/Fountain.txt", "w")
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file:write(tonumber(level)+1)
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file:close()
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end
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minetest.show_formspec(player:get_player_name(), "fountain" , fountain.get_formspec(player))
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elseif v == "X" then
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minetest.show_formspec(player:get_player_name(), "", "")
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end
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end
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end
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end) |