Castrum/mods/castrum/nodes/Fountain.lua

209 lines
13 KiB
Lua

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