Castrum/mods/castrum/nodes/Wall_west.lua

162 lines
8.3 KiB
Lua

dofile(minetest.get_modpath("castrum").."/config.txt")
local wallw = {}
wallw.get_formspec = function(player, pos)
if player == nil then
return
end
file = io.open(minetest.get_worldpath().."/SAVE/Wallw.txt", "r")
local level = file:read("*l")
file:close()
local label = ""
local label2 = ""
local need1 = ""
local need2 = ""
local need3 = ""
local need4 = ""
if tonumber(level) < 14 then
label = "not build yet ("..math.floor((level/14)*100).."%)"
label2 = "Build"
need1 = "3 Cobblestone"
elseif tonumber(level) == 14 then
label = (level-13).."/7"
label2 = "Upgrade"
need1 = "10 Cobblestone"
need2 = "3 Stone Sword"
need3 = "Fountain lv.1"
elseif tonumber(level) == 15 then
label = (level-13).."/7"
label2 = "Upgrade"
need1 = "40 Cobblestone"
need2 = "12 Stone Sword"
need3 = "Fountain lv.2"
elseif tonumber(level) == 16 then
label = (level-13).."/7"
label2 = "Upgrade"
need1 = "40 Desert Cobblestone"
need2 = "12 Steel Sword"
need3 = "Fountain lv.3"
elseif tonumber(level) == 17 then
label = (level-13).."/7"
label2 = "Upgrade"
need1 = "160 Desert Cobblestone"
need2 = "48 Steel Sword"
need3 = "Fountain lv.4"
elseif tonumber(level) == 18 then
label = (level-13).."/7"
label2 = "Upgrade"
need1 = "160 Desert Cobblestone"
need2 = "48 Bronze Sword"
need3 = "Fountain lv.5"
elseif tonumber(level) == 19 then
label = (level-13).."/7"
label2 = "Upgrade"
need1 = "320 Desert Cobblestone"
need2 = "96 Bronze Sword"
need3 = "Fountain lv.6"
else
label = (level-13).."/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:wall_west",{
tiles = {"default_diamond_block.png"},
description = "Configurate Wall West",
--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(), "wallw" , wallw.get_formspec(player))
end,
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
local player_inv = player:get_inventory()
if formname == "wallw" then
for k, v in pairs(fields) do
if v == "del" then
minetest.place_schematic({x=-74, y=9, z=-23}, minetest.get_modpath("castrum").."/schematics/Wallw/Wallw_0.mts","0")
file = io.open(minetest.get_worldpath().."/SAVE/Wallw.txt", "w")
file:write("0")
file:close()
minetest.show_formspec(player:get_player_name(), "wallw" , wallw.get_formspec(player))
elseif v == "Upgrade" or v == "Build" then
file = io.open(minetest.get_worldpath().."/SAVE/Wallw.txt", "r")
local level = file:read("*l")
file:close()
file = io.open(minetest.get_worldpath().."/SAVE/Fountain.txt", "r")
local fountain = file:read("*l")
file:close()
local inv = player:get_inventory()
local upgrade = false
local txt = "not enough items"
if tonumber(level) < 14 and inv:contains_item("main", "default:cobble 3") then
Item_Remove2(player, "main", "default:cobble 3")
upgrade = true
elseif tonumber(level) == 14 and inv:contains_item("main", "default:cobble 10") and inv:contains_item("main", "castrum:sword_stone 3") and tonumber(fountain) > 3 then
Item_Remove2(player, "main", "default:cobble 10")
Item_Remove2(player, "main", "castrum:sword_stone 3")
upgrade = true
elseif tonumber(level) == 14 and inv:contains_item("main", "default:cobble 10") and inv:contains_item("main", "castrum:sword_stone 3") then
txt = "build fountain first"
elseif tonumber(level) == 15 and inv:contains_item("main", "default:cobble 40") and inv:contains_item("main", "castrum:sword_stone 12") and tonumber(fountain) > 4 then
Item_Remove2(player, "main", "default:cobble 40")
Item_Remove2(player, "main", "castrum:sword_stone 12")
upgrade = true
elseif tonumber(level) == 15 and inv:contains_item("main", "default:cobble 40") and inv:contains_item("main", "castrum:sword_stone 12") then
txt = "upgrade fountain to lv.2 first"
elseif tonumber(level) == 16 and inv:contains_item("main", "default:desert_cobble 40") and inv:contains_item("main", "castrum:sword_steel 12") and tonumber(fountain) > 5 then
Item_Remove2(player, "main", "default:desert_cobble 40")
Item_Remove2(player, "main", "castrum:sword_steel 12")
upgrade = true
elseif tonumber(level) == 16 and inv:contains_item("main", "default:desert_cobble 40") and inv:contains_item("main", "castrum:sword_steel 12") then
txt = "upgrade fountain to lv.3 first"
elseif tonumber(level) == 17 and inv:contains_item("main", "default:desert_cobble 160") and inv:contains_item("main", "castrum:sword_steel 48") and tonumber(fountain) > 6 then
Item_Remove2(player, "main", "default:desert_cobble 160")
Item_Remove2(player, "main", "castrum:sword_steel 48")
upgrade = true
elseif tonumber(level) == 17 and inv:contains_item("main", "default:desert_cobble 160") and inv:contains_item("main", "castrum:sword_steel 48") then
txt = "upgrade fountain to lv.4 first"
elseif tonumber(level) == 18 and inv:contains_item("main", "default:desert_cobble 160") and inv:contains_item("main", "castrum:sword_bronze 48") and tonumber(fountain) > 7 then
Item_Remove(player,"default:desert_cobble",160)
Item_Remove2(player, "main", "castrum:sword_bronze 48")
upgrade = true
elseif tonumber(level) == 18 and inv:contains_item("main", "default:desert_cobble 160") and inv:contains_item("main", "castrum:sword_bronze 48") then
txt = "upgrade fountain to lv.5 first"
elseif tonumber(level) == 19 and inv:contains_item("main", "default:desert_cobble 320") and inv:contains_item("main", "castrum:sword_bronze 96") and tonumber(fountain) > 8 then
Item_Remove(player,"default:desert_cobble",320)
Item_Remove2(player, "main", "castrum:sword_bronze 96")
upgrade = true
elseif tonumber(level) == 19 and inv:contains_item("main", "default:desert_cobble 320") and inv:contains_item("main", "castrum:sword_bronze 96") then
txt = "upgrade fountain to lv.6 first"
end
if upgrade == false then
minetest.chat_send_player(player:get_player_name(), txt)
end
if (tonumber(level)) < 20 and upgrade or buildings_costs == false then
minetest.place_schematic({x=-74, y=9, z=-23}, minetest.get_modpath("castrum").."/schematics/Wallw/Wallw_"..(tonumber(level)+1)..".mts","0")
file = io.open(minetest.get_worldpath().."/SAVE/Wallw.txt", "w")
file:write(tonumber(level)+1)
file:close()
end
minetest.show_formspec(player:get_player_name(), "wallw" , wallw.get_formspec(player))
elseif v == "X" then
minetest.show_formspec(player:get_player_name(), "", "")
end
end
end
end)