mylandscaping/machine.lua

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Lua
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local material = {}
local block = {}
local make_ok = {}
local anzahl = {}
local material2 = {}
local stone = {}
local make_ok2 = {}
local anzahl2 = {}
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minetest.register_node('mylandscaping:machine', {
description = 'landscaping machine',
drawtype = 'mesh',
mesh = 'mylandscaping_machine.obj',
tiles = {
{name='mylandscaping_tex3.png'},{name='mylandscaping_tex1.png'},{name='default_gravel.png'},{name='mylandscaping_tex2.png'}},
-- inventory_image = 'more_fire_campfire.png',
-- wield_image = 'more_fire_campfire.png',
groups = {oddly_breakable_by_hand=2},
paramtype = 'light',
paramtype2 = 'facedir',
selection_box = {
type = 'fixed',
fixed = {
{-0.5, -0.5, -0.5, 1.1, 0.5, 0.5}, -- Right, Bottom, Back, Left, Top, Front
{1.1, -0.5, -0.1, 1.5, -0.3, 0.5}
}
},
collision_box = {
type = 'fixed',
fixed = {
{-0.5, -0.5, -0.5, 1.1, 0.5, 0.5},
{1.1, -0.5, -0.1, 1.5, -0.3, 0.5}
}
},
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on_construct = function(pos)
local meta = minetest.env:get_meta(pos)
meta:set_string("formspec", "invsize[10,10;]"..
"background[-0.15,-0.25;10.40,10.75;mylandscaping_background.png]"..
"label[1.5,0.5;Retaining Wall]"..
--Styles of blocks
"image_button[1,1.5;1,1;mylandscaping_wall1.png;wall1; ]"..
"image_button[2,1.5;1,1;mylandscaping_wall2.png;wall2; ]"..
"image_button[3,1.5;1,1;mylandscaping_wall3.png;wall3; ]"..
"image_button[1.5,2.5;1,1;mylandscaping_wall4.png;wall4; ]"..
"image_button[2.5,2.5;1,1;mylandscaping_wall5.png;column; ]"..
"label[6.5,0.5;Patio Stones]"..
--Styles of blocks
"image_button[6,1.5;1,1;mylandscaping_square.png;patio1; ]"..
"image_button[7,1.5;1,1;mylandscaping_square_sm.png;patio2; ]"..
"image_button[8,1.5;1,1;mylandscaping_pavers.png;patio3; ]"..
--Input
"label[3,4; Input]"..
"list[current_name;input;3,4.5;1,1;]"..
--Output
"label[6,4;Output]"..
"list[current_name;output;6,4.5;1,1;]"..
--Players Inven
"list[current_player;main;1,6;8,4;]")
meta:set_string("infotext", "Concrete Mixer")
local inv = meta:get_inventory()
inv:set_size("input", 1)
inv:set_size("output", 1)
end,
on_receive_fields = function(pos, formname, fields, sender)
local meta = minetest.env:get_meta(pos)
local inv = meta:get_inventory()
if fields["wall1"]
or fields["wall2"]
or fields["wall3"]
or fields["wall4"]
or fields["column"]
then
if fields["wall1"] then
make_ok = "0"
anzahl = "2"
block = "mylandscaping:rwall_left"
if inv:is_empty("input") then
return
end
end
if fields["wall2"] then
make_ok = "0"
anzahl = "2"
block = "mylandscaping:rwall_middle"
if inv:is_empty("input") then
return
end
end
if fields["wall3"] then
make_ok = "0"
anzahl = "2"
block = "mylandscaping:rwall_right"
if inv:is_empty("input") then
return
end
end
if fields["wall4"] then
make_ok = "0"
anzahl = "2"
block = "mylandscaping:rwall_corner"
if inv:is_empty("input") then
return
end
end
if fields["column"] then
make_ok = "0"
anzahl = "2"
block = "mylandscaping:rwall_column"
if inv:is_empty("input") then
return
end
end
local ingotstack = inv:get_stack("input", 1)
local outstack = inv:get_stack("output", 1)
----------------------------------------------------------------------
----------------------------------------------------------------------
if ingotstack:get_name()== "mylandscaping:concrete" then
material = "cement"
make_ok = "1"
end
if ingotstack:get_name()== "default:wood" then
material = "wood"
make_ok = "1"
end
----------------------------------------------------------------------
----------------------------------------------------------------------
if make_ok == "1" then
local give = {}
for i = 0, anzahl-1 do
give[i+1]=inv:add_item("output",block..material)
end
ingotstack:take_item()
inv:set_stack("input",1,ingotstack)
end
end
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
if fields["patio1"]
or fields["patio2"]
or fields["patio3"]
then
if fields["patio1"] then
make_ok2 = "0"
anzahl2 = "2"
stone = "mylandscaping:stone_square"
if inv:is_empty("input") then
return
end
end
if fields["patio2"] then
make_ok2 = "0"
anzahl2 = "2"
stone = "mylandscaping:stone_square_sm"
if inv:is_empty("input") then
return
end
end
if fields["patio3"] then
make_ok2 = "0"
anzahl2 = "2"
stone = "mylandscaping:stone_pavers"
if inv:is_empty("input") then
return
end
end
local ingotstack = inv:get_stack("input", 1)
local outstack = inv:get_stack("output", 1)
----------------------------------------------------------------------
----------------------------------------------------------------------
if ingotstack:get_name()== "mylandscaping:concrete" then
make_ok2 = "1"
end
----------------------------------------------------------------------
----------------------------------------------------------------------
if make_ok2 == "1" then
local give = {}
for i = 0, anzahl2-1 do
give[i+1]=inv:add_item("output",stone)
end
ingotstack:take_item()
inv:set_stack("input",1,ingotstack)
end
end
end
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})
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