373 lines
10 KiB
Lua
373 lines
10 KiB
Lua
local workbench = {}
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WB = {}
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local min, ceil = math.min, math.ceil
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-- Nodes allowed to be cut
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-- Only the regular, solid blocks without metas or explosivity can be cut
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local nodes = {}
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for node, def in pairs(minetest.registered_nodes) do
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if (def.drawtype == "normal" or def.drawtype:sub(1,5) == "glass") and
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(def.groups.cracky or def.groups.choppy) and
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not def.on_construct and
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not def.after_place_node and
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not def.on_rightclick and
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not def.on_blast and
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not def.allow_metadata_inventory_take and
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not (def.groups.not_in_creative_inventory == 1) and
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not (def.groups.not_cuttable == 1) and
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not def.groups.wool and
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(def.tiles and type(def.tiles[1]) == "string" and not
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def.tiles[1]:find("default_mineral")) and
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not def.mesecons and
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def.description and
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def.description ~= "" and
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def.light_source == 0
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then
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nodes[#nodes+1] = node
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end
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end
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-- Optionally, you can register custom cuttable nodes in the workbench
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WB.custom_nodes_register = {
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-- "default:leaves",
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}
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setmetatable(nodes, {
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__concat = function(t1, t2)
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for i=1, #t2 do
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t1[#t1+1] = t2[i]
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end
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return t1
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end
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})
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nodes = nodes..WB.custom_nodes_register
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-- Nodeboxes definitions
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workbench.defs = {
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-- Name Yield X Y Z W H L
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{"nanoslab", 8, { 0, 0, 0, 8, 1, 8 }},
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{"micropanel", 8, { 0, 0, 0, 16, 1, 8 }},
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{"microslab", 4, { 0, 0, 0, 16, 1, 16 }},
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{"thinstair", 4, { 0, 7, 0, 16, 1, 8 },
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{ 0, 15, 8, 16, 1, 8 }},
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{"cube", 4, { 0, 0, 0, 8, 8, 8 }},
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{"panel", 4, { 0, 0, 0, 16, 8, 8 }},
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{"slab", 2, nil },
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{"doublepanel", 2, { 0, 0, 0, 16, 8, 8 },
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{ 0, 8, 8, 16, 8, 8 }},
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{"halfstair", 2, { 0, 0, 0, 8, 8, 16 },
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{ 0, 8, 8, 8, 8, 8 }},
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{"outerstair", 1, { 0, 0, 0, 16, 8, 16 },
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{ 0, 8, 8, 8, 8, 8 }},
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{"stair", 1, nil },
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{"innerstair", 1, { 0, 0, 0, 16, 8, 16 },
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{ 0, 8, 8, 16, 8, 8 },
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{ 0, 8, 0, 8, 8, 8 }}
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}
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-- Tools allowed to be repaired
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function workbench:repairable(stack)
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local tools = {"pick", "axe", "shovel", "sword", "hoe", "armor", "shield"}
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for _, t in pairs(tools) do
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if stack:find(t) then return true end
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end
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return false
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end
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function workbench:get_output(inv, input, name)
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local output = {}
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for _, n in pairs(self.defs) do
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local count = min(n[2] * input:get_count(), input:get_stack_max())
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local item = name.."_"..n[1]
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if not n[3] then item = "stairs:"..n[1].."_"..name:match(":(.*)") end
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output[#output+1] = item.." "..count
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end
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inv:set_list("forms", output)
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end
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-- Thanks to kaeza for this function
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function workbench:pixelbox(size, boxes)
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local fixed = {}
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for _, box in pairs(boxes) do
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-- `unpack` has been changed to `table.unpack` in newest Lua versions
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local x, y, z, w, h, l = unpack(box)
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fixed[#fixed+1] = {
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(x / size) - 0.5,
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(y / size) - 0.5,
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(z / size) - 0.5,
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((x + w) / size) - 0.5,
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((y + h) / size) - 0.5,
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((z + l) / size) - 0.5
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}
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end
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return {type="fixed", fixed=fixed}
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end
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local formspecs = {
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-- Workbench formspec
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[[ background[-0.2,-0.26;9.41,9.49;formspec_workbench_crafting.png]
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button[0,0;2,1;creating;Creating]
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button[0,1;2,1;anvil;Repairing]
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list[current_player;craft;2,0.5;3,3;]
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list[current_player;craftpreview;6.055,1.505;1,1;] ]],
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-- Creating formspec
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[[ background[-0.2,-0.26;9.41,9.49;formspec_workbench_creating.png]
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button[0,0;1.5,1;back;< Back]
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image[0,1.52;1,1;workbench_saw.png]
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list[context;input;1.195,1.505;1,1;]
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list[context;forms;4.01,0.51;4,3;] ]],
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-- Repair formspec
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[[ background[-0.2,-0.26;9.41,9.49;formspec_workbench_anvil.png]
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button[0,0;1.5,1;back;< Back]
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image[0,1.52;1,1;workbench_anvil.png]
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list[context;tool;1.195,1.505;1,1;]
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image[4.04,1.55;1,1;hammer_layout.png]
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list[context;hammer;4.06,1.50;1,1;] ]],
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}
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local split_inv = minetest.create_detached_inventory("split", {
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allow_move = function(_, _, _, _, _, count, _)
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return count
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end,
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allow_put = function(_, _, _, stack, _)
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return stack:get_count() / 2
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end,
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allow_take = function(_, _, _, stack, _)
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return stack:get_count()
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end,
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})
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split_inv:set_size("main", 1)
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local function item_drop(itemstack, dropper, pos)
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if dropper:is_player() then
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local v = dropper:get_look_dir()
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local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
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p.x = p.x+(math.random(1,3)*0.2)
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p.z = p.z+(math.random(1,3)*0.2)
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local obj = minetest.add_item(p, itemstack)
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if obj then
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v.x = v.x*4
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v.y = v.y*4 + 2
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v.z = v.z*4
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obj:setvelocity(v)
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end
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else
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minetest.add_item(pos, itemstack)
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end
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return itemstack
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end
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local function drop_fields(player, name)
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local inv = player:get_inventory()
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for i,stack in ipairs(inv:get_list(name)) do
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item_drop(stack, player, player:get_pos())
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stack:clear()
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inv:set_stack(name, i, stack)
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end
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end
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function workbench:set_formspec(meta, id)
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meta:set_string("formspec", "size[9,8.75;]"..
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"background[-0.2,-0.26;9.41,9.49;formspec_inventory.png]" ..
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sfinv.gui_bg..
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sfinv.listcolors..
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"image_button_exit[8.4,-0.1;0.75,0.75;close.png;exit;;true;true;]" ..
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"list[detached:split;main;8,3.14;1,1;]"..
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"list[current_player;main;0.01,4.51;9,3;9]"..
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"list[current_player;main;0.01,7.75;9,1;]"..
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formspecs[id])
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end
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function workbench.construct(pos)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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inv:set_size("tool", 1)
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inv:set_size("input", 1)
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inv:set_size("hammer", 1)
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inv:set_size("forms", 4*3)
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inv:set_size("storage", 9*3)
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meta:set_string("infotext", "Workbench")
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workbench:set_formspec(meta, 1)
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end
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function workbench.fields(pos, _, fields)
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local meta = minetest.get_meta(pos)
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if fields.back then workbench:set_formspec(meta, 1)
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elseif fields.creating then workbench:set_formspec(meta, 2)
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elseif fields.anvil then workbench:set_formspec(meta, 3) end
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end
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function workbench.dig(pos)
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local inv = minetest.get_meta(pos):get_inventory()
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return inv:is_empty("input") and inv:is_empty("hammer") and
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inv:is_empty("tool") and inv:is_empty("storage")
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end
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function workbench.timer(pos)
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local timer = minetest.get_node_timer(pos)
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local inv = minetest.get_meta(pos):get_inventory()
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local tool = inv:get_stack("tool", 1)
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local hammer = inv:get_stack("hammer", 1)
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if tool:is_empty() or hammer:is_empty() or tool:get_wear() == 0 then
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timer:stop()
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return
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end
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-- Tool's wearing range: 0-65535 | 0 = new condition
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tool:add_wear(-500)
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hammer:add_wear(700)
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inv:set_stack("tool", 1, tool)
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inv:set_stack("hammer", 1, hammer)
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return true
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end
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function workbench.put(_, listname, _, stack)
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local stackname = stack:get_name()
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if (listname == "tool" and stack:get_wear() > 0 and
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workbench:repairable(stackname)) or
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(listname == "input" and minetest.registered_nodes[stackname.."_cube"]) or
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(listname == "hammer" and stackname == "workbench:hammer") or
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listname == "storage" then
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return stack:get_count()
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end
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return 0
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end
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function workbench.move(_, from_list, _, to_list, _, count)
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return (to_list == "storage" and from_list ~= "forms") and count or 0
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end
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function workbench.on_put(pos, listname, _, stack)
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local inv = minetest.get_meta(pos):get_inventory()
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if listname == "input" then
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local input = inv:get_stack("input", 1)
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workbench:get_output(inv, input, stack:get_name())
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elseif listname == "tool" or listname == "hammer" then
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local timer = minetest.get_node_timer(pos)
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timer:start(0.5)
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end
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end
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function workbench.on_take(pos, listname, index, stack, player)
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local inv = minetest.get_meta(pos):get_inventory()
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local input = inv:get_stack("input", 1)
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local inputname = input:get_name()
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local stackname = stack:get_name()
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if listname == "input" then
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if stackname == inputname then
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workbench:get_output(inv, input, stackname)
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else
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inv:set_list("forms", {})
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end
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elseif listname == "forms" then
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local fromstack = inv:get_stack(listname, index)
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if not fromstack:is_empty() and fromstack:get_name() ~= stackname then
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local player_inv = player:get_inventory()
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if player_inv:room_for_item("main", fromstack) then
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player_inv:add_item("main", fromstack)
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end
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end
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input:take_item(ceil(stack:get_count() / workbench.defs[index][2]))
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inv:set_stack("input", 1, input)
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workbench:get_output(inv, input, inputname)
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end
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end
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minetest.register_node("workbench:workbench", {
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description = "Workbench",
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paramtype = "light",
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paramtype2 = "facedir",
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groups = {cracky = 2, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
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sounds = default.node_sound_wood_defaults(),
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tiles = {"workbench_top.png", "workbench_top.png",
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"workbench_sides.png", "workbench_sides.png",
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"workbench_front.png", "workbench_front.png"},
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can_dig = workbench.dig,
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on_timer = workbench.timer,
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on_construct = workbench.construct,
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on_receive_fields = workbench.fields,
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on_metadata_inventory_put = workbench.on_put,
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on_metadata_inventory_take = workbench.on_take,
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allow_metadata_inventory_put = workbench.put,
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allow_metadata_inventory_move = workbench.move
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})
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minetest.register_tool("workbench:hammer", {
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description = "Hammer",
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inventory_image = "workbench_hammer.png",
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on_use = function() do return end end
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})
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minetest.register_craft({
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output = "workbench:workbench",
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recipe = {
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{"group:wood", "group:wood"},
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{"group:wood", "group:wood"}
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}
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})
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minetest.register_craft({
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output = "workbench:hammer",
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recipe = {
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{"default:steel_ingot", "group:stick", "default:steel_ingot"},
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{"", "group:stick", ""}
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}
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})
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for _, d in pairs(workbench.defs) do
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for i=1, #nodes do
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local node = nodes[i]
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local def = minetest.registered_nodes[node]
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if d[3] then
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local groups = {}
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local tiles
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groups.not_in_creative_inventory = 1
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for k, v in pairs(def.groups) do
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if k ~= "wood" and k ~= "stone" and k ~= "level" then
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groups[k] = v
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end
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end
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if def.tiles then
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if #def.tiles > 1 and not (def.drawtype:sub(1,5) == "glass") then
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tiles = def.tiles
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else
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tiles = {def.tiles[1]}
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end
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else
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tiles = {def.tile_images[1]}
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end
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if not minetest.registered_nodes["stairs:slab_"..node:match(":(.*)")] then
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stairs.register_stair_and_slab(node:match(":(.*)"), node,
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groups, tiles, def.description.." Stair",
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def.description.." Slab", def.sounds)
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end
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minetest.register_node(":"..node.."_"..d[1], {
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description = def.description.." "..d[1]:gsub("^%l", string.upper),
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paramtype = "light",
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paramtype2 = "facedir",
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drawtype = "nodebox",
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sounds = def.sounds,
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tiles = tiles,
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groups = groups,
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-- `unpack` has been changed to `table.unpack` in newest Lua versions.
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node_box = workbench:pixelbox(16, {unpack(d, 3)}),
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sunlight_propagates = true,
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on_place = minetest.rotate_node
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})
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end
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end
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end
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