373 lines
10 KiB
Lua

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