local MAX_NAME_LENGTH = 30 local MAX_WEAR = 65535 local SAME_TOOL_REPAIR_BOOST = math.ceil(MAX_WEAR * 0.12) -- 12% --[[local MATERIAL_TOOL_REPAIR_BOOST = { math.ceil(MAX_WEAR * 0.34), -- 25% math.ceil(MAX_WEAR * 0.68), -- 50% math.ceil(MAX_WEAR * 1), -- 75% MAX_WEAR, -- 100% }]] local MATERIAL_TOOL_REPAIR_BOOST = { math.ceil(MAX_WEAR * 0.68), -- 50% math.ceil(MAX_WEAR * 1), -- 75% MAX_WEAR, -- 100% } local NAME_COLOR = "#FFFF4C" local function get_anvil_formspec(set_name) if not set_name then set_name = "" end return "size[8,8.5]".. "background[1,1;1,1;gui_formbg2.png;true]".. "bgcolor[#080808BB;true]".. "list[current_player;main;0,4.5;8,4]".. "list[context;input;1,2.5;1,1;]".. "list[context;input;3.5,2.5;1,1;1]".. "list[context;output;6,2.5;1,1;]".. "image[2.35,2.6;0.8,0.8;plus.png]" .. "image[4.75,2.5;1,1;arrow0.png]" .. "image[2.6,0.65;3,1;rep.png]" .. "image[5.3,0.5;1.3,1.3;ham.png]" .. "image[1.3,0.5;1.3,1.3;pick.png]" .. "bgcolor[#080808BB;true]" .. default.gui_slots.. "field_close_on_enter[name;false]".. "listring[context;input]".. "listring[context;output]".. "listring[current_player;main]".. "listring[current_player;main]" end -- Given a tool and material stack, returns how many items of the material stack -- needs to be used up to repair the tool. local function get_consumed_materials(tool, material) local wear = tool:get_wear() if wear == 0 then return 0 end local health = (MAX_WEAR - wear) local matsize = material:get_count() local materials_used = 0 for m=1, math.min(3, matsize) do materials_used = materials_used + 1 if (wear - MATERIAL_TOOL_REPAIR_BOOST[m]) <= 0 then break end end return materials_used end -- Given 2 input stacks, tells you which is the tool and which is the material. -- Returns ("tool", input1, input2) if input1 is tool and input2 is material. -- Returns ("material", input2, input1) if input1 is material and input2 is tool. -- Returns nil otherwise. local function distinguish_tool_and_material(input1, input2) local def1 = input1:get_definition() local def2 = input2:get_definition() if def1.type == "tool" and def1._repair_material then return "tool", input1, input2 elseif def2.type == "tool" and def2._repair_material then return "material", input2, input1 else return nil end end -- Update the inventory slots of an anvil node. -- meta: Metadata of anvil node local function update_anvil_slots(meta) local inv = meta:get_inventory() local new_name = meta:get_string("set_name") local input1, input2, output input1 = inv:get_stack("input", 1) input2 = inv:get_stack("input", 2) output = inv:get_stack("output", 1) local new_output, name_item local just_rename = false -- Both input slots occupied if (not input1:is_empty() and not input2:is_empty()) then -- Repair, if tool local def1 = input1:get_definition() local def2 = input2:get_definition() -- Repair calculation helper. -- Adds the “inverse” values of wear1 and wear2. -- Then adds a boost health value directly. -- Returns the resulting (capped) wear. local function calculate_repair(wear1, wear2, boost) local new_health = (MAX_WEAR - wear1) + (MAX_WEAR - wear2) if boost then new_health = new_health + boost end return math.max(0, math.min(MAX_WEAR, MAX_WEAR - new_health)) end -- Same tool twice if input1:get_name() == input2:get_name() and def1.type == "tool" and (input1:get_wear() > 0 or input2:get_wear() > 0) then -- Add tool health together plus a small bonus -- TODO: Combine tool enchantments local new_wear = calculate_repair(input1:get_wear(), input2:get_wear(), SAME_TOOL_REPAIR_BOOST) input1:set_wear(new_wear) name_item = input1 new_output = name_item -- Tool + repair item else -- Any tool can have a repair item. This may be defined in the tool's item definition -- as an itemstring in the field `_repair_material`. Only if this field is set, the -- tool can be repaired with a material item. -- Example: Steel Pickaxe + Steel Ingot. `_repair_material = default:steel_ingot` -- Big repair bonus -- TODO: Combine tool enchantments local distinguished, tool, material = distinguish_tool_and_material(input1, input2) if distinguished then local tooldef = tool:get_definition() local has_correct_material = false if string.sub(tooldef._repair_material, 1, 6) == "group:" then has_correct_material = minetest.get_item_group(material:get_name(), string.sub(tooldef._repair_material, 7)) ~= 0 elseif material:get_name() == tooldef._repair_material then has_correct_material = true end if has_correct_material and tool:get_wear() > 0 then local materials_used = get_consumed_materials(tool, material) local new_wear = calculate_repair(tool:get_wear(), MAX_WEAR, MATERIAL_TOOL_REPAIR_BOOST[materials_used]) tool:set_wear(new_wear) name_item = tool new_output = name_item else new_output = "" end else new_output = "" end end -- Exactly 1 input slot occupied elseif (not input1:is_empty() and input2:is_empty()) or (input1:is_empty() and not input2:is_empty()) then -- Just rename item if input1:is_empty() then name_item = input2 else name_item = input1 end just_rename = true else new_output = "" end -- Rename handling if name_item then -- No renaming allowed with group no_rename=1 if minetest.get_item_group(name_item:get_name(), "no_rename") == 1 then new_output = "" else if new_name == nil then new_name = "" end local meta = name_item:get_meta() local old_name = meta:get_string("name") -- Limit name length new_name = string.sub(new_name, 1, MAX_NAME_LENGTH) -- Don't rename if names are identical if new_name ~= old_name then -- Rename item if new_name == "" then -- Empty name if name_item:get_definition()._generate_description then -- _generate_description(itemstack): If defined, set custom item description of itemstack. name_item:get_definition()._generate_description(name_item) else -- Otherwise, just clear description meta:set_string("description", "") end else -- Custom name set. Colorize it! -- This makes the name visually different from unnamed items meta:set_string("description", core.colorize(NAME_COLOR, new_name)) end -- Save the raw name internally, too meta:set_string("name", new_name) new_output = name_item elseif just_rename then new_output = "" end end end -- Set the new output slot if new_output ~= nil then inv:set_stack("output", 1, new_output) end end -- Drop input items of anvil at pos with metadata meta local function drop_anvil_items(pos, meta) local inv = meta:get_inventory() for i=1, inv:get_size("input") do local stack = inv:get_stack("input", i) if not stack:is_empty() then local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5} minetest.add_item(p, stack) end end end local anvildef = { groups = {cracky = 1}, tiles = {'stations_anvil.png'}, use_texture_alpha = 'opaque', paramtype = "light", sunlight_propagates = true, is_ground_content = false, paramtype2 = "facedir", drawtype = "mesh", mesh = 'anvils_anvil.obj', sounds = default.node_sound_metal_defaults(), after_place_node = function(pos, placer) local name = placer:get_player_name() local pinv = placer:get_inventory() local meta = minetest.get_meta(pos); local owner = placer:get_player_name() or ""; local privs = minetest.get_player_privs(owner); meta:set_string("owner",owner); meta:set_string("infotext","Anvil (owned by " .. owner .. "): "); end, after_dig_node = function(pos, oldnode, oldmetadata, digger) local meta = minetest.get_meta(pos) local meta2 = meta meta:from_table(oldmetadata) drop_anvil_items(pos, meta) meta:from_table(meta2:to_table()) end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos); local privs = minetest.get_player_privs(player:get_player_name()); if meta:get_string("owner")~=player:get_player_name() and not privs.privs then return 0 end if listname == "output" then return 0 else return stack:get_count() end end, allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) local meta = minetest.get_meta(pos); local privs = minetest.get_player_privs(player:get_player_name()); if meta:get_string("owner")~=player:get_player_name() and not privs.privs then return 0 end if to_list == "output" then return 0 elseif from_list == "output" and to_list == "input" then local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if inv:get_stack(to_list, to_index):is_empty() then return count else return 0 end else return count end end, on_metadata_inventory_put = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) update_anvil_slots(meta) end, on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) local meta = minetest.get_meta(pos) if from_list == "output" and to_list == "input" then local inv = meta:get_inventory() for i=1, inv:get_size("input") do if i ~= to_index then local istack = inv:get_stack("input", i) istack:set_count(math.max(0, istack:get_count() - count)) inv:set_stack("input", i, istack) end end end update_anvil_slots(meta) end, allow_metadata_inventory_take = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos); local privs = minetest.get_player_privs(player:get_player_name()); if meta:get_string("owner")~=player:get_player_name() and not privs.privs then return 0 end return stack:get_count(); end, on_metadata_inventory_take = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) if listname == "output" then local inv = meta:get_inventory() local input1 = inv:get_stack("input", 1) local input2 = inv:get_stack("input", 2) -- Both slots occupied? if not input1:is_empty() and not input2:is_empty() then -- Take as many items as needed local distinguished, tool, material = distinguish_tool_and_material(input1, input2) if distinguished then -- Tool + material: Take tool and as many materials as needed local materials_used = get_consumed_materials(tool, material) material:set_count(material:get_count() - materials_used) tool:take_item() local player_name = player:get_player_name() minetest.sound_play("anvil_use", {to_player=player_name, gain = 1.0}) if distinguished == "tool" then input1, input2 = tool, material else input1, input2 = material, tool end inv:set_stack("input", 1, input1) inv:set_stack("input", 2, input2) else -- Else take 1 item from each stack input1:take_item() input2:take_item() inv:set_stack("input", 1, input1) inv:set_stack("input", 2, input2) end else -- Otherwise: Rename mode. Remove the same amount of items from input -- as has been taken from output if not input1:is_empty() then input1:set_count(math.max(0, input1:get_count() - stack:get_count())) inv:set_stack("input", 1, input1) end if not input2:is_empty() then input2:set_count(math.max(0, input2:get_count() - stack:get_count())) inv:set_stack("input", 2, input2) end end elseif listname == "input" then update_anvil_slots(meta) end end, on_construct = function(pos) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:set_size("input", 2) inv:set_size("output", 1) local form = get_anvil_formspec() meta:set_string("formspec", form) end, on_receive_fields = function(pos, formname, fields, sender) if fields.name_button or fields.name then local set_name if fields.name == nil then set_name = "" else set_name = fields.name end local meta = minetest.get_meta(pos) -- Limit name length set_name = string.sub(set_name, 1, MAX_NAME_LENGTH) meta:set_string("set_name", set_name) update_anvil_slots(meta) meta:set_string("formspec", get_anvil_formspec(set_name)) end end, } if minetest.get_modpath("screwdriver") then anvildef.on_rotate = screwdriver.rotate_simple end local anvildef0 = table.copy(anvildef) anvildef0.description = "Anvil" anvildef0._doc_items_longdesc = [[The anvil allows you to repair tools and armor, and to give names to items.]] anvildef0._doc_items_usagehelp = "To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.\n".. "To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.\n".. "There are two possibilities to repair tools (and armor):\n".. "• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.\n".. "• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.\n".. "Armor counts as a tool. It is possible to repair and rename a tool in a single step." minetest.register_node("anvils:anvil", anvildef0) minetest.register_craft({ output = "anvils:anvil", recipe = { { "default:steelblock", "default:steelblock", "default:steelblock" }, { "", "default:steel_ingot", "" }, { "default:steel_ingot", "default:steel_ingot", "default:steel_ingot" }, } })