local material = {} local block = {} local make_ok = false local anzahl = 0 local material2 = {} local stone = {} local deco = {} local color_tab = { {"black", "Black", "dye:black"}, {"blue", "Blue", "dye:blue"}, {"brown", "Brown", "dye:brown"}, {"cyan", "Cyan", "dye:cyan"}, {"dark_green", "Dark Green", "dye:dark_green"}, {"dark_grey", "Dark Grey", "dye:dark_grey"}, {"green", "Green", "dye:green"}, {"grey", "Grey", "dye:grey"}, {"magenta", "Magenta", "dye:magenta"}, {"orange", "Orange", "dye:orange"}, {"pink", "Pink", "dye:pink"}, {"red", "Red", "dye:red"}, {"violet", "Violet", "dye:violet"}, {"white", "White", "dye:white"}, {"yellow", "Yellow", "dye:yellow"}, {"cement", "", ""}, } minetest.register_node('mylandscaping:machine', { description = 'concrete forms', drawtype = 'mesh', mesh = 'mylandscaping_cement_mixer.obj', tiles = { {name='mylandscaping_tex3.png'},{name='mylandscaping_tex1.png'},{name='default_gravel.png'},{name='mylandscaping_tex2.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}, {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} } }, can_dig = function(pos,player) local meta = minetest.env:get_meta(pos); local inv = meta:get_inventory() if player:get_player_name() == meta:get_string("owner") and inv:is_empty("input") and inv:is_empty("input") and inv:is_empty("output") then return true else return false end end, after_place_node = function(pos, placer, itemstack) local meta = minetest.env:get_meta(pos) meta:set_string("owner",placer:get_player_name()) meta:set_string("infotext","Concrete Mixer (owned by "..placer:get_player_name()..")") end, on_construct = function(pos) local meta = minetest.env:get_meta(pos) meta:set_string("formspec", retaining_walls) meta:set_string("infotext", "Concrete Mixer") local inv = meta:get_inventory() inv:set_size("input", 1) inv:set_size("output", 1) inv:set_size("dye", 1) end, on_receive_fields = function(pos, formname, fields, sender) local meta = minetest.env:get_meta(pos) local inv = meta:get_inventory() if fields['retain'] then meta:set_string('formspec', retaining_walls) end if fields['patio'] then meta:set_string('formspec', patio_pavers) end if fields['deco'] then meta:set_string('formspec', deco_walls) end if fields['column'] then meta:set_string('formspec', columns) end for i in ipairs (color_tab) do local col = color_tab[i][1] local coldesc = color_tab[i][2] local dyecol = color_tab[i][3] if fields["awall1"] or fields["awall2"] or fields["awall3"] or fields["awall4"] or fields["awall5"] then if fields["awall1"] then make_ok = false anzahl = 2 block = "mylandscaping:awall_left_" if inv:is_empty("input") then return end end if fields["awall2"] then make_ok = false anzahl = 2 block = "mylandscaping:awall_middle_" if inv:is_empty("input") then return end end if fields["awall3"] then make_ok = false anzahl = 2 block = "mylandscaping:awall_right_" if inv:is_empty("input") then return end end if fields["awall4"] then make_ok = false anzahl = 2 block = "mylandscaping:awall_icorner_" if inv:is_empty("input") then return end end if fields["awall5"] then make_ok = false anzahl = 2 block = "mylandscaping:awall_ocorner_" if inv:is_empty("input") then return end end local instack = inv:get_stack("input", 1) local outstack = inv:get_stack("output", 1) local dyestack = inv:get_stack("dye", 1) ---------------------------------------------------------------------- if instack:get_name()== "mylandscaping:concrete_bag" and dyestack:get_name()== dyecol then material = col make_ok = true end if instack:get_name()== "myconcrete:concrete" and dyestack:get_name()== dyecol then material = col make_ok = true end ---------------------------------------------------------------------- if make_ok == true then local give = {} for i = 0, anzahl-1 do give[i+1]=inv:add_item("output",block..col) end instack:take_item() inv:set_stack("input",1,instack) if dyestack:get_name() == "dye:"..col then dyestack:take_item() inv:set_stack("dye",1,dyestack) end end end -------------------------------------------------------------------------------- if fields["fwall1"] or fields["fwall2"] or fields["fwall3"] or fields["fwall4"] then if fields["fwall1"] then make_ok = false anzahl = 2 block = "mylandscaping:fwall_left_" if inv:is_empty("input") then return end end if fields["fwall2"] then make_ok = false anzahl = 2 block = "mylandscaping:fwall_middle_" if inv:is_empty("input") then return end end if fields["fwall3"] then make_ok = false anzahl = 2 block = "mylandscaping:fwall_right_" if inv:is_empty("input") then return end end if fields["fwall4"] then make_ok = false anzahl = 2 block = "mylandscaping:fwall_corner_" if inv:is_empty("input") then return end end local instack = inv:get_stack("input", 1) local outstack = inv:get_stack("output", 1) local dyestack = inv:get_stack("dye", 1) ---------------------------------------------------------------------- if instack:get_name()== "mylandscaping:concrete_bag" and dyestack:get_name()== dyecol then material = col make_ok = true end if instack:get_name()== "myconcrete:concrete" and dyestack:get_name()== dyecol then material = col make_ok = true end ---------------------------------------------------------------------- if make_ok == true then local give = {} for i = 0, anzahl-1 do give[i+1]=inv:add_item("output",block..col) end instack:take_item() inv:set_stack("input",1,instack) if dyestack:get_name() == "dye:"..col then dyestack:take_item() inv:set_stack("dye",1,dyestack) end end end -------------------------------------------------------------------------------- --all columns here, possible decorative caps too. if fields['acolumn1'] or fields['acolumn2'] or fields['acolumn3'] or fields['fcolumn1'] or fields['fcolumn2'] or fields['fcolumn3'] or fields['mcolumn1'] or fields['mcolumn2'] or fields['mcolumn3'] or fields['column_sphere'] or fields['column_dragon'] or fields['column_suzanne'] or fields['column_cross'] then if fields["acolumn1"] then make_ok = false anzahl = 1 block = "mylandscaping:awall_column_m_t_" if inv:is_empty("input") then return end end if fields["acolumn2"] then make_ok = false anzahl = 1 block = "mylandscaping:awall_column_ic_t_" if inv:is_empty("input") then return end end if fields["acolumn3"] then make_ok = false anzahl = 1 block = "mylandscaping:awall_column_oc_t_" if inv:is_empty("input") then return end end if fields["fcolumn1"] then make_ok = false anzahl = 1 block = "mylandscaping:fwall_column_m_t_" if inv:is_empty("input") then return end end if fields["fcolumn2"] then make_ok = false anzahl = 1 block = "mylandscaping:fwall_column_ic_t_" if inv:is_empty("input") then return end end if fields["fcolumn3"] then make_ok = false anzahl = 1 block = "mylandscaping:fwall_column_oc_t_" if inv:is_empty("input") then return end end if fields["column_sphere"] then make_ok = false anzahl = 2 block = "mylandscaping:column_t_sphere_" if inv:is_empty("input") then return end end if fields["column_dragon"] then make_ok = false anzahl = 1 block = "mylandscaping:column_t_dragon_" if inv:is_empty("input") then return end end if fields["column_suzanne"] then make_ok = false anzahl = 2 block = "mylandscaping:column_t_suzanne_" if inv:is_empty("input") then return end end if fields["column_cross"] then make_ok = false anzahl = 2 block = "mylandscaping:column_t_cross_" if inv:is_empty("input") then return end end local instack = inv:get_stack("input", 1) local outstack = inv:get_stack("output", 1) local dyestack = inv:get_stack("dye", 1) ---------------------------------------------------------------------- if instack:get_name()== "mylandscaping:concrete_bag" and dyestack:get_name()== dyecol then material = col make_ok = true end if instack:get_name()== "myconcrete:concrete" and dyestack:get_name()== dyecol then material = col make_ok = true end if make_ok == true then local give = {} for i = 0, anzahl-1 do give[i+1]=inv:add_item("output",block..col) end instack:take_item() inv:set_stack("input",1,instack) if dyestack:get_name() == "dye:"..col then dyestack:take_item() inv:set_stack("dye",1,dyestack) end end end if fields["patio1"] or fields["patio2"] or fields["patio3"] or fields["patio4"] or fields["patio5"] or fields["patio6"] or fields["patio7"] then if fields["patio1"] then make_ok = false anzahl = 3 stone = "mylandscaping:stone_square" if inv:is_empty("input") then return end end if fields["patio2"] then make_ok = false anzahl = 3 stone = "mylandscaping:stone_square_sm" if inv:is_empty("input") then return end end if fields["patio7"] then make_ok = false anzahl = 3 stone = "mylandscaping:stone_square_xsm" if inv:is_empty("input") then return end end if fields["patio3"] then make_ok = false anzahl = 3 stone = "mylandscaping:stone_pavers" if inv:is_empty("input") then return end end if fields["patio4"] then make_ok = false anzahl = 3 stone = "mylandscaping:stone_ashlar" if inv:is_empty("input") then return end end if fields["patio5"] then make_ok = false anzahl = 3 stone = "mylandscaping:stone_flagstone" if inv:is_empty("input") then return end end if fields["patio6"] then make_ok = false anzahl = 3 stone = "mylandscaping:stone_pinwheel" if inv:is_empty("input") then return end end local instack = inv:get_stack("input", 1) local outstack = inv:get_stack("output", 1) local dyestack = inv:get_stack("dye", 1) if instack:get_name()== "mylandscaping:concrete_bag" and dyestack:get_name()== dyecol then make_ok = true end if instack:get_name()== "myconcrete:concrete" and dyestack:get_name()== dyecol then make_ok = true end ---------------------------------------------------------------------- if make_ok == true then local give = {} for i = 0, anzahl-1 do give[i+1]=inv:add_item("output",stone..col) end dyestack:take_item() inv:set_stack("dye",1,dyestack) instack:take_item() inv:set_stack("input",1,instack) end end -------------------------------------------------------------------------------- if fields["deco1"] or fields["deco2"] or fields["deco3"] or fields['deco4'] or fields['deco5'] then if fields["deco1"] then make_ok = false anzahl = 4 deco = "mylandscaping:deco_wall_s_" if inv:is_empty("input") then return end end if fields["deco2"] then make_ok = false anzahl = 4 deco = "mylandscaping:deco_wall_f_" if inv:is_empty("input") then return end end if fields["deco3"] then make_ok = false anzahl = 4 deco = "mylandscaping:deco_wall_p_" if inv:is_empty("input") then return end end if fields["deco4"] then make_ok = false anzahl = 4 deco = "mylandscaping:deco_wall_r_" if inv:is_empty("input") then return end end if fields["deco5"] then make_ok = false anzahl = 4 deco = "mylandscaping:deco_column_" if inv:is_empty("input") then return end end local instack = inv:get_stack("input", 1) local outstack = inv:get_stack("output", 1) local dyestack = inv:get_stack("dye", 1) if instack:get_name()== "mylandscaping:concrete_bag" and dyestack:get_name()== dyecol then make_ok = true end if instack:get_name()== "myconcrete:concrete" and dyestack:get_name()== dyecol then make_ok = true end ---------------------------------------------------------------------- if make_ok == true then local give = {} for i = 0, anzahl-1 do give[i+1]=inv:add_item("output",deco..col) end dyestack:take_item() inv:set_stack("dye",1,dyestack) instack:take_item() inv:set_stack("input",1,instack) end end end end })