mylandscaping/machine.lua

542 lines
12 KiB
Lua

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
})