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-------------------------------------------------------------------------------------------------------------
Tools Using the Node Damage and Repair System
[nd_tools]
-------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------
About
-------------------------------------------------------------------------------------------------------------
This is a mod that takes the node_damage API and applies it to every item in the game, effectively replacing the usual digging interactions. The actual digging times should be about the same, but you get long-lasting node damage, which must be manually repaired or replaced if something important (like a house wall) gets damaged.
To help in repairing, you can make a variety of "mallets" with support from a wide variety of mods that add ores. Mallets work like any usual tool, except instead of breaking blocks, they repair them. However, mallets also need you to have glue in your inventory to work. This mod can either add its own glue or rely on Mesecon's glue if it exists, and each piece of glue allows to 9 repairs to be done.
An api.txt file is provided if you wish to work with this system or make new mallets in your own mod.
-------------------------------------------------------------------------------------------------------------
Dependencies and Support
-------------------------------------------------------------------------------------------------------------
Required mods:
node\_damage: https://content.minetest.net/packages/Noodlemire/node_damage/
controls: https://github.com/mt-mods/controls (This fork is necessary for updated support)
Optional mods:
cloud_items
default
ethereal
hardtrees
mesecons_materials
moreores
-------------------------------------------------------------------------------------------------------------
License
-------------------------------------------------------------------------------------------------------------
The LGPL v2.1 License is used with this mod. See https://www.gnu.org/licenses/old-licenses/lgpl-2.1.en.html or LICENSE.txt for more details.
-------------------------------------------------------------------------------------------------------------
Installation
-------------------------------------------------------------------------------------------------------------
Download, unzip, and place within the usual minetest/current/mods folder, and it will behave in relation to the Minetest engine like any other mod. However, the first time its loaded, it won't do anything until the world is reloaded once. The reload is necessary so this mod can query all of the nodes that will exist in this world, which is necessary to automatically register cracked versions of them regardless of mod load order. This process will need repeating if any new mods are installed after this one.

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Groups
------
nd_tools
--Provided automatically to items that use the nd_tools system. (Mallets don't count.)
nd_tools_deny
--Any tool with this group will be excluded from the nd_tools system.
nd_tools_glue
--Add this to an item's definition to make it usable by mallets.
--The exact value defines how many mallet uses will be provided before another item of glue is consumed.
--Also enables the item to be used to craft mallets.
Regristration Functions
-----------------------
nd_tools.register_mallet(name, durability, efficiency, hand_matl, head_matl)
--A shortcut function to register new mallets, as well as their crafting recipes.
--To provide a texture, provide a file named "(your mod name)_mallet_(lowercase name).png", e.g. "nd_tools_mallet_wood.png"
--name: Provides the name and description of the item.
--Should be provided as a description, e.g. "Wood"
--Will automatically be suffixed with " Mallet"
--The itemstring will also be automatically created. Will be prefixed with "(current_modname):", turned lowercase, and spaces replaced by underscores.
--durability: The amount of times this item can be used before breaking
--efficiency: An optional multiplier to the amount of times this item can be used per consumption of glue. Defaults to 1
--hand_matl, head_matl: Optional; When provided, will be used to automatically create a crafting recipe.
--Hand Material is used for the handle of the tool
--Head Material is used for the head of the tool

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--[[
Tools Using the Node Damage and Repair System
Copyright (C) 2020 Noodlemire
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
--]]
--Mod-specific global variable
nd_tools = {}
--A table that keeps track of players who are currently digging a node.
local digging_node_info = {}
--A table for keeping track of the exact times that objects were punched, for the "time_from_last_punch" variable.
local punch_times = {}
--If possible, attempt to damage the node-type pointed_thing with the given item.
--Yes, the pointed_thing has to be a node.
local function damage_node(player, itemstack, pointed_thing)
--Get the pointed node and its definition right away.
local node = minetest.get_node(pointed_thing.under)
local def = minetest.registered_nodes[node.name]
--Give up if an undefined node is targeted.
if not def then return end
--Now that we know we have a definition, we can get the dig params according to the tool used.
local dig_params = minetest.get_dig_params(def.groups, itemstack:get_tool_capabilities())
--If the node was determined to be diggable...
if dig_params.diggable then
--Attempt to damage it. If it failed to be damaged after all, give up.
if not node_damage.damage(pointed_thing.under, node, player) then return end
--Refresh the itemstack to avoid an issue where, if you tried to dig a node using itself, the dug node would cease to exist.
itemstack = player:get_wielded_item()
--Create an entry for this tool use, targeting the node and timed knowing that four hits total will destroy a node.
digging_node_info[player:get_player_name()] = {time = dig_params.time / 4, target = pointed_thing}
--Wear the tool at 1/4 the rate, since it takes four hits to destroy a node.
itemstack:add_wear(dig_params.wear / 4)
--If the node was already at the 3rd damage stage...
if def.groups.node_damage == 3 then
--Play the dig sound
minetest.sound_play(def.sounds.dug, {gain = 1.0, pos = pointed_thing.under}, true)
else
--Otherwise, play the dig sound only as a default
local dig_sound = def.sounds.dig
--Try to get a place sound if it exists
if not dig_sound or dig_sound == "__group" then
dig_sound = def.sounds.place
end
--Play whichever sound was found, related to simply punching a node.
minetest.sound_play(dig_sound, {gain = 1.0, pos = pointed_thing.under}, true)
end
--Finally, return the itemstack itself
return itemstack
end
end
--Whenever a player leaves, their digging info is discarded.
minetest.register_on_leaveplayer(function(player)
digging_node_info[player:get_player_name()] = nil
end)
--This function causes on_use to be called repeatedly whenever left mouse button is held.
controls.register_on_hold(function(player, control, time)
if control == "LMB" then
--Check the player's wielded item
local tool = player:get_wielded_item()
--If the tool is not part of the nd_tools system...
if minetest.get_item_group(tool:get_name(), "nd_tools") <= 0 then
--If the player was previously digging something...
if digging_node_info[player:get_player_name()] then
--Stop digging by only deleting the stored target node info. This allows the dig time to still work when rapidly clicking.
digging_node_info[player:get_player_name()].target = nil
end
--Either way, stop here.
return
end
--Get the position of the player's eyes, to determine pointed_thing
local pos = player:get_pos()
pos.y = pos.y + player:get_properties().eye_height
--Get the tool's definition, to check its digparams and range
local def = tool:get_definition()
--Create a ray between the player's eyes and where they're looking, limited by their tool's range
local ray = Raycast(pos, vector.add(pos, vector.multiply(player:get_look_dir(), def.range or minetest.registered_items[""].range or 4)))
--Store a pointed_thing based on the first walkable node found
local pointed_thing = nil
for pt in ray do
if pt.type == "node" then
pointed_thing = pt
break
end
end
--If a pointed thing was found...
if pointed_thing then
--If the player was digging something before
if digging_node_info[player:get_player_name()] then
--Make them dig the new node instead
digging_node_info[player:get_player_name()].target = pointed_thing
else
--If there's no data at all, it means the timer ran out, so it's safe to also damage the node right away.
damage_node(player, tool, pointed_thing)
end
--Ensure the definition and on_use exist
if def and def.on_use then
--Call on_use, and store what it returns
tool = def.on_use(tool, player, pointed_thing)
--If on_use returned something, replace the player's wielded item with it.
if tool then
player:set_wielded_item(tool)
end
end
--Otherwise, if the player was digging something before, stop digging it.
elseif digging_node_info[player:get_player_name()] then
digging_node_info[player:get_player_name()].target = nil
end
end
end)
--Upon release of left mouse button...
controls.register_on_release(function(player, control, held_time)
if control == "LMB" and digging_node_info[player:get_player_name()] then
--Stop digging by only deleting the stored target node info. This allows the dig time to still work when rapidly clicking.
digging_node_info[player:get_player_name()].target = nil
end
end)
--During every globalstep, regardless of which button is held...
minetest.register_globalstep(function(dtime)
--For each player...
for _, player in pairs(minetest.get_connected_players()) do
--Store the name right away
local pname = player:get_player_name()
--If they weren't digging anything, stop.
if not digging_node_info[pname] then
return
end
--If there's still time left before the player can dig something, decrease that time and stop.
if digging_node_info[pname].time > 0 then
digging_node_info[pname].time = digging_node_info[pname].time - dtime
return
end
--If the player isn't still trying to dig something, stop.
if not digging_node_info[pname].target then
return
end
--If the player is trying to dig something...
if controls.players[pname].LMB then
--Finally damage whatever they are digging, and store the result
local item = damage_node(player, player:get_wielded_item(), digging_node_info[pname].target)
--If there was a result, update the player's wielded item to it.
if item then
player:get_inventory():set_stack("main", player:get_wield_index(), item)
end
end
end
end)
--Once all the mods have loaded...
minetest.register_on_mods_loaded(function()
--Look through every registered item
for name, def in pairs(minetest.registered_items) do
--If the item doesn't already have its own on_use function, and it isn't set to deny the nd_tools functionality...
if def.on_use == nil and minetest.get_item_group(name, "nd_tools_deny") == 0 then
--Get the def's groups and add nd_tools to it.
local groups = def.groups or {}
groups.nd_tools = 1
--Override the item to formally set the groups in...
minetest.override_item(name, {
groups = groups,
--Give the item an on_use function
on_use = function(itemstack, user, pointed_thing)
--Look up the most recent on_use call if it exists, while storing the current time.
local old_time = punch_times[user:get_player_name()] or 0
punch_times[user:get_player_name()] = os.clock()
--If nothing is punched, give up.
if pointed_thing.type == "nothing" then
return itemstack
--If an object is punched, replicate the default punching behavior.
--The difference between old and current time is used to create the "time_from_last_punch" variable.
elseif pointed_thing.type == "object" then
local wear = pointed_thing.ref:punch(user, os.clock() - old_time, itemstack:get_tool_capabilities(), user:get_look_dir())
if not minetest.is_creative_enabled(user:get_player_name()) then
itemstack:add_wear(wear)
end
return itemstack
end
--Store the user's name
local pname = user:get_player_name()
--If they were digging something before, update it to this new target.
if digging_node_info[pname] then
digging_node_info[pname].target = pointed_thing
end
--Otherwise, as long as the player isn't on cooldown from their last damaged node...
if not (digging_node_info[pname] and digging_node_info[pname].time > 0) then
--Finally attempt to damage the node.
return damage_node(user, itemstack, pointed_thing)
end
end,
})
end
end
end)
--If a form of glue already exists because of the Mesecons mod...
if minetest.registered_items["mesecons_materials:glue"] then
--Add the needed group so mallets can use it
local groups = minetest.registered_items["mesecons_materials:glue"].groups
groups.nd_tools_glue = 9
--Override the item to formally set the group in place
minetest.override_item("mesecons_materials:glue", {groups = groups})
else
--Otherwise, create our own
minetest.register_craftitem("nd_tools:glue", {
image = "nd_tools_glue.png",
description="Glue",
groups = {nd_tools_glue = 9}
})
--To create this variant of glue, simply cook any item in the "sapling" group. Should have fairly high compatability.
minetest.register_craft({
type = "cooking",
output = "nd_tools:glue 2",
recipe = "group:sapling",
cooktime = 2
})
end
--This is the function you can use to make a new mallet.
function nd_tools.register_mallet(name, durability, efficiency, hand_matl, head_matl)
--Convert the given description into a usable name format. It is turned to lowercase, and spaces are turned to underscores.
local n = name:lower():gsub(' ', '_')
--Also get the current modname for an automatic prefix.
local prefix = minetest.get_current_modname()
--Register the new mallet with all of that in mind...
minetest.register_tool(prefix..":mallet_"..n, {
description = name.." Mallet",
--All mallets to into the given group
groups = {nd_mallet = 1},
--Keep in mind how the naming works when making an inventory image.
inventory_image = prefix.."_mallet_"..n..".png",
--Efficiency affects how many uses you can get out of each consumed glue. Higher is better.
efficiency = efficiency,
--On left-click...
on_use = function(itemstack, user, pointed_thing)
--Get the user's inventory
local inv = user:get_inventory()
--Get the metadata to check the glue level
local meta = itemstack:get_meta()
local glue = meta:get_int("nd_tools:glue")
--If more glue is needed...
if glue <= 0 then
--Iterate through only the user's main inventory
for i = 1, inv:get_size("main") do
--Get the current stack
local gluestack = inv:get_stack("main", i)
--Check if it has the "nd_tools_glue" category, which any item can use if it should be able to fuel mallets.
if minetest.get_item_group(gluestack:get_name(), "nd_tools_glue") > 0 then
--Set the glue level and remove 1 piece of glue.
--The default glue level is equal to the number given to the group itself, multiplied by the mallet's efficiency.
glue = math.ceil(minetest.get_item_group(gluestack:get_name(), "nd_tools_glue") * (itemstack:get_definition().efficiency or 1))
gluestack:take_item()
inv:set_stack("main", i, gluestack)
--Once we found one piece of glue, we can stop the loop and keep going to the next part of the function.
break
end
end
end
--If there is any glue on the hammer...
if glue > 0 then
--Get the pointed node and its definition
local node = minetest.get_node(pointed_thing.under)
local def = minetest.registered_nodes[node.name]
--Check if it was capable of being repaired. If not, give up.
if not node_damage.repair(pointed_thing.under, node, player) then return end
--Apply appropriate wear to the mallet
itemstack:add_wear(65535 / durability)
--Decrease the glue level by 1
glue = glue - 1
meta:set_int("nd_tools:glue", glue)
--Play a quieter sound, closer to a footstep than the louder breaking noise.
minetest.sound_play(def.sounds.footstep, {gain = 1.0, pos = pointed_thing.under}, true)
return itemstack
else
--If there's still no glue, it's good to notify the player of the problem.
minetest.chat_send_player(user:get_player_name(), "You must have some kind of glue in your inventory to repair nodes with your mallet.")
end
end
})
--If crafting materials were provided, create a default recipe out of them and the glue group.
--You can choose not to provide materials for this, but if you don't, you're responsible for distributing the matter yourself.
if hand_matl and head_matl then
minetest.register_craft({
output = prefix..":mallet_"..n,
recipe = {
{head_matl, "group:nd_tools_glue", head_matl},
{"", hand_matl, ""},
{"", hand_matl, ""}
}
})
end
end
--Mallets for the default ores, scaled to a similar power level but given no other special gimmicks.
if minetest.get_modpath("default") then
nd_tools.register_mallet("Wood", 15, nil, "group:stick", "group:wood")
nd_tools.register_mallet("Stone", 25, nil, "group:stick", "group:stone")
nd_tools.register_mallet("Bronze", 35, nil, "group:stick", "default:bronze_ingot")
nd_tools.register_mallet("Steel", 35, nil, "group:stick", "default:steel_ingot")
nd_tools.register_mallet("Mese", 44, nil, "group:stick", "default:mese_crystal")
nd_tools.register_mallet("Diamond", 50, nil, "group:stick", "default:diamond")
end
--Hardtrees provides its own tier of very weak rock tools. Probably won't ever get made, but oh well.
if minetest.get_modpath("hardtrees") then
nd_tools.register_mallet("Rock", 8, nil, "group:stick", "hardtrees:rock")
end
--Silver and Mithril are distinct for being slow but having high durability. Speed isn't a factor, so instead it gets decreased efficiency.
if minetest.get_modpath("moreores") then
nd_tools.register_mallet("Silver", 105, 0.5, "group:stick", "moreores:silver_ingot")
nd_tools.register_mallet("Mithril", 215, 0.5, "group:stick", "moreores:mithril_ingot")
end
--The rest of these are probably about what you might expect. All three are adjusted according to their general power level.
if minetest.get_modpath("ethereal") then
nd_tools.register_mallet("Crystal", 60, nil, "default:steel_ingot", "ethereal:crystal_ingot")
end
if minetest.get_modpath("obsidianstuff") then
nd_tools.register_mallet("Obsidian", 60, nil, "default:obsidian_shard", "obsidianstuff:ingot")
end
if minetest.get_modpath("cloud_items") then
nd_tools.register_mallet("Cloud", 80, nil, "group:stick", "cloud_items:cloud_ingot")
end

4
mod.conf Normal file
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@ -0,0 +1,4 @@
name = nd_tools
description = Overrides pre-existing tools to make them cause persistent node damage. Also adds hammers that can repair damaged nodes, but have low durability.
depends = controls, node_damage
optional_depends = cloud_items, default, ethereal, hardtrees, mesecons_materials, moreores

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