added support for further mods; painted blocks are now consumed
This commit is contained in:
parent
a08f969221
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14
README.md
14
README.md
@ -1,6 +1,18 @@
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Work in progress
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depends on: dye
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supports:
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unifieddyes
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coloredwood
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unifiedbricks
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stained_glass
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cotton
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wool
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flags
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blox
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TODO:
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- consume the blocks that are colored
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- determine which dyes are needed to create the selected color
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- actually consume dyes when applying color
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@ -6,3 +6,6 @@ unifiedbricks?
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stained_glass?
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cotton?
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wool?
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flags?
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blox?
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homedecor?
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519
init.lua
519
init.lua
@ -105,6 +105,28 @@ colormachine.data = {
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lrfurn_armchair_front_ = { nr=14, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="armchair",block="lrfurn:armchair_white", add="armchair_" },
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lrfurn_sofa_right_front_ = { nr=15, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="sofa", block="lrfurn:longsofa_white", add="sofa_" },
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lrfurn_longsofa_middle_front_= { nr=16, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="longsofa",block="lrfurn:sofa_white", add="longsofa_" },
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-- grey variants do not seem to exist, even though the textures arethere (perhaps nobody wants a grey flag!)
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flags_ = { nr=17, modname='flags', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="flags", block="flags:white", add="" },
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blox_stone_ = { nr=18, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SnBlox", block="default:stone", add="stone" },
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blox_quarter_ = { nr=19, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="S4Blox", block="default:stone", add="quarter" },
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blox_checker_ = { nr=20, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="S8Blox", block="default:stone", add="checker" },
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blox_diamond_ = { nr=21, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SDBlox", block="default:stone", add="diamond"},
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blox_cross_ = { nr=22, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SXBlox", block="default:stone", add="cross" },
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blox_square_ = { nr=23, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SQBlox", block="default:stone", add="square" },
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blox_loop_ = { nr=24, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SLBlox", block="default:stone", add="loop" },
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blox_corner_ = { nr=25, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SCBlox", block="default:stone", add="corner" },
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blox_wood_ = { nr=26, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WnBlox", block="default:wood", add="wood" },
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blox_quarter_wood_ = { nr=27, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="W4Blox", block="default:wood", add="quarter_wood" },
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blox_checker_wood_ = { nr=28, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="W8Blox", block="default:wood", add="checker_wood"},
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blox_diamond_wood_ = { nr=29, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WDBlox", block="default:wood", add="diamond_wood"},
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blox_cobble_ = { nr=30, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CnBlox", block="default:cobble", add="cobble" },
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homedecor_window_shutter_ = { nr=31, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="homedec", block="homedecor:shutter_oak", add="shutter_"},
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}
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@ -116,7 +138,7 @@ colormachine.generate_form = function( m_prefix )
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local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a color:]"..
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"label[5,8.2;Select a color or]"..
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"button[7,8.2;2,1;abort;abort selection]".. -- TODO: return the previous color here
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"button[7,8.2;2,1;abort;abort selection]"..
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"label[0.3,1;light]";
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-- not all mods offer all shades (and some offer even more)
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@ -172,7 +194,9 @@ colormachine.generate_form = function( m_prefix )
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for i,gname in ipairs( colormachine.grey_names ) do
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if( colormachine.data[ m_prefix ].grey_shades[ i ]==1 ) then
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local translated_color = colormachine.translate_color_name( nil, m_prefix, gname, -1, -1, i, 0 );
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form = form.."image_button["..tostring( #colormachine.colors+1 )..","..tostring( i+1 )..";1,1;"..translated_color..";"..gname.."; ]";
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if( translated_color ~= nil ) then
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form = form.."image_button["..tostring( #colormachine.colors+1 )..","..tostring( i+1 )..";1,1;"..translated_color..";"..gname.."; ]";
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end
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end
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end
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return form;
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@ -276,6 +300,31 @@ colormachine.translate_color_name = function( meta, k, new_color, c, s, g, as_ob
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return nil;
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end
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-- blox has its own naming scheme - but at least the colors supported are of a simple kind (no shades, no lower saturation)
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if( colormachine.data[k].modname == 'blox' ) then
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local color_used = "";
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if( s==1 and c==1 ) then
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color_used = 'pink'; -- in blox, this is called "pink"; normally "light_red"
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elseif( g>-1 ) then
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color_used = colormachine.grey_names[ g ];
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elseif( s ~= 3 ) then
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return nil; -- only normal saturation supported
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elseif( c==10 ) then
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color_used = 'purple'; -- purple and violet are not the same, but what shall we do?
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elseif( c==4 or c==6 or c==8 or c>10 ) then
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return nil; -- these colors are not supported
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elseif( c > 0 ) then
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color_used = colormachine.colors[ c ];
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end
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if( as_obj_name == 1 ) then
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return 'blox:'..( color_used )..( colormachine.data[k].add );
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else
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return 'blox_'..( color_used )..( colormachine.data[k].add )..'.png';
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end
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end
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local postfix = '.png';
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-- we want the object name, i.e. default:brick, and not default_brick.png (all with colors inserted...):
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@ -318,10 +367,32 @@ colormachine.translate_color_name = function( meta, k, new_color, c, s, g, as_ob
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end
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end
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-- homedecors names are slightly different....
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if( k == 'homedecor_window_shutter_' ) then
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if( s==1 and new_color=='light_blue' ) then -- only light blue is supported
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return k_new..'light_blue'..postfix;
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elseif( new_color=='dark_green' ) then
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return k_new..'forest_green'..postfix;
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-- no more light colors, no more cyan or mangenta available; no normal green or blue
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elseif( s==1 or c==7 or c==11 or c==5 or c==9 ) then
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return nil;
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elseif( new_color=='dark_orange' ) then
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return k_new..'mahogany'..postfix;
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elseif( new_color=='orange' ) then
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return k_new..'oak'..postfix;
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end
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end
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-- normal dyes (also used for wool) use a diffrent naming scheme
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if( colormachine.data[k].u == 0 ) then
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if( new_color == 'darkgrey' ) then
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if( new_color == 'darkgrey' ) then
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return k_new..'dark_grey'..postfix;
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elseif( new_color == 'dark_orange' ) then
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return k_new..'brown'..postfix;
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@ -345,171 +416,91 @@ colormachine.translate_color_name = function( meta, k, new_color, c, s, g, as_ob
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end
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-- if the player has selected a color, show all blocks in that color
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colormachine.blocktype_menu = function( meta, new_color )
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-- if a block is inserted, the name of its color is very intresting (for removing color or for setting that color)
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-- (kind of the inverse of translate_color_name)
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colormachine.get_color_from_blockname = function( mod_name, block_name )
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new_color = colormachine.decode_color_name( meta, new_color );
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local bname = mod_name..":"..block_name;
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-- keep the same size as with the color selector
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local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a blocktype:]"..
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"label[0.2,2.2;name]"..
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"label[0.2,3.2;unpainted]"..
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"label[0.2,4.2;colored]"..
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"button[1,1;4,1;dye_management;Manage stored dyes]"..
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"button[5,1;4,1;main_menu;Back to main menu]";
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local x = 1;
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local y = 3;
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for i,k in ipairs( colormachine.ordered ) do
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-- only installed mods are of intrest
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if( k ~= nil and colormachine.data[ k ].installed == 1 ) then
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-- that particular mod may not offer this color
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form = form.."button["..tostring(x)..","..tostring(y-0.8).. ";1,1;"..k..";"..colormachine.data[k].descr.."]"..
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"item_image["..tostring(x)..","..tostring(y )..";1,1;"..colormachine.data[k].block.."]";
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local translated_color = colormachine.translate_color_name( meta, k, new_color, nil, nil, nil, 1 );
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if( translated_color ~= nil ) then
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form = form.. "item_image["..tostring(x)..","..tostring(y+1)..";1,1;"..translated_color.."]";
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else
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form = form.."button[".. tostring(x)..","..tostring(y+1)..";1,1;"..k..";n/a]";
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end
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x = x+1;
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if( x>13 ) then
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x = 1;
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y = y+3;
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form = form..
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"label[0.2,5.2;name]"..
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"label[0.2,6.2;unpainted]"..
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"label[0.2,7.2;colored]";
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end
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end
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end
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return form;
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end
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-- this function tries to figure out which block type was inserted and how the color can be decoded
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colormachine.main_menu_formspec = function( pos, option )
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local i = 0;
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local k = 0;
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local v = 0;
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local form = "size[10,9]"..
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"list[current_player;main;1,5;8,4;]"..
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"label[3,0.2;Spray booth main menu]"..
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"button[1,1;4,1;dye_management;Manage stored dyes]"..
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"button[5,1;4,1;blocktype_menu;Select blocktype]"..
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"label[1,2;input:]"..
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"list[current_name;input;1,2.5;1,1;]";
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local meta = minetest.env:get_meta(pos);
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local inv = meta:get_inventory();
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-- display the name of the color the machine is set to
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form = form.."label[2.2,4.3;Current painging color:]"..
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"label[5.0,4.3;"..(meta:get_string('selected_name') or "?" ).."]"..
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-- display the owner name
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"label[6,0.2;(owner: "..(meta:get_string('owner') or "?" ).."]";
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if( inv:is_empty( "input" )) then
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form = form.."label[2.2,2.5;Insert block to be analyzed.]";
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return form;
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end
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local stack = inv:get_stack( "input", 1);
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local bname = stack:get_name();
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-- lets find out if this block is one of the unpainted basic blocks calling for paint
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local found = {};
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for k,v in pairs( colormachine.data ) do
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if( bname == v.block ) then
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if( mod_name == v.modname ) then
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table.insert( found, k );
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end
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end
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-- make sure all output fields are empty
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for i = 1, inv:get_size( "output" ) do
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inv:set_stack( "output", i, "" );
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end
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local anz_blocks = stack:get_count();
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-- a block that can be colored
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if( #found > 0 ) then
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local anz_found = 0;
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for i,v in ipairs( found ) do
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if( i <= inv:get_size( "output" )) then
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local translated_color = colormachine.translate_color_name( meta, v, meta:get_string('selected_name'), nil, nil, nil, 1 );
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--print( 'BLOCK type to use: '..tostring(v).." translated_color: "..tostring(translated_color)..".");
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if( translated_color ~= nil ) then
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anz_found = anz_found + 1;
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inv:set_stack( "output", anz_found, translated_color.." "..tostring( anz_blocks ));
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end
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end
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end
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-- this color was not supported
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if( anz_found == 0 ) then
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form = form.."label[2.2,2.5;Sorry, this block is not available in that color.]";
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return form;
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end
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form = form.."label[3,2;Available variants:]"..
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"list[current_name;output;3,2.5;"..tostring( anz_found )..",1;]";
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return form;
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end
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-- get the modname
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local parts = string.split(bname,":");
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if( #parts < 2 ) then
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form = form.."label[2.2,2.5;ERROR! Failed to analyze the name of this node: "..tostring(bname).."]";
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return form;
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end
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-- it is possible that we are dealing with an already painted block
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local found = {};
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for k,v in pairs( colormachine.data ) do
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if( parts[1] == v.modname ) then
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table.insert( found, k );
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end
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end
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-- it may be a dye source
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for i,v in ipairs( colormachine.basic_dye_sources ) do
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-- we have found the right color!
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if( bname == v ) then
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form = form.."label[2.2,2.5;This is a dye source.]";
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return form;
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end
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end
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if( #found < 1 ) then
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form = form.."label[2.2,2.5;Sorry, this block is not supported by the spray booth.]";
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return form;
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return { error_code ="Sorry, this block is not supported by the spray booth.",
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found_name = "",
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blocktype = ""};
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end
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-- another case of special treatment needed; at least the color is given in the tiles
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if( parts[1]=='stained_glass' ) then
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if( mod_name =='stained_glass' ) then
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local original_node = minetest.registered_nodes[ bname ];
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if( original_node ~= nil ) then
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local tile = original_node.tiles[1];
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local liste2 = string.split( tile, "%.");
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parts[2] = liste2[1];
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block_name = liste2[1];
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end
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end
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-- blox uses its own naming scheme
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if( mod_name =='blox' ) then
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-- the color can be found in the description
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local original_node = minetest.registered_nodes[ bname ];
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if( original_node ~= nil ) then
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local bloxdescr = original_node.description;
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-- bloxparts[1] will be filled with the name of the color:
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local bloxparts = string.split( bloxdescr, " ");
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-- now extract the blocktype information
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if( bloxparts ~= nil and #bloxparts > 0 ) then
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-- we split with the color name
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local found_name = bloxparts[1];
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local blocktype = 'blox_'..string.sub( block_name, string.len( found_name )+1 )..'_';
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-- handle pink and purple
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if( found_name == 'pink' ) then
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found_name = 'light_red';
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elseif( found_name == 'purple' ) then
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found_name = 'violet';
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end
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return { error_code = nil,
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found_name = found_name, -- the name of the color
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blocktype = blocktype }; -- the blocktype
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end
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end
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-- if this point is reached, the decoding of the blox-block-name has failed
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return { error_code = "Error: Failed to decode color of this blox-block.",
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found_name = "",
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blocktype = "" };
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end
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-- homedecors names are slightly different....
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if( mod_name == 'homedecor' ) then
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-- change the blockname to the expected color
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if( block_name == 'shutter_forest_green' ) then
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block_name = 'shutter_dark_green';
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elseif( block_name == 'shutter_mahogany' ) then
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block_name = 'shutter_dark_orange';
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-- this is the default, unpainted one..which can also be considered as "orange" in the menu
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-- elseif( blockname == 'shutter_oak' ) then
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-- block_name = 'shutter_orange';
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end
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end
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-- try to analyze the name of this color; this works only if the block follows the color scheme
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local liste = string.split( parts[2], "_" );
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local liste = string.split( block_name, "_" );
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local curr_index = #liste;
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-- handle some special wool- and dye color names
|
||||
@ -566,12 +557,14 @@ colormachine.main_menu_formspec = function( pos, option )
|
||||
if( curr_index > 0 and g==-1 and c~=0) then
|
||||
if( liste[ curr_index ] == 'light' ) then
|
||||
s = 1;
|
||||
curr_index = curr_index - 1;
|
||||
elseif( liste[ curr_index ] == 'medium' ) then
|
||||
s = 5;
|
||||
curr_index = curr_index - 1;
|
||||
elseif( liste[ curr_index ] == 'dark' ) then
|
||||
s = 7;
|
||||
curr_index = curr_index - 1;
|
||||
end
|
||||
curr_index = curr_index - 1;
|
||||
end
|
||||
|
||||
local found_name = "";
|
||||
@ -586,20 +579,21 @@ colormachine.main_menu_formspec = function( pos, option )
|
||||
found_name = found_name.."_s50";
|
||||
end
|
||||
end
|
||||
|
||||
-- for blocks that do not follow the naming scheme - the color cannot be decoded
|
||||
if( g==-1 and c==0 ) then
|
||||
form = form.."label[2.2,2.5;This is a colored block: "..tostring( bname )..".]";
|
||||
return form;
|
||||
return { error_code ="This is a colored block: "..tostring( bname )..".",
|
||||
found_name = "",
|
||||
blocktype = ""};
|
||||
end
|
||||
|
||||
-- identify the block type/subname
|
||||
local add = "";
|
||||
local blocktype = found[1];
|
||||
|
||||
if( curr_index > 0 ) then
|
||||
|
||||
for k,v in pairs( colormachine.data ) do
|
||||
if( curr_index > 0 and add=="" and parts[1] == v.modname and liste[ curr_index ] == v.add ) then
|
||||
if( curr_index > 0 and add=="" and mod_name == v.modname and (liste[ curr_index ].."_") == v.add ) then
|
||||
add = v.add;
|
||||
blocktype = k;
|
||||
curr_index = curr_index - 1;
|
||||
@ -611,11 +605,183 @@ colormachine.main_menu_formspec = function( pos, option )
|
||||
print( 'colormachine: ERROR: leftover name parts for '..tostring( bname )..": "..minetest.serialize( liste ));
|
||||
end
|
||||
|
||||
return { error_code = nil,
|
||||
found_name = found_name,
|
||||
blocktype = blocktype};
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- if the player has selected a color, show all blocks in that color
|
||||
colormachine.blocktype_menu = function( meta, new_color )
|
||||
|
||||
new_color = colormachine.decode_color_name( meta, new_color );
|
||||
|
||||
-- keep the same size as with the color selector
|
||||
local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a blocktype:]"..
|
||||
"label[0.2,1.2;name]"..
|
||||
"label[0.2,2.2;unpainted]"..
|
||||
"label[0.2,3.2;colored]"..
|
||||
"button[1,0.5;4,1;dye_management;Manage stored dyes]"..
|
||||
"button[5,0.5;4,1;main_menu;Back to main menu]";
|
||||
local x = 1;
|
||||
local y = 2;
|
||||
|
||||
for i,k in ipairs( colormachine.ordered ) do
|
||||
|
||||
-- only installed mods are of intrest
|
||||
if( k ~= nil and colormachine.data[ k ].installed == 1 ) then
|
||||
|
||||
-- that particular mod may not offer this color
|
||||
form = form.."button["..tostring(x)..","..tostring(y-0.8).. ";1,1;"..k..";"..colormachine.data[k].descr.."]"..
|
||||
"item_image["..tostring(x)..","..tostring(y )..";1,1;"..colormachine.data[k].block.."]";
|
||||
|
||||
local translated_color = colormachine.translate_color_name( meta, k, new_color, nil, nil, nil, 1 );
|
||||
if( translated_color ~= nil ) then
|
||||
form = form.. "item_image["..tostring(x)..","..tostring(y+1)..";1,1;"..translated_color.."]";
|
||||
else
|
||||
form = form.."button[".. tostring(x)..","..tostring(y+1)..";1,1;"..k..";n/a]";
|
||||
end
|
||||
|
||||
x = x+1;
|
||||
if( x>13 ) then
|
||||
x = 1;
|
||||
y = y+3;
|
||||
form = form..
|
||||
"label[0.2,"..tostring(y-1)..".2;name]"..
|
||||
"label[0.2,"..tostring(y )..".2;unpainted]"..
|
||||
"label[0.2,"..tostring(y+1)..".2;colored]";
|
||||
end
|
||||
end
|
||||
end
|
||||
return form;
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- this function tries to figure out which block type was inserted and how the color can be decoded
|
||||
colormachine.main_menu_formspec = function( pos, option )
|
||||
|
||||
local i = 0;
|
||||
local k = 0;
|
||||
local v = 0;
|
||||
|
||||
local form = "size[11,9]"..
|
||||
"list[current_player;main;1,5;8,4;]"..
|
||||
"label[3,0.2;Spray booth main menu]"..
|
||||
"button[1,1;4,1;dye_management;Manage stored dyes]"..
|
||||
"button[5,1;4,1;blocktype_menu;Show supported blocks]"..
|
||||
|
||||
"label[1,2.5;input:]"..
|
||||
"list[current_name;input;1,3.0;1,1;]";
|
||||
|
||||
local meta = minetest.env:get_meta(pos);
|
||||
local inv = meta:get_inventory();
|
||||
|
||||
-- display the name of the color the machine is set to
|
||||
form = form.."label[2.2,4.3;Current painging color:]"..
|
||||
"label[5.0,4.3;"..(meta:get_string('selected_name') or "?" ).."]"..
|
||||
-- display the owner name
|
||||
"label[6,0.2;(owner: "..(meta:get_string('owner') or "?" )..")]";
|
||||
|
||||
if( inv:is_empty( "input" )) then
|
||||
form = form.."label[2.2,3.0;Insert block to be analyzed.]";
|
||||
return form;
|
||||
end
|
||||
|
||||
local stack = inv:get_stack( "input", 1);
|
||||
local bname = stack:get_name();
|
||||
-- lets find out if this block is one of the unpainted basic blocks calling for paint
|
||||
local found = {};
|
||||
for k,v in pairs( colormachine.data ) do
|
||||
if( bname == v.block ) then
|
||||
table.insert( found, k );
|
||||
end
|
||||
end
|
||||
|
||||
-- make sure all output fields are empty
|
||||
for i = 1, inv:get_size( "output" ) do
|
||||
inv:set_stack( "output", i, "" );
|
||||
end
|
||||
|
||||
local anz_blocks = stack:get_count();
|
||||
|
||||
-- a block that can be colored
|
||||
if( #found > 0 ) then
|
||||
|
||||
local anz_found = 0;
|
||||
for i,v in ipairs( found ) do
|
||||
if( i <= inv:get_size( "output" )) then
|
||||
|
||||
-- offer the description-link
|
||||
form = form.."button["..tostring(2+i)..","..tostring(1.8)..";1,1;"..v..";"..colormachine.data[v].descr.."]";
|
||||
|
||||
local translated_color = colormachine.translate_color_name( meta, v, meta:get_string('selected_name'), nil, nil, nil, 1 );
|
||||
--print( 'BLOCK type to use: '..tostring(v).." translated_color: "..tostring(translated_color)..".");
|
||||
if( translated_color ~= nil ) then
|
||||
inv:set_stack( "output", i, translated_color.." "..tostring( anz_blocks ));
|
||||
|
||||
|
||||
-- this time, we want the texture
|
||||
translated_color = colormachine.translate_color_name( meta, v, meta:get_string( 'selected_name'), nil, nil, nil, 0 );
|
||||
if( translated_color ~= nil ) then
|
||||
--form = form.. "item_image["..tostring(x)..","..tostring(y+1)..";1,1;"..translated_color.."]";
|
||||
form = form.."image_button["..tostring(2+i)..","..tostring(2.5)..";1,1;"..
|
||||
translated_color..";"..v.."; ]"; -- when clicking here, the color selection menu for that blocktype is presented
|
||||
end
|
||||
else
|
||||
inv:set_stack( "output", i, "" );
|
||||
|
||||
-- form = form.."button[" ..tostring(2+i)..","..tostring(2.5)..";1,1;"..v..";"..colormachine.data[v].descr.."]";
|
||||
form = form.."button[".. tostring(2+i)..","..tostring(2.5)..";1,1;"..v..";n/a]";
|
||||
end
|
||||
anz_found = anz_found + 1;
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- this color was not supported
|
||||
if( anz_found == 0 ) then
|
||||
form = form.."label[2.2,3.0;Sorry, this block is not available in that color.]";
|
||||
return form;
|
||||
end
|
||||
|
||||
form = form.."label[3,1.5;Available variants:]"..
|
||||
"list[current_name;output;3,3.5;"..tostring( anz_found )..",1;]";
|
||||
return form;
|
||||
end -- end of handling of blocks that can be colored
|
||||
|
||||
|
||||
-- get the modname
|
||||
local parts = string.split(bname,":");
|
||||
if( #parts < 2 ) then
|
||||
form = form.."label[2.2,3.0;ERROR! Failed to analyze the name of this node: "..tostring(bname).."]";
|
||||
return form;
|
||||
end
|
||||
|
||||
|
||||
-- it may be a dye source
|
||||
for i,v in ipairs( colormachine.basic_dye_sources ) do
|
||||
-- we have found the right color!
|
||||
if( bname == v ) then
|
||||
form = form.."label[2.2,3.0;This is a dye source.]";
|
||||
return form;
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- it is possible that we are dealing with an already painted block - in that case we have to dertermie the color
|
||||
local found_color_data = colormachine.get_color_from_blockname( parts[1], parts[2] );
|
||||
if( found_color_data.error_code ~= nil ) then
|
||||
form = form.."label[2.2,3.0;"..found_color_data.error_code..".]";
|
||||
return form;
|
||||
end
|
||||
|
||||
-- the previous analyse was necessary in order to determine which block we ought to use
|
||||
if( option == 'remove_paint' ) then
|
||||
-- actually remove the paint from the
|
||||
inv:set_stack( "input", 1, colormachine.data[ blocktype ].block.." "..tostring( anz_blocks ));
|
||||
inv:set_stack( "input", 1, colormachine.data[ found_color_data.blocktype ].block.." "..tostring( anz_blocks ));
|
||||
-- update display (we changed the input!)
|
||||
return colormachine.main_menu_formspec(pos, "analyze");
|
||||
end
|
||||
@ -623,17 +789,17 @@ colormachine.main_menu_formspec = function( pos, option )
|
||||
|
||||
if( option == 'adapt_color' ) then
|
||||
-- actually change the color
|
||||
colormachine.decode_color_name( meta, found_name );
|
||||
colormachine.decode_color_name( meta, found_color_data.found_name );
|
||||
-- default color changed - update the menu
|
||||
return colormachine.main_menu_formspec(pos, "analyze");
|
||||
end
|
||||
|
||||
-- print color name; select as input color / remove paint
|
||||
form = form.."label[2.2,2.5;This is: "..tostring( found_name )..".]"..
|
||||
"button[6,3.0;3,1;remove_paint;Remove paint]";
|
||||
form = form.."label[2.2,3.0;This is: "..tostring( found_color_data.found_name )..".]"..
|
||||
"button[6,3.5;3,1;remove_paint;Remove paint]";
|
||||
|
||||
if( found_name ~= meta:get_string( 'selected_name' )) then
|
||||
form = form.."button[6,2.1;3,1;adapt_color;Set as new color]";
|
||||
form = form.."button[6,2.6;3,1;adapt_color;Set as new color]";
|
||||
else
|
||||
form = form.."label[5.5,2.0;This is the selected color.]";
|
||||
end
|
||||
@ -750,12 +916,32 @@ colormachine.on_metadata_inventory_take = function( pos, listname, index, stack,
|
||||
local meta = minetest.env:get_meta(pos);
|
||||
local inv = meta:get_inventory();
|
||||
|
||||
|
||||
if( listname == "output" ) then
|
||||
|
||||
-- TODO: consume color for painted blocks
|
||||
|
||||
-- calculate how much was taken
|
||||
local anz_taken = stack:get_count();
|
||||
local anz_present = inv:get_stack("input",1):get_count();
|
||||
anz_present = anz_present - anz_taken;
|
||||
if( anz_present <= 0 ) then
|
||||
inv:set_stack( "input", 1, "" ); -- everything used up
|
||||
else
|
||||
inv:set_stack( "input", 1, inv:get_stack("input",1):get_name().." "..tostring( anz_present ));
|
||||
end
|
||||
|
||||
-- the main menu needs to be updated as well
|
||||
meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
|
||||
return;
|
||||
end
|
||||
|
||||
|
||||
if( listname == "input" ) then
|
||||
-- update the main menu accordingly
|
||||
meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
|
||||
return;
|
||||
end
|
||||
-- TODO: handle taking of output
|
||||
end
|
||||
|
||||
|
||||
@ -795,7 +981,7 @@ colormachine.init = function()
|
||||
"label[0.1,2;dyes:]"..
|
||||
"label[0.1,3;storage:]"..
|
||||
"button[1,4;4,1;main_menu;Back to main menu]"..
|
||||
"button[5,4;4,1;blocktype_menu;Select blocktype]"..
|
||||
"button[5,4;4,1;blocktype_menu;Show supported blocks]"..
|
||||
"list[current_name;dyes;1,3;"..tostring(#colormachine.basic_dye_sources)..",1;]";
|
||||
|
||||
for i,k in ipairs( colormachine.basic_dye_sources ) do
|
||||
@ -846,11 +1032,12 @@ minetest.register_node("colormachine:colormachine", {
|
||||
local inv = meta:get_inventory();
|
||||
inv:set_size("input", 1); -- input slot for blocks that are to be painted
|
||||
inv:set_size("refill", 1); -- input slot for plants and other sources of dye pigments
|
||||
inv:set_size("output", 6); -- output slot for painted blocks - up to six alternate coloring schems supported
|
||||
inv:set_size("output", 8); -- output slot for painted blocks - up to 8 alternate coloring schems supported (blox has 8 for stone!)
|
||||
inv:set_size("paintless", 1); -- output slot for blocks with paint scratched off
|
||||
inv:set_size("dyes", 8); -- internal storage for the dye powders
|
||||
|
||||
meta:set_string( 'formspec', colormachine.blocktype_menu( meta, 'white' ));
|
||||
--meta:set_string( 'formspec', colormachine.blocktype_menu( meta, 'white' ));
|
||||
meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") );
|
||||
end,
|
||||
|
||||
after_place_node = function(pos, placer)
|
||||
@ -886,7 +1073,17 @@ minetest.register_node("colormachine:colormachine", {
|
||||
elseif( k=='key_escape') then
|
||||
-- nothing to do
|
||||
else
|
||||
meta:set_string( 'formspec', colormachine.blocktype_menu( meta, k ));
|
||||
local inv = meta:get_inventory();
|
||||
|
||||
-- if no input is present, show the block selection menu
|
||||
if( k=="blocktype_menu" or inv:is_empty( "input" )) then
|
||||
meta:set_string( 'formspec', colormachine.blocktype_menu( meta, k ));
|
||||
|
||||
-- else set the selected color and go back to the main menu
|
||||
else
|
||||
colormachine.decode_color_name( meta, k );
|
||||
meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") );
|
||||
end
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
Loading…
x
Reference in New Issue
Block a user