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cheapie 2016-05-24 14:55:44 -05:00
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README Normal file
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invsaw
======
This mod adds a button in unified_inventory that opens a formspec that works exactly like the moreblocks circular saw. It requires that either the server is in creative mode, you have the "creative" priv, or you have one or more circular saws (moreblocks:circular_saw) in your inventory.
Dependencies: moreblocks, unified_inventory
Contains large amounts of code based on Calinou's moreblocks mod, and a texture based on some textures from the same mod.
License:
Code - zlib
Textures - CC BY-SA 3.0 Unported

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depends.txt Normal file
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moreblocks
unified_inventory

226
init.lua Normal file
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invsaw = {}
invsaw.users = {}
local fancy_inv = default.gui_bg..default.gui_bg_img..default.gui_slots
invsaw.formspec = "size[11,10]"..fancy_inv..
"label[0,0;Input\nmaterial]" ..
"list[detached:invsaw_%s;input;1.5,0;1,1;]" ..
"label[0,1;Left-over]" ..
"list[detached:invsaw_%s;micro;1.5,1;1,1;]" ..
"label[0,2;Recycle\noutput]" ..
"list[detached:invsaw_%s;recycle;1.5,2;1,1;]" ..
"field[0.3,3.5;1,1;max_offered;Max:;%s]" ..
"button[1,3.2;1,1;Set;Set]" ..
"list[detached:invsaw_%s;output;2.8,0;8,6;]" ..
"list[current_player;main;1.5,6.25;8,4;]"
invsaw.nosawformspec = "size[5,2]"..
"label[0,0;You don't have a circular saw in your inventory!\nYou need to have one in order to use this function.]"..
"button_exit[1.5,1;2,1;quit;OK]"
function invsaw.reset(inv,name)
inv:set_list("input", {})
inv:set_list("micro", {})
inv:set_list("output", {})
invsaw.users[name].micros = 0
end
function invsaw.update_inventory(inv, name, amount)
amount = invsaw.users[name].micros + amount
-- The material is recycled automaticly.
inv:set_list("recycle", {})
if amount < 1 then -- If the last block is taken out.
invsaw.reset(inv,name)
return
end
local stack = inv:get_stack("input", 1)
-- At least one "normal" block is necessary to see what kind of stairs are requested.
if stack:is_empty() then
-- Any microblocks not taken out yet are now lost.
-- (covers material loss in the machine)
invsaw.reset(inv,name)
return
end
local node_name = stack:get_name() or ""
local name_parts = circular_saw.known_nodes[node_name] or ""
local modname = name_parts[1] or ""
local material = name_parts[2] or ""
inv:set_list("input", { -- Display as many full blocks as possible:
node_name.. " " .. math.floor(amount / 8)
})
-- The stairnodes made of default nodes use moreblocks namespace, other mods keep own:
if modname == "default" then
modname = "moreblocks"
end
-- print("circular_saw set to " .. modname .. " : "
-- .. material .. " with " .. (amount) .. " microblocks.")
-- 0-7 microblocks may remain left-over:
inv:set_list("micro", {
modname .. ":micro_" .. material .. "_bottom " .. (amount % 8)
})
-- Display:
inv:set_list("output",
circular_saw:get_output_inv(modname, material, amount,
invsaw.users[name].max_offered))
-- Store how many microblocks are available:
invsaw.users[name].micros = amount
end
invsaw.allow_put = function(inv, listname, index, stack, player)
-- The player is not allowed to put something in there:
if listname == "output" or listname == "micro" then
return 0
end
local stackname = stack:get_name()
local count = stack:get_count()
-- Only alow those items that are offered in the output inventory to be recycled:
if listname == "recycle" then
if not inv:contains_item("output", stackname) then
return 0
end
local stackmax = stack:get_stack_max()
local instack = inv:get_stack("input", 1)
local microstack = inv:get_stack("micro", 1)
local incount = instack:get_count()
local incost = (incount * 8) + microstack:get_count()
local maxcost = (stackmax * 8) + 7
local cost = circular_saw:get_cost(inv, stackname)
if (incost + cost) > maxcost then
return math.max((maxcost - incost) / cost, 0)
end
return count
end
-- Only accept certain blocks as input which are known to be craftable into stairs:
if listname == "input" then
if not inv:is_empty("input") then
if inv:get_stack("input", index):get_name() ~= stackname then
return 0
end
end
if not inv:is_empty("micro") then
local microstackname = inv:get_stack("micro", 1):get_name():gsub("^.+:micro_", "", 1)
local cutstackname = stackname:gsub("^.+:", "", 1)
if microstackname ~= cutstackname then
return 0
end
end
for name, t in pairs(circular_saw.known_nodes) do
if name == stackname and inv:room_for_item("input", stack) then
return count
end
end
return 0
end
end
invsaw.on_take = function(inv, listname, index, stack, player)
-- Prevent (inbuilt) swapping between inventories with different blocks
-- corrupting player inventory or Saw with 'unknown' items.
local input_stack = inv:get_stack(listname, index)
if not input_stack:is_empty() and input_stack:get_name()~=stack:get_name() then
local player_inv = player:get_inventory()
if player_inv:room_for_item("main", input_stack) then
player_inv:add_item("main", input_stack)
end
circular_saw:reset(pos)
return
end
-- If it is one of the offered stairs: find out how many
-- microblocks have to be substracted:
if listname == "output" then
-- We do know how much each block at each position costs:
local cost = circular_saw.cost_in_microblocks[index]
* stack:get_count()
invsaw.update_inventory(inv, player:get_player_name(), -cost)
elseif listname == "micro" then
-- Each microblock costs 1 microblock:
invsaw.update_inventory(inv, player:get_player_name(), -stack:get_count())
elseif listname == "input" then
-- Each normal (= full) block taken costs 8 microblocks:
invsaw.update_inventory(inv, player:get_player_name(), 8 * -stack:get_count())
end
-- The recycle field plays no role here since it is processed immediately.
end
invsaw.on_put = function(inv, listname, index, stack, player)
-- We need to find out if the circular_saw is already set to a
-- specific material or not:
local stackname = stack:get_name()
local count = stack:get_count()
-- Putting something into the input slot is only possible if that had
-- been empty before or did contain something of the same material:
if listname == "input" then
-- Each new block is worth 8 microblocks:
invsaw.update_inventory(inv, player:get_player_name(), 8 * count)
elseif listname == "recycle" then
-- Lets look which shape this represents:
local cost = circular_saw:get_cost(inv, stackname)
local input_stack = inv:get_stack("input", 1)
-- check if this would not exceed input itemstack max_stacks
if input_stack:get_count() + ((cost * count) / 8) <= input_stack:get_stack_max() then
invsaw.update_inventory(inv, player:get_player_name(), cost * count)
end
end
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name(player)
invsaw.users[name] = {}
invsaw.users[name].micros = 0
invsaw.users[name].max_offered = 99
local inv = minetest.create_detached_inventory("invsaw_"..name,{
allow_put = invsaw.allow_put,
on_put = invsaw.on_put,
on_take = invsaw.on_take,
allow_move = function() return 0 end
})
inv:set_size("input",1)
inv:set_size("micro",1)
inv:set_size("recycle",1)
inv:set_size("output",48) --6*8
invsaw.users[name].inv = inv
end)
minetest.register_on_player_receive_fields(function(player,formname,fields)
local name = player:get_player_name()
if fields.saw then
local creative = minetest.setting_getbool("creative_mode") or minetest.check_player_privs(name,{creative=true})
local havesaw = player:get_inventory():contains_item("main","moreblocks:circular_saw")
if havesaw or creative then
minetest.show_formspec(name,"invsaw:saw",string.format(invsaw.formspec,name,name,name,invsaw.users[name].max_offered,name))
else
minetest.show_formspec(name,"invsaw:nosaw",invsaw.nosawformspec)
end
return true
elseif formname == "invsaw:saw" and fields.Set then
invsaw.users[name].max_offered = tonumber(fields.max_offered) or 99
invsaw.update_inventory(invsaw.users[name].inv,name,0)
minetest.show_formspec(name,"invsaw:saw",string.format(invsaw.formspec,name,name,name,invsaw.users[name].max_offered,name))
return true
else
return false
end
end)
unified_inventory.register_button("saw", {
type = "image",
image = "invsaw_button.png",
tooltip = "Circular Saw"
})

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