invsaw/init.lua

237 lines
8.2 KiB
Lua

invsaw = {}
invsaw.users = {}
local ui = unified_inventory
invsaw.formspec = "formspec_version[4]"..
"size[15,15]"..
"background9[0,0;1,1;ui_formbg_9_sliced.png;true;16]"..
"listcolors[#00000000;#FFFFFF80;#00000000]"..
ui.single_slot(1.88, 0.88, true)..
"label[0.75,1.3;Input\nmaterial]" ..
"list[detached:invsaw_%s;input;2,1;1,1;]" ..
"label[0.75,3;Left-over]" ..
ui.single_slot(1.88, 2.38)..
"list[detached:invsaw_%s;micro;2,2.5;1,1;]" ..
"label[0.75,4.3;Recycle\noutput]" ..
ui.single_slot(1.88, 3.88)..
"list[detached:invsaw_%s;recycle;2,4;1,1;]" ..
"field[0.75,6;1,1;max_offered;Max:;%s]" ..
"button[2,6;1,1;Set;Set]" ..
ui.make_inv_img_grid(3.88, 0.88, 8, 6)..
"list[detached:invsaw_%s;output;4,1;8,6;]" ..
ui.make_inv_img_grid(3.88, 9.38, 8, 1, true)..
ui.make_inv_img_grid(3.88, 10.63, 8, 3)..
"list[current_player;main;4,9.5;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
invsaw.reset(inv,player:get_player_name())
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
}, name)
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"
})