Added ability to ferment barley into beer

master
TenPlus1 2016-03-10 17:47:15 +00:00
parent a0bdf03918
commit c07fcc7d93
6 changed files with 62 additions and 28 deletions

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@ -13,4 +13,5 @@ Changelog:
0.1 - Initial release
0.2 - Added protection checks to barrel
0.3 - New barrel model from cottages mod (thanks Napiophelios)
- Wine glass can be placed
- Wine glass can be placed
0.4 - Added ability to ferment barley from farming redo into beer

View File

@ -1,17 +1,12 @@
--[[ wine glass
minetest.register_craftitem("wine:glass_wine", {
description = "Glass of Wine",
inventory_image = "wine.png",
on_use = minetest.item_eat(2),
})]]
-- glass of wine
minetest.register_node("wine:glass_wine", {
description = "Glass of Wine",
drawtype = "plantlike",
visual_scale = 0.8,
tiles = {"wine.png"},
inventory_image = "wine.png",
wield_image = "wine.png",
tiles = {"wine_glass.png"},
inventory_image = "wine_glass.png",
wield_image = "wine_glass.png",
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
@ -29,8 +24,8 @@ minetest.register_node("wine:glass_wine", {
minetest.register_node("wine:bottle_wine", {
description = "Bottle of Wine",
drawtype = "plantlike",
tiles = {"bottle_wine.png"},
inventory_image = "bottle_wine.png",
tiles = {"wine_bottle.png"},
inventory_image = "wine_bottle.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
@ -57,6 +52,27 @@ minetest.register_craft({
recipe = {"wine:bottle_wine"},
})
-- glass of beer (thanks to RiverKpocc @ deviantart.com for image)
minetest.register_node("wine:glass_beer", {
description = "Glass of Beer",
drawtype = "torchlike", --"plantlike",
visual_scale = 0.8,
tiles = {"wine_beer_glass.png"},
inventory_image = "wine_beer_glass.png",
wield_image = "wine_beer_glass.png",
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.2, -0.5, -0.2, 0.2, 0.3, 0.2}
},
groups = {vessel = 1, dig_immediate = 3, attached_node = 1},
sounds = default.node_sound_glass_defaults(),
on_use = minetest.item_eat(2),
})
-- Wine barrel
winebarrel_formspec = "size[8,9]"
.. default.gui_bg..default.gui_bg_img..default.gui_slots
@ -69,9 +85,7 @@ winebarrel_formspec = "size[8,9]"
.. "listring[current_player;main]"
minetest.register_node("wine:wine_barrel", {
description = "Winebarrel",
-- tiles = {"barrel_side.png", "barrel_side.png", "barrel_side.png^[transformR90",
-- "barrel_side.png^[transformR90", "barrel_bottom.png", "barrel_front.png"},
description = "Fermenting Barrel",
tiles = {"wine_barrel.png" },
drawtype = "mesh",
mesh = "wine_barrel.obj",
@ -83,7 +97,7 @@ minetest.register_node("wine:wine_barrel", {
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", winebarrel_formspec)
meta:set_string("infotext", "Wine Barrel")
meta:set_string("infotext", "Fermenting Barrel")
meta:set_float("status", 0.0)
local inv = meta:get_inventory()
inv:set_size("src", 1)
@ -159,7 +173,7 @@ minetest.register_craft({
-- Wine barrel abm
minetest.register_abm({
nodenames = {"wine:wine_barrel"},
interval = 5.0,
interval = 5,
chance = 1,
catch_up = false,
@ -168,15 +182,21 @@ minetest.register_abm({
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
-- make sure only grapes are fermented in barrel
-- is barrel empty?
if inv:is_empty("src") then
return
end
-- does it contain grapes or barley?
if not inv:contains_item("src", ItemStack("farming:grapes"))
and not inv:is_empty("src") then
and not inv:contains_item("src", ItemStack("farming:barley")) then
return
end
-- is barrel full
if not inv:room_for_item("dst", "farming:grapes") then
meta:set_string("infotext", "Wine Barrel (FULL)")
if not inv:room_for_item("dst", "wine:glass_wine")
or not inv:room_for_item("dst", "wine:glass_beer") then
meta:set_string("infotext", "Fermenting Barrel (FULL)")
return
end
@ -187,18 +207,31 @@ minetest.register_abm({
-- fermenting (change status)
if status < 100 then
meta:set_string("infotext", "Wine Barrel (fermented: " .. status .. "%)")
meta:set_string("infotext", "Fermenting Barrel (" .. status .. "% Done)")
meta:set_float("status", status + 5)
else --fermented (take grapes and add glass of wine)
inv:remove_item("src", "farming:grapes")
inv:add_item("dst", "wine:glass_wine")
meta:set_float("status", 0.0)
else
if inv:contains_item("src", "farming:grapes") then
--fermented (take grapes and add glass of wine)
inv:remove_item("src", "farming:grapes")
inv:add_item("dst", "wine:glass_wine")
meta:set_float("status", 0.0)
elseif inv:contains_item("src", "farming:barley") then
--fermented (take barley and add glass of beer)
inv:remove_item("src", "farming:barley")
inv:add_item("dst", "wine:glass_beer")
meta:set_float("status", 0.0)
end
end
else
meta:set_string("infotext", "Wine Barrel")
meta:set_string("infotext", "Fermenting Barrel")
end
end,
})
print ("[MOD] Wine mod loaded")
print ("[MOD] Wine mod loaded")

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