--------------------------------------------------------------------------------------- -- simple anvil that can be used to repair tools --------------------------------------------------------------------------------------- -- * can be used to repair tools -- * the hammer gets damaged a bit at each repair step --------------------------------------------------------------------------------------- anvil = { setting = { item_displacement = 2 / 16, } } minetest.register_alias("castle:anvil", "anvil:anvil") local hammer_repairable = minetest.settings:get_bool("anvil_hammer_is_repairable", true) local hud_timeout = 2 -- seconds anvil.make_unrepairable = function(item_name) local item_def = minetest.registered_items[item_name] if item_def then -- Drop table reference. Copy other values over. local groups = {not_repaired_by_anvil = 1} for k, v in pairs(item_def.groups) do groups[k] = v end minetest.override_item(item_name, {groups = groups}) end end if minetest.get_modpath("technic") then -- make rechargeable technic tools unrepairable anvil.make_unrepairable("technic:water_can") anvil.make_unrepairable("technic:lava_can") anvil.make_unrepairable("technic:flashlight") anvil.make_unrepairable("technic:battery") anvil.make_unrepairable("technic:vacuum") anvil.make_unrepairable("technic:prospector") anvil.make_unrepairable("technic:sonic_screwdriver") anvil.make_unrepairable("technic:chainsaw") anvil.make_unrepairable("technic:laser_mk1") anvil.make_unrepairable("technic:laser_mk2") anvil.make_unrepairable("technic:laser_mk3") anvil.make_unrepairable("technic:mining_drill") anvil.make_unrepairable("technic:mining_drill_mk2") anvil.make_unrepairable("technic:mining_drill_mk2_1") anvil.make_unrepairable("technic:mining_drill_mk2_2") anvil.make_unrepairable("technic:mining_drill_mk2_3") anvil.make_unrepairable("technic:mining_drill_mk2_4") anvil.make_unrepairable("technic:mining_drill_mk3") anvil.make_unrepairable("technic:mining_drill_mk3_1") anvil.make_unrepairable("technic:mining_drill_mk3_2") anvil.make_unrepairable("technic:mining_drill_mk3_3") anvil.make_unrepairable("technic:mining_drill_mk3_4") anvil.make_unrepairable("technic:mining_drill_mk3_5") end local S = minetest.get_translator(minetest.get_current_modname()) -- the hammer for the anvil local hammer_def = { description = S("Steel blacksmithing hammer"), _doc_items_longdesc = S("A tool for repairing other tools at a blacksmith's anvil."), _doc_items_usagehelp = S("Use this hammer to strike blows upon an anvil bearing a damaged tool and you can repair it. It can also be used for smashing stone, but it is not well suited to this task."), image = "anvil_tool_steelhammer.png", inventory_image = "anvil_tool_steelhammer.png", tool_capabilities = { full_punch_interval = 0.8, max_drop_level = 1, groupcaps = { -- about equal to a stone pick (it's not intended as a tool) cracky = {times = {[2] = 2.00, [3] = 1.20}, uses = 30, maxlevel = 1}, }, damage_groups = {fleshy = 6}, } } if not hammer_repairable then hammer_def.groups = {["not_repaired_by_anvil"] = 1} end minetest.register_tool("anvil:hammer", hammer_def) local tmp = {} minetest.register_entity("anvil:item", { hp_max = 1, visual = "wielditem", visual_size = {x = .33, y = .33}, collisionbox = {0, 0, 0, 0, 0, 0}, physical = false, textures = {"air"}, on_activate = function(self, staticdata) if tmp.nodename ~= nil and tmp.texture ~= nil then self.nodename = tmp.nodename tmp.nodename = nil self.texture = tmp.texture tmp.texture = nil else if staticdata ~= nil and staticdata ~= "" then local data = staticdata:split(";") if data and data[1] and data[2] then self.nodename = data[1] self.texture = data[2] end end end if self.texture ~= nil then self.object:set_properties({textures = {self.texture}}) end end, get_staticdata = function(self) if self.nodename ~= nil and self.texture ~= nil then return self.nodename .. ";" .. self.texture end return "" end, }) local remove_item = function(pos, node) local objs = minetest.get_objects_inside_radius({x = pos.x, y = pos.y + anvil.setting.item_displacement, z = pos.z}, .5) if objs then for _, obj in ipairs(objs) do if obj and obj:get_luaentity() and obj:get_luaentity().name == "anvil:item" then obj:remove() end end end end local update_item = function(pos, node) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if not inv:is_empty("input") then pos.y = pos.y + anvil.setting.item_displacement tmp.nodename = node.name tmp.texture = inv:get_stack("input", 1):get_name() local e = minetest.add_entity(pos, "anvil:item") local yaw = math.pi * 2 - node.param2 * math.pi / 2 if e.set_rotation == nil then -- This is for 0.4.16 support, remove it eventually e:set_yaw(yaw) pos.y = pos.y + 5 / 16 e:set_pos(pos) else e:set_rotation({x = -1.5708, y = yaw, z = 0}) -- x is pitch, 1.5708 is 90 degrees. end end end local metal_sounds -- Apparently node_sound_metal_defaults is a newer thing, I ran into games using an older version of the default mod without it. if default.node_sound_metal_defaults ~= nil then metal_sounds = default.node_sound_metal_defaults() else metal_sounds = default.node_sound_stone_defaults() end local hud_info_by_puncher_name = {} minetest.register_globalstep(function() local now = os.time() for puncher_name, hud_info in pairs(hud_info_by_puncher_name) do local hud2, hud3, hud_expire_time = unpack(hud_info) if now > hud_expire_time then local puncher = minetest.get_player_by_name(puncher_name) if puncher then local hud2_def = puncher:hud_get(hud2) if hud2_def and hud2_def.name == "anvil_background" then puncher:hud_remove(hud2) end local hud3_def = puncher:hud_get(hud3) if hud3_def and hud3_def.name == "anvil_foreground" then puncher:hud_remove(hud3) end end hud_info_by_puncher_name[puncher_name] = nil end end end) minetest.register_node("anvil:anvil", { drawtype = "nodebox", description = S("Anvil"), _doc_items_longdesc = S("A tool for repairing other tools in conjunction with a blacksmith's hammer."), _doc_items_usagehelp = S("Right-click on this anvil with a damaged tool to place the damaged tool upon it. You can then repair the damaged tool by striking it with a blacksmith's hammer. Repeated blows may be necessary to fully repair a badly worn tool. To retrieve the tool either punch or right-click the anvil with an empty hand."), tiles = {"default_stone.png"}, paramtype = "light", paramtype2 = "facedir", groups = {cracky = 2}, sounds = metal_sounds, -- the nodebox model comes from realtest node_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.3, 0.5, -0.4, 0.3}, {-0.35, -0.4, -0.25, 0.35, -0.3, 0.25}, {-0.3, -0.3, -0.15, 0.3, -0.1, 0.15}, {-0.35, -0.1, -0.2, 0.35, 0.1, 0.2}, }, }, selection_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.3, 0.5, -0.4, 0.3}, {-0.35, -0.4, -0.25, 0.35, -0.3, 0.25}, {-0.3, -0.3, -0.15, 0.3, -0.1, 0.15}, {-0.35, -0.1, -0.2, 0.35, 0.1, 0.2}, } }, on_construct = function(pos) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:set_size("input", 1) end, after_place_node = function(pos, placer, itemstack) local meta = minetest.get_meta(pos) local stackmeta = itemstack:get_meta() if stackmeta:get_int("shared") == 1 then meta:set_int("shared", 1) meta:set_string("infotext", S("Shared anvil")) else meta:set_string("owner", placer:get_player_name() or "") meta:set_string("infotext", S("@1's anvil", placer:get_player_name())) end end, preserve_metadata = function(pos, oldnode, oldmeta, drops) if next(drops) and tonumber(oldmeta.shared) == 1 then local meta = drops[next(drops)]:get_meta() meta:set_int("shared", 1) meta:set_string("description", S("Shared anvil")) end return drops end, can_dig = function(pos, player) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if not inv:is_empty("input") then return false end return true end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) if listname ~= "input" then return 0 end local player_name = player:get_player_name() if stack:get_wear() == 0 then minetest.chat_send_player(player_name, S("This anvil is for damaged tools only.")) return 0 end local stack_name = stack:get_name() if minetest.get_item_group(stack_name, "not_repaired_by_anvil") ~= 0 then local item_def = minetest.registered_items[stack_name] minetest.chat_send_player(player_name, S("@1 cannot be repaired with an anvil.", item_def.description)) return 0 end if meta:get_inventory():room_for_item("input", stack) then return stack:get_count() end return 0 end, allow_metadata_inventory_take = function(pos, listname, index, stack, player) if listname ~= "input" then return 0 end return stack:get_count() end, on_rightclick = function(pos, node, clicker, itemstack) if not clicker or not itemstack then return end local meta = minetest.get_meta(pos) local name = clicker:get_player_name() local owner = meta:get_string("owner") local shared = meta:get_int("shared") == 1 if name ~= owner and not shared then return itemstack end if itemstack:get_count() == 0 then local inv = meta:get_inventory() if not inv:is_empty("input") then local return_stack = inv:get_stack("input", 1) inv:set_stack("input", 1, nil) local wield_index = clicker:get_wield_index() clicker:get_inventory():set_stack("main", wield_index, return_stack) if shared then meta:set_string("infotext", S("Shared anvil")) else meta:set_string("infotext", S("@1's anvil", owner)) end remove_item(pos, node) return return_stack end end local this_def = minetest.registered_nodes[node.name] if this_def.allow_metadata_inventory_put(pos, "input", 1, itemstack:peek_item(), clicker) > 0 then local s = itemstack:take_item() local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:add_item("input", s) local meta_description = s:get_meta():get_string("description") if "" ~= meta_description then if shared then meta:set_string("infotext", S("Shared anvil")) else meta:set_string("infotext", S("@1's anvil", owner) .. "\n" .. meta_description) end end meta:set_int("informed", 0) update_item(pos, node) end return itemstack end, on_punch = function(pos, node, puncher) if not pos or not node or not puncher then return end local wielded = puncher:get_wielded_item() local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local owner = meta:get_string("owner") local shared = meta:get_int("shared") == 1 local puncher_name = puncher:get_player_name() if not shared and owner ~= puncher_name then return end if wielded:get_count() == 0 then if not inv:is_empty("input") then local return_stack = inv:get_stack("input", 1) inv:set_stack("input", 1, nil) local wield_index = puncher:get_wield_index() puncher:get_inventory():set_stack("main", wield_index, return_stack) if shared then meta:set_string("infotext", S("Shared anvil")) else meta:set_string("infotext", S("@1's anvil", owner)) end remove_item(pos, node) end end -- only punching with the hammer is supposed to work if wielded:get_name() ~= "anvil:hammer" then return end local input = inv:get_stack("input", 1) -- only tools can be repaired if not input or input:is_empty() then return end -- 65535 is max damage local damage_state = 40 - math.floor(input:get_wear() / 1638) local tool_name = input:get_name() if input:get_wear() > 0 then local hud2, hud3, hud3_def if hud_info_by_puncher_name[puncher_name] then hud2, hud3, _ = unpack(hud_info_by_puncher_name[puncher_name]) hud3_def = puncher:hud_get(hud3) end if hud3_def and hud3_def.name == "anvil_foreground" then puncher:hud_change(hud3, "number", damage_state) else hud2 = puncher:hud_add({ name = "anvil_background", hud_elem_type = "statbar", text = "default_cloud.png^[colorize:#ff0000:256", number = 40, direction = 0, -- left to right position = {x = 0.5, y = 0.65}, alignment = {x = 0, y = 0}, offset = {x = -320, y = 0}, size = {x = 32, y = 32}, }) hud3 = puncher:hud_add({ name = "anvil_foreground", hud_elem_type = "statbar", text = "default_cloud.png^[colorize:#00ff00:256", number = damage_state, direction = 0, -- left to right position = {x = 0.5, y = 0.65}, alignment = {x = 0, y = 0}, offset = {x = -320, y = 0}, size = {x = 32, y = 32}, }) end hud_info_by_puncher_name[puncher_name] = {hud2, hud3, os.time() + hud_timeout} end -- tell the player when the job is done if input:get_wear() == 0 then -- but only once if 0 < meta:get_int("informed") then return end meta:set_int("informed", 1) local tool_desc local meta_description = input:get_meta():get_string("description") if "" ~= meta_description then tool_desc = meta_description elseif minetest.registered_items[tool_name] and minetest.registered_items[tool_name].description then tool_desc = minetest.registered_items[tool_name].description else tool_desc = tool_name end minetest.chat_send_player(puncher_name, S("Your @1 has been repaired successfully.", tool_desc)) return else pos.y = pos.y + anvil.setting.item_displacement minetest.sound_play({name = "anvil_clang"}, {pos = pos}) minetest.add_particlespawner({ amount = 10, time = 0.1, minpos = pos, maxpos = pos, minvel = {x = 2, y = 3, z = 2}, maxvel = {x = -2, y = 1, z = -2}, minacc = {x = 0, y = -10, z = 0}, maxacc = {x = 0, y = -10, z = 0}, minexptime = 0.5, maxexptime = 1, minsize = 1, maxsize = 1, collisiondetection = true, vertical = false, texture = "anvil_spark.png", }) end -- do the actual repair input:add_wear(-5000) -- equals to what technic toolshop does in 5 seconds inv:set_stack("input", 1, input) -- damage the hammer slightly wielded:add_wear(100) puncher:set_wielded_item(wielded) end, is_ground_content = false, }) -- automatically restore entities lost due to /clearobjects or similar minetest.register_lbm({ name = "anvil:anvil_item_restoration", nodenames = {"anvil:anvil"}, run_at_every_load = true, action = function(pos, node, active_object_count, active_object_count_wider) local test_pos = {x = pos.x, y = pos.y + anvil.setting.item_displacement, z = pos.z} if #minetest.get_objects_inside_radius(test_pos, 0.5) > 0 then return end update_item(pos, node) end }) -- Transfer the hammer from the old hammer storage slot to the main slot, or else drop it in world minetest.register_lbm({ name = "anvil:hammer_ejection", nodenames = "anvil:anvil", run_at_every_load = false, action = function(pos, node) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if not inv:is_empty("hammer") then local hammer = inv:get_stack("hammer", 1) inv:set_stack("hammer", 1, nil) inv:set_size("hammer", 0) if inv:is_empty("input") then inv:set_stack("input", 1, hammer) -- the abm will ensure there's an entity showing the hammer is here else minetest.add_item({x = pos.x, y = pos.y + 1, z = pos.z}, hammer) end end end }) --------------------------------------------------------------------------------------- -- crafting receipes --------------------------------------------------------------------------------------- minetest.register_craft({ output = "anvil:anvil", type = "shapeless", recipe = {"anvil:anvil"} }) local shared_anvil_craft_stack = ItemStack("anvil:anvil") shared_anvil_craft_stack:get_meta():set_int("shared", 1) shared_anvil_craft_stack:get_meta():set_string("description", S("Shared anvil")) minetest.register_craft({ output = shared_anvil_craft_stack:to_string(), type = "shapeless", recipe = {"anvil:anvil", "default:paper"} }) minetest.register_craft({ output = "anvil:anvil", recipe = { {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}, {"", "default:steel_ingot", ""}, {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"} } }) minetest.register_craft({ output = "anvil:hammer", recipe = { {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}, {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}, {"group:stick", "", ""} } })