The tool workshop is meant to repair mechanical damage to tools, so is at risk of `repairing' tools that use the wear bar to represent something other than mechanical wear. It had special-case recognition of the water and lava cans, which use the wear bar to represent how much content they're carrying, and wouldn't repair them. But it didn't avoid `repairing' RE chargeable items, which use the wear bar to represent how much energy they have stored. It would modify the wear bar without actually affecting the charge, so the wear bar would jump back to the correct place when the next charging or discharging event occurred. To genericise, introduce a new item property, "wear_represents", which indicates how the wear bar is used for this item. Currently defined values are "mechanical_wear" (straightforward damage to tools that start out perfect), "technic_RE_charge" (electrical energy, canonically represented in the meta rather than the wear bar), and "content_level" (how full a container is). For backcompat, nil is interpreted as "mechanical_wear". The tool workshop will only repair "mechanical_wear" tools. As a bonus, set_RE_wear() will only set the wear bar for "technic_RE_charge" items: this means developers will notice if they forget to declare wear_represents, but also means that with no further changes it's possible to have an RE chargeable item that uses its wear bar to represent something else.
117 lines
3.5 KiB
Lua
117 lines
3.5 KiB
Lua
-- Original code comes from walkin_light mod by Echo
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-- http://minetest.net/forum/viewtopic.php?id=2621
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local flashlight_max_charge = 30000
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local S = technic.getter
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technic.register_power_tool("technic:flashlight", flashlight_max_charge)
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minetest.register_alias("technic:light_off", "air")
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minetest.register_tool("technic:flashlight", {
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description = S("Flashlight"),
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inventory_image = "technic_flashlight.png",
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stack_max = 1,
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wear_represents = "technic_RE_charge",
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})
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minetest.register_craft({
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output = "technic:flashlight",
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recipe = {
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{"technic:rubber", "default:glass", "technic:rubber"},
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{"technic:stainless_steel_ingot", "technic:battery", "technic:stainless_steel_ingot"},
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{"", "technic:battery", ""}
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}
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})
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local player_positions = {}
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local was_wielding = {}
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local function check_for_flashlight(player)
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if player == nil then
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return false
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end
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local inv = player:get_inventory()
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local hotbar = inv:get_list("main")
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for i = 1, 8 do
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if hotbar[i]:get_name() == "technic:flashlight" then
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local meta = minetest.deserialize(hotbar[i]:get_metadata())
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if meta and meta.charge and meta.charge >= 2 then
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meta.charge = meta.charge - 2;
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technic.set_RE_wear(hotbar[i], meta.charge, flashlight_max_charge)
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hotbar[i]:set_metadata(minetest.serialize(meta))
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inv:set_stack("main", i, hotbar[i])
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return true
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end
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end
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end
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return false
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end
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minetest.register_on_joinplayer(function(player)
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local player_name = player:get_player_name()
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local pos = player:getpos()
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local rounded_pos = vector.round(pos)
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rounded_pos.y = rounded_pos.y + 1
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player_positions[player_name] = rounded_pos
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was_wielding[player_name] = true
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end)
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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local pos = player_positions[player_name]
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local nodename = minetest.get_node(pos).name
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if nodename == "technic:light" then
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minetest.remove_node(pos)
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end
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player_positions[player_name] = nil
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end)
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minetest.register_globalstep(function(dtime)
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for i, player in pairs(minetest.get_connected_players()) do
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local player_name = player:get_player_name()
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local flashlight_weared = check_for_flashlight(player)
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local pos = player:getpos()
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local rounded_pos = vector.round(pos)
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rounded_pos.y = rounded_pos.y + 1
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local old_pos = player_positions[player_name]
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local player_moved = not vector.equals(old_pos, rounded_pos)
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-- Remove light, flashlight weared out or was removed from hotbar
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if was_wielding[player_name] and not flashlight_weared then
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was_wielding[player_name] = false
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local node = minetest.get_node_or_nil(old_pos)
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if node and node.name == "technic:light" then
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minetest.remove_node(old_pos)
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end
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elseif (player_moved or not was_wielding[player_name]) and flashlight_weared then
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local node = minetest.get_node_or_nil(rounded_pos)
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if node and node.name == "air" then
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minetest.set_node(rounded_pos, {name="technic:light"})
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end
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local node = minetest.get_node_or_nil(old_pos)
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if node and node.name == "technic:light" then
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minetest.remove_node(old_pos)
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end
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player_positions[player_name] = rounded_pos
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was_wielding[player_name] = true
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end
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end
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end)
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minetest.register_node("technic:light", {
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drawtype = "glasslike",
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tile_images = {"technic_light.png"},
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paramtype = "light",
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groups = {not_in_creative_inventory=1},
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drop = "",
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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light_source = LIGHT_MAX,
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pointable = false,
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})
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