Cleanup deprecated metadata access for tools
Fix mining drill translations
Remove deprecated power tool functions
Drop charge value completely
Ensure use_RE_charge always uses at least 1 point
Use precalculated wear factor, remove negative set_wear hack...
Use technic_max_charge instead of max_charge in item definition, accept both
Log errors instead of failing with invalid power tool stack
Metadata migration for prospector
Cleanup tool definition max_charge, get_RE_charge log warning for unknown stacks
Supply the on_refill hook for power tools and cans, to perform appropriate
charging. This is to be used by unified_inventory's creative-mode
refill slot.
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.
These two tools wouldn't discharge all the way to zero through use,
unlike most chargeable items.
Incidentally remove a duplicate of the check_for_flashlight() function.
The flashlight was lighting the wrong node, 1 m east of the player's lower
half, thus getting no light if the player is adjacent to an eastern wall.
Restore the old 1 m above, that coincides with the player's hands.
There was a problem with light from the flashlight getting stuck in
the map. This arises because the flashlight's light value was 15, the
reserved value that the engine uses for sunlight. Moving the flashlight
upwards, by jumping while it is equipped, would cause the node below it to
acquire a bogus sunlit state. Fix this by reducing the flashlight's light
value to 14 (LIGHT_MAX), which is the maximum permitted for non-sunlight.
The light_off node type is not required. With the light value limited
to 14, mere removal of the light node suffices to correctly recalculate
lighting.
Disable the flashlight by default.
Use itemstack:{get,set}_{metadata,name,wear,...} rather than {to,from}_table.
Improve the style of part of the code of mischelaneous tools
Theyre already tiered with Mk1-3 (at least drill is, more in the future).
Tools can be considered as designed for different tiers of circuits thx to their power needs.
For example Mk3 will require ages to load in LV batbox.
Batboxes load tools timining: LV standard (1000EU), MV 4x faster (4000EU), HV 16x faster (16000EU)
Also since 1EU is the same in any circuit it is possible to move energy from one to another with portable devices like crystals.
Other changes:
- moved charge/discharge functions to battery_boxes_commons.lua
- added UI style backgrounds for all the batboxes