added support for further mods; painted blocks are now consumed

This commit is contained in:
Sokomine 2013-07-16 03:38:37 +02:00
parent a08f969221
commit 5d742e16f7
3 changed files with 374 additions and 162 deletions

View File

@ -1,6 +1,18 @@
Work in progress
depends on: dye
supports:
unifieddyes
coloredwood
unifiedbricks
stained_glass
cotton
wool
flags
blox
TODO:
- consume the blocks that are colored
- determine which dyes are needed to create the selected color
- actually consume dyes when applying color

View File

@ -6,3 +6,6 @@ unifiedbricks?
stained_glass?
cotton?
wool?
flags?
blox?
homedecor?

519
init.lua
View File

@ -105,6 +105,28 @@ colormachine.data = {
lrfurn_armchair_front_ = { nr=14, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="armchair",block="lrfurn:armchair_white", add="armchair_" },
lrfurn_sofa_right_front_ = { nr=15, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="sofa", block="lrfurn:longsofa_white", add="sofa_" },
lrfurn_longsofa_middle_front_= { nr=16, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="longsofa",block="lrfurn:sofa_white", add="longsofa_" },
-- grey variants do not seem to exist, even though the textures arethere (perhaps nobody wants a grey flag!)
flags_ = { nr=17, modname='flags', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="flags", block="flags:white", add="" },
blox_stone_ = { nr=18, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SnBlox", block="default:stone", add="stone" },
blox_quarter_ = { nr=19, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="S4Blox", block="default:stone", add="quarter" },
blox_checker_ = { nr=20, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="S8Blox", block="default:stone", add="checker" },
blox_diamond_ = { nr=21, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SDBlox", block="default:stone", add="diamond"},
blox_cross_ = { nr=22, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SXBlox", block="default:stone", add="cross" },
blox_square_ = { nr=23, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SQBlox", block="default:stone", add="square" },
blox_loop_ = { nr=24, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SLBlox", block="default:stone", add="loop" },
blox_corner_ = { nr=25, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SCBlox", block="default:stone", add="corner" },
blox_wood_ = { nr=26, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WnBlox", block="default:wood", add="wood" },
blox_quarter_wood_ = { nr=27, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="W4Blox", block="default:wood", add="quarter_wood" },
blox_checker_wood_ = { nr=28, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="W8Blox", block="default:wood", add="checker_wood"},
blox_diamond_wood_ = { nr=29, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WDBlox", block="default:wood", add="diamond_wood"},
blox_cobble_ = { nr=30, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CnBlox", block="default:cobble", add="cobble" },
homedecor_window_shutter_ = { nr=31, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="homedec", block="homedecor:shutter_oak", add="shutter_"},
}
@ -116,7 +138,7 @@ colormachine.generate_form = function( m_prefix )
local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a color:]"..
"label[5,8.2;Select a color or]"..
"button[7,8.2;2,1;abort;abort selection]".. -- TODO: return the previous color here
"button[7,8.2;2,1;abort;abort selection]"..
"label[0.3,1;light]";
-- not all mods offer all shades (and some offer even more)
@ -172,7 +194,9 @@ colormachine.generate_form = function( m_prefix )
for i,gname in ipairs( colormachine.grey_names ) do
if( colormachine.data[ m_prefix ].grey_shades[ i ]==1 ) then
local translated_color = colormachine.translate_color_name( nil, m_prefix, gname, -1, -1, i, 0 );
form = form.."image_button["..tostring( #colormachine.colors+1 )..","..tostring( i+1 )..";1,1;"..translated_color..";"..gname.."; ]";
if( translated_color ~= nil ) then
form = form.."image_button["..tostring( #colormachine.colors+1 )..","..tostring( i+1 )..";1,1;"..translated_color..";"..gname.."; ]";
end
end
end
return form;
@ -276,6 +300,31 @@ colormachine.translate_color_name = function( meta, k, new_color, c, s, g, as_ob
return nil;
end
-- blox has its own naming scheme - but at least the colors supported are of a simple kind (no shades, no lower saturation)
if( colormachine.data[k].modname == 'blox' ) then
local color_used = "";
if( s==1 and c==1 ) then
color_used = 'pink'; -- in blox, this is called "pink"; normally "light_red"
elseif( g>-1 ) then
color_used = colormachine.grey_names[ g ];
elseif( s ~= 3 ) then
return nil; -- only normal saturation supported
elseif( c==10 ) then
color_used = 'purple'; -- purple and violet are not the same, but what shall we do?
elseif( c==4 or c==6 or c==8 or c>10 ) then
return nil; -- these colors are not supported
elseif( c > 0 ) then
color_used = colormachine.colors[ c ];
end
if( as_obj_name == 1 ) then
return 'blox:'..( color_used )..( colormachine.data[k].add );
else
return 'blox_'..( color_used )..( colormachine.data[k].add )..'.png';
end
end
local postfix = '.png';
-- we want the object name, i.e. default:brick, and not default_brick.png (all with colors inserted...):
@ -318,10 +367,32 @@ colormachine.translate_color_name = function( meta, k, new_color, c, s, g, as_ob
end
end
-- homedecors names are slightly different....
if( k == 'homedecor_window_shutter_' ) then
if( s==1 and new_color=='light_blue' ) then -- only light blue is supported
return k_new..'light_blue'..postfix;
elseif( new_color=='dark_green' ) then
return k_new..'forest_green'..postfix;
-- no more light colors, no more cyan or mangenta available; no normal green or blue
elseif( s==1 or c==7 or c==11 or c==5 or c==9 ) then
return nil;
elseif( new_color=='dark_orange' ) then
return k_new..'mahogany'..postfix;
elseif( new_color=='orange' ) then
return k_new..'oak'..postfix;
end
end
-- normal dyes (also used for wool) use a diffrent naming scheme
if( colormachine.data[k].u == 0 ) then
if( new_color == 'darkgrey' ) then
if( new_color == 'darkgrey' ) then
return k_new..'dark_grey'..postfix;
elseif( new_color == 'dark_orange' ) then
return k_new..'brown'..postfix;
@ -345,171 +416,91 @@ colormachine.translate_color_name = function( meta, k, new_color, c, s, g, as_ob
end
-- if the player has selected a color, show all blocks in that color
colormachine.blocktype_menu = function( meta, new_color )
-- if a block is inserted, the name of its color is very intresting (for removing color or for setting that color)
-- (kind of the inverse of translate_color_name)
colormachine.get_color_from_blockname = function( mod_name, block_name )
new_color = colormachine.decode_color_name( meta, new_color );
local bname = mod_name..":"..block_name;
-- keep the same size as with the color selector
local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a blocktype:]"..
"label[0.2,2.2;name]"..
"label[0.2,3.2;unpainted]"..
"label[0.2,4.2;colored]"..
"button[1,1;4,1;dye_management;Manage stored dyes]"..
"button[5,1;4,1;main_menu;Back to main menu]";
local x = 1;
local y = 3;
for i,k in ipairs( colormachine.ordered ) do
-- only installed mods are of intrest
if( k ~= nil and colormachine.data[ k ].installed == 1 ) then
-- that particular mod may not offer this color
form = form.."button["..tostring(x)..","..tostring(y-0.8).. ";1,1;"..k..";"..colormachine.data[k].descr.."]"..
"item_image["..tostring(x)..","..tostring(y )..";1,1;"..colormachine.data[k].block.."]";
local translated_color = colormachine.translate_color_name( meta, k, new_color, nil, nil, nil, 1 );
if( translated_color ~= nil ) then
form = form.. "item_image["..tostring(x)..","..tostring(y+1)..";1,1;"..translated_color.."]";
else
form = form.."button[".. tostring(x)..","..tostring(y+1)..";1,1;"..k..";n/a]";
end
x = x+1;
if( x>13 ) then
x = 1;
y = y+3;
form = form..
"label[0.2,5.2;name]"..
"label[0.2,6.2;unpainted]"..
"label[0.2,7.2;colored]";
end
end
end
return form;
end
-- this function tries to figure out which block type was inserted and how the color can be decoded
colormachine.main_menu_formspec = function( pos, option )
local i = 0;
local k = 0;
local v = 0;
local form = "size[10,9]"..
"list[current_player;main;1,5;8,4;]"..
"label[3,0.2;Spray booth main menu]"..
"button[1,1;4,1;dye_management;Manage stored dyes]"..
"button[5,1;4,1;blocktype_menu;Select blocktype]"..
"label[1,2;input:]"..
"list[current_name;input;1,2.5;1,1;]";
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory();
-- display the name of the color the machine is set to
form = form.."label[2.2,4.3;Current painging color:]"..
"label[5.0,4.3;"..(meta:get_string('selected_name') or "?" ).."]"..
-- display the owner name
"label[6,0.2;(owner: "..(meta:get_string('owner') or "?" ).."]";
if( inv:is_empty( "input" )) then
form = form.."label[2.2,2.5;Insert block to be analyzed.]";
return form;
end
local stack = inv:get_stack( "input", 1);
local bname = stack:get_name();
-- lets find out if this block is one of the unpainted basic blocks calling for paint
local found = {};
for k,v in pairs( colormachine.data ) do
if( bname == v.block ) then
if( mod_name == v.modname ) then
table.insert( found, k );
end
end
-- make sure all output fields are empty
for i = 1, inv:get_size( "output" ) do
inv:set_stack( "output", i, "" );
end
local anz_blocks = stack:get_count();
-- a block that can be colored
if( #found > 0 ) then
local anz_found = 0;
for i,v in ipairs( found ) do
if( i <= inv:get_size( "output" )) then
local translated_color = colormachine.translate_color_name( meta, v, meta:get_string('selected_name'), nil, nil, nil, 1 );
--print( 'BLOCK type to use: '..tostring(v).." translated_color: "..tostring(translated_color)..".");
if( translated_color ~= nil ) then
anz_found = anz_found + 1;
inv:set_stack( "output", anz_found, translated_color.." "..tostring( anz_blocks ));
end
end
end
-- this color was not supported
if( anz_found == 0 ) then
form = form.."label[2.2,2.5;Sorry, this block is not available in that color.]";
return form;
end
form = form.."label[3,2;Available variants:]"..
"list[current_name;output;3,2.5;"..tostring( anz_found )..",1;]";
return form;
end
-- get the modname
local parts = string.split(bname,":");
if( #parts < 2 ) then
form = form.."label[2.2,2.5;ERROR! Failed to analyze the name of this node: "..tostring(bname).."]";
return form;
end
-- it is possible that we are dealing with an already painted block
local found = {};
for k,v in pairs( colormachine.data ) do
if( parts[1] == v.modname ) then
table.insert( found, k );
end
end
-- it may be a dye source
for i,v in ipairs( colormachine.basic_dye_sources ) do
-- we have found the right color!
if( bname == v ) then
form = form.."label[2.2,2.5;This is a dye source.]";
return form;
end
end
if( #found < 1 ) then
form = form.."label[2.2,2.5;Sorry, this block is not supported by the spray booth.]";
return form;
return { error_code ="Sorry, this block is not supported by the spray booth.",
found_name = "",
blocktype = ""};
end
-- another case of special treatment needed; at least the color is given in the tiles
if( parts[1]=='stained_glass' ) then
if( mod_name =='stained_glass' ) then
local original_node = minetest.registered_nodes[ bname ];
if( original_node ~= nil ) then
local tile = original_node.tiles[1];
local liste2 = string.split( tile, "%.");
parts[2] = liste2[1];
block_name = liste2[1];
end
end
-- blox uses its own naming scheme
if( mod_name =='blox' ) then
-- the color can be found in the description
local original_node = minetest.registered_nodes[ bname ];
if( original_node ~= nil ) then
local bloxdescr = original_node.description;
-- bloxparts[1] will be filled with the name of the color:
local bloxparts = string.split( bloxdescr, " ");
-- now extract the blocktype information
if( bloxparts ~= nil and #bloxparts > 0 ) then
-- we split with the color name
local found_name = bloxparts[1];
local blocktype = 'blox_'..string.sub( block_name, string.len( found_name )+1 )..'_';
-- handle pink and purple
if( found_name == 'pink' ) then
found_name = 'light_red';
elseif( found_name == 'purple' ) then
found_name = 'violet';
end
return { error_code = nil,
found_name = found_name, -- the name of the color
blocktype = blocktype }; -- the blocktype
end
end
-- if this point is reached, the decoding of the blox-block-name has failed
return { error_code = "Error: Failed to decode color of this blox-block.",
found_name = "",
blocktype = "" };
end
-- homedecors names are slightly different....
if( mod_name == 'homedecor' ) then
-- change the blockname to the expected color
if( block_name == 'shutter_forest_green' ) then
block_name = 'shutter_dark_green';
elseif( block_name == 'shutter_mahogany' ) then
block_name = 'shutter_dark_orange';
-- this is the default, unpainted one..which can also be considered as "orange" in the menu
-- elseif( blockname == 'shutter_oak' ) then
-- block_name = 'shutter_orange';
end
end
-- try to analyze the name of this color; this works only if the block follows the color scheme
local liste = string.split( parts[2], "_" );
local liste = string.split( block_name, "_" );
local curr_index = #liste;
-- handle some special wool- and dye color names
@ -566,12 +557,14 @@ colormachine.main_menu_formspec = function( pos, option )
if( curr_index > 0 and g==-1 and c~=0) then
if( liste[ curr_index ] == 'light' ) then
s = 1;
curr_index = curr_index - 1;
elseif( liste[ curr_index ] == 'medium' ) then
s = 5;
curr_index = curr_index - 1;
elseif( liste[ curr_index ] == 'dark' ) then
s = 7;
curr_index = curr_index - 1;
end
curr_index = curr_index - 1;
end
local found_name = "";
@ -586,20 +579,21 @@ colormachine.main_menu_formspec = function( pos, option )
found_name = found_name.."_s50";
end
end
-- for blocks that do not follow the naming scheme - the color cannot be decoded
if( g==-1 and c==0 ) then
form = form.."label[2.2,2.5;This is a colored block: "..tostring( bname )..".]";
return form;
return { error_code ="This is a colored block: "..tostring( bname )..".",
found_name = "",
blocktype = ""};
end
-- identify the block type/subname
local add = "";
local blocktype = found[1];
if( curr_index > 0 ) then
for k,v in pairs( colormachine.data ) do
if( curr_index > 0 and add=="" and parts[1] == v.modname and liste[ curr_index ] == v.add ) then
if( curr_index > 0 and add=="" and mod_name == v.modname and (liste[ curr_index ].."_") == v.add ) then
add = v.add;
blocktype = k;
curr_index = curr_index - 1;
@ -611,11 +605,183 @@ colormachine.main_menu_formspec = function( pos, option )
print( 'colormachine: ERROR: leftover name parts for '..tostring( bname )..": "..minetest.serialize( liste ));
end
return { error_code = nil,
found_name = found_name,
blocktype = blocktype};
end
-- if the player has selected a color, show all blocks in that color
colormachine.blocktype_menu = function( meta, new_color )
new_color = colormachine.decode_color_name( meta, new_color );
-- keep the same size as with the color selector
local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a blocktype:]"..
"label[0.2,1.2;name]"..
"label[0.2,2.2;unpainted]"..
"label[0.2,3.2;colored]"..
"button[1,0.5;4,1;dye_management;Manage stored dyes]"..
"button[5,0.5;4,1;main_menu;Back to main menu]";
local x = 1;
local y = 2;
for i,k in ipairs( colormachine.ordered ) do
-- only installed mods are of intrest
if( k ~= nil and colormachine.data[ k ].installed == 1 ) then
-- that particular mod may not offer this color
form = form.."button["..tostring(x)..","..tostring(y-0.8).. ";1,1;"..k..";"..colormachine.data[k].descr.."]"..
"item_image["..tostring(x)..","..tostring(y )..";1,1;"..colormachine.data[k].block.."]";
local translated_color = colormachine.translate_color_name( meta, k, new_color, nil, nil, nil, 1 );
if( translated_color ~= nil ) then
form = form.. "item_image["..tostring(x)..","..tostring(y+1)..";1,1;"..translated_color.."]";
else
form = form.."button[".. tostring(x)..","..tostring(y+1)..";1,1;"..k..";n/a]";
end
x = x+1;
if( x>13 ) then
x = 1;
y = y+3;
form = form..
"label[0.2,"..tostring(y-1)..".2;name]"..
"label[0.2,"..tostring(y )..".2;unpainted]"..
"label[0.2,"..tostring(y+1)..".2;colored]";
end
end
end
return form;
end
-- this function tries to figure out which block type was inserted and how the color can be decoded
colormachine.main_menu_formspec = function( pos, option )
local i = 0;
local k = 0;
local v = 0;
local form = "size[11,9]"..
"list[current_player;main;1,5;8,4;]"..
"label[3,0.2;Spray booth main menu]"..
"button[1,1;4,1;dye_management;Manage stored dyes]"..
"button[5,1;4,1;blocktype_menu;Show supported blocks]"..
"label[1,2.5;input:]"..
"list[current_name;input;1,3.0;1,1;]";
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory();
-- display the name of the color the machine is set to
form = form.."label[2.2,4.3;Current painging color:]"..
"label[5.0,4.3;"..(meta:get_string('selected_name') or "?" ).."]"..
-- display the owner name
"label[6,0.2;(owner: "..(meta:get_string('owner') or "?" )..")]";
if( inv:is_empty( "input" )) then
form = form.."label[2.2,3.0;Insert block to be analyzed.]";
return form;
end
local stack = inv:get_stack( "input", 1);
local bname = stack:get_name();
-- lets find out if this block is one of the unpainted basic blocks calling for paint
local found = {};
for k,v in pairs( colormachine.data ) do
if( bname == v.block ) then
table.insert( found, k );
end
end
-- make sure all output fields are empty
for i = 1, inv:get_size( "output" ) do
inv:set_stack( "output", i, "" );
end
local anz_blocks = stack:get_count();
-- a block that can be colored
if( #found > 0 ) then
local anz_found = 0;
for i,v in ipairs( found ) do
if( i <= inv:get_size( "output" )) then
-- offer the description-link
form = form.."button["..tostring(2+i)..","..tostring(1.8)..";1,1;"..v..";"..colormachine.data[v].descr.."]";
local translated_color = colormachine.translate_color_name( meta, v, meta:get_string('selected_name'), nil, nil, nil, 1 );
--print( 'BLOCK type to use: '..tostring(v).." translated_color: "..tostring(translated_color)..".");
if( translated_color ~= nil ) then
inv:set_stack( "output", i, translated_color.." "..tostring( anz_blocks ));
-- this time, we want the texture
translated_color = colormachine.translate_color_name( meta, v, meta:get_string( 'selected_name'), nil, nil, nil, 0 );
if( translated_color ~= nil ) then
--form = form.. "item_image["..tostring(x)..","..tostring(y+1)..";1,1;"..translated_color.."]";
form = form.."image_button["..tostring(2+i)..","..tostring(2.5)..";1,1;"..
translated_color..";"..v.."; ]"; -- when clicking here, the color selection menu for that blocktype is presented
end
else
inv:set_stack( "output", i, "" );
-- form = form.."button[" ..tostring(2+i)..","..tostring(2.5)..";1,1;"..v..";"..colormachine.data[v].descr.."]";
form = form.."button[".. tostring(2+i)..","..tostring(2.5)..";1,1;"..v..";n/a]";
end
anz_found = anz_found + 1;
end
end
-- this color was not supported
if( anz_found == 0 ) then
form = form.."label[2.2,3.0;Sorry, this block is not available in that color.]";
return form;
end
form = form.."label[3,1.5;Available variants:]"..
"list[current_name;output;3,3.5;"..tostring( anz_found )..",1;]";
return form;
end -- end of handling of blocks that can be colored
-- get the modname
local parts = string.split(bname,":");
if( #parts < 2 ) then
form = form.."label[2.2,3.0;ERROR! Failed to analyze the name of this node: "..tostring(bname).."]";
return form;
end
-- it may be a dye source
for i,v in ipairs( colormachine.basic_dye_sources ) do
-- we have found the right color!
if( bname == v ) then
form = form.."label[2.2,3.0;This is a dye source.]";
return form;
end
end
-- it is possible that we are dealing with an already painted block - in that case we have to dertermie the color
local found_color_data = colormachine.get_color_from_blockname( parts[1], parts[2] );
if( found_color_data.error_code ~= nil ) then
form = form.."label[2.2,3.0;"..found_color_data.error_code..".]";
return form;
end
-- the previous analyse was necessary in order to determine which block we ought to use
if( option == 'remove_paint' ) then
-- actually remove the paint from the
inv:set_stack( "input", 1, colormachine.data[ blocktype ].block.." "..tostring( anz_blocks ));
inv:set_stack( "input", 1, colormachine.data[ found_color_data.blocktype ].block.." "..tostring( anz_blocks ));
-- update display (we changed the input!)
return colormachine.main_menu_formspec(pos, "analyze");
end
@ -623,17 +789,17 @@ colormachine.main_menu_formspec = function( pos, option )
if( option == 'adapt_color' ) then
-- actually change the color
colormachine.decode_color_name( meta, found_name );
colormachine.decode_color_name( meta, found_color_data.found_name );
-- default color changed - update the menu
return colormachine.main_menu_formspec(pos, "analyze");
end
-- print color name; select as input color / remove paint
form = form.."label[2.2,2.5;This is: "..tostring( found_name )..".]"..
"button[6,3.0;3,1;remove_paint;Remove paint]";
form = form.."label[2.2,3.0;This is: "..tostring( found_color_data.found_name )..".]"..
"button[6,3.5;3,1;remove_paint;Remove paint]";
if( found_name ~= meta:get_string( 'selected_name' )) then
form = form.."button[6,2.1;3,1;adapt_color;Set as new color]";
form = form.."button[6,2.6;3,1;adapt_color;Set as new color]";
else
form = form.."label[5.5,2.0;This is the selected color.]";
end
@ -750,12 +916,32 @@ colormachine.on_metadata_inventory_take = function( pos, listname, index, stack,
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory();
if( listname == "output" ) then
-- TODO: consume color for painted blocks
-- calculate how much was taken
local anz_taken = stack:get_count();
local anz_present = inv:get_stack("input",1):get_count();
anz_present = anz_present - anz_taken;
if( anz_present <= 0 ) then
inv:set_stack( "input", 1, "" ); -- everything used up
else
inv:set_stack( "input", 1, inv:get_stack("input",1):get_name().." "..tostring( anz_present ));
end
-- the main menu needs to be updated as well
meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
return;
end
if( listname == "input" ) then
-- update the main menu accordingly
meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
return;
end
-- TODO: handle taking of output
end
@ -795,7 +981,7 @@ colormachine.init = function()
"label[0.1,2;dyes:]"..
"label[0.1,3;storage:]"..
"button[1,4;4,1;main_menu;Back to main menu]"..
"button[5,4;4,1;blocktype_menu;Select blocktype]"..
"button[5,4;4,1;blocktype_menu;Show supported blocks]"..
"list[current_name;dyes;1,3;"..tostring(#colormachine.basic_dye_sources)..",1;]";
for i,k in ipairs( colormachine.basic_dye_sources ) do
@ -846,11 +1032,12 @@ minetest.register_node("colormachine:colormachine", {
local inv = meta:get_inventory();
inv:set_size("input", 1); -- input slot for blocks that are to be painted
inv:set_size("refill", 1); -- input slot for plants and other sources of dye pigments
inv:set_size("output", 6); -- output slot for painted blocks - up to six alternate coloring schems supported
inv:set_size("output", 8); -- output slot for painted blocks - up to 8 alternate coloring schems supported (blox has 8 for stone!)
inv:set_size("paintless", 1); -- output slot for blocks with paint scratched off
inv:set_size("dyes", 8); -- internal storage for the dye powders
meta:set_string( 'formspec', colormachine.blocktype_menu( meta, 'white' ));
--meta:set_string( 'formspec', colormachine.blocktype_menu( meta, 'white' ));
meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") );
end,
after_place_node = function(pos, placer)
@ -886,7 +1073,17 @@ minetest.register_node("colormachine:colormachine", {
elseif( k=='key_escape') then
-- nothing to do
else
meta:set_string( 'formspec', colormachine.blocktype_menu( meta, k ));
local inv = meta:get_inventory();
-- if no input is present, show the block selection menu
if( k=="blocktype_menu" or inv:is_empty( "input" )) then
meta:set_string( 'formspec', colormachine.blocktype_menu( meta, k ));
-- else set the selected color and go back to the main menu
else
colormachine.decode_color_name( meta, k );
meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") );
end
end
end
end,