--[[ color chooser for unifieddyes Copyright (C) 2013 Sokomine This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . --]] colormachine = {}; colormachine.colors = { "red", "orange", "yellow", "lime", "green", "aqua", "cyan", "skyblue", "blue", "violet", "magenta", "redviolet" } -- the names of suitable sources of that color (note: this does not work by group!); -- you can add your own color sources here if you want colormachine.basic_dye_sources = { "flowers:rose", "flowers:tulip", "flowers:dandelion_yellow", "default:cactus", "flowers:geranium", "flowers:viola", "default:coal_lump", "flowers:dandelion_white" }; -- if flowers is not installed colormachine.alternate_basic_dye_sources = { "default:apple", "default:desert_stone", "default:sand", "default:cactus", "default:leaves", "default:dry_shrub", "default:coal_lump", "default:stone" }; -- the machine will store these basic dyes which can be obtained from flowers colormachine.basic_dye_names = { "red", "orange", "yellow", "green", "blue", "violet", "black", "white"}; -- construct the formspec for the color selector colormachine.prefixes = { 'light_', '', 'medium_', 'dark_' }; -- grey colors are named slightly different colormachine.grey_names = { 'white', 'lightgrey', 'grey', 'darkgrey', 'black' }; -- defines the order in which blocks are shown -- nr: the diffrent block types need to be ordered by some system; the number defines that order -- modname: some mods define more than one type of colored blocks; the modname is needed -- for checking if the mod is installed and for creating colored blocks -- shades: some mods (or parts thereof) do not support all possible shades -- grey_shades: some mods support only some shades of grey (or none at all) -- u: if set to 1, use full unifieddyes-colors; if set to 0, use only normal dye/wool colors -- descr: short description of nodes of that type for the main menu -- block: unpainted basic block -- add: item names are formed by : (with colorname beeing variable) -- names for the textures are formed by mostly (see colormachine.translate_color_name(..)) colormachine.data = { -- the dyes as such unifieddyes_ = { nr=1, modname='unifieddyes', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="ufdye", block="dye:white", add="" }, -- coloredwood: sticks not supported (they are only craftitems) coloredwood_wood_ = { nr=2, modname='coloredwood', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="planks", block="default:wood", add="wood_" }, coloredwood_fence_ = { nr=3, modname='coloredwood', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="fence", block="default:fence_wood", add="fence_" }, -- unifiedbricks: clay lumps and bricks not supported (they are only craftitems) unifiedbricks_clayblock_ = { nr=4, modname='unifiedbricks', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="clay", block="default:clay", add="clayblock_" }, unifiedbricks_brickblock_ = { nr=5, modname='unifiedbricks', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="brick", block="default:brick", add="brickblock_"}, -- the multicolored bricks come in fewer intensities (only 3 shades) and support only 3 insted of 5 shades of grey unifiedbricks_multicolor_ = { nr=6, modname='unifiedbricks', shades={1,0,0,0,1,0,1,0}, grey_shades={0,1,1,1,0}, u=1, descr="mbrick", block="default:brick", add="multicolor_"}, -- stained_glass: has a "faint" and "pastel" version as well (which are kind of additional shades used only by this mod) -- no shades of grey for the glass stained_glass_ = { nr=7, modname='stained_glass', shades={1,0,1,1,1,1,1,1}, grey_shades={0,0,0,0,0}, u=1, descr="glass", block="moreblocks:superglowglass", add="" }, stained_glass_faint_ = { nr=8, modname='stained_glass', shades={0,0,1,0,0,0,0,0}, grey_shades={0,0,0,0,0}, u=1, descr="fglass", block="moreblocks:superglowglass", add="" }, stained_glass_pastel_ = { nr=9, modname='stained_glass', shades={0,0,1,0,0,0,0,0}, grey_shades={0,0,0,0,0}, u=1, descr="pglass", block="moreblocks:superglowglass", add="" }, -- cotton: cotton_ = { nr=10, modname='cotton', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="cotton", block="cotton:white", add="" }, -- normal wool (from minetest_gmae) - does not support all colors from unifieddyes wool_ = { nr=11, modname='wool', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="wool", block="wool:white", add="" }, -- normal dye mod (from minetest_game) - supports as many colors as the wool mod dye_ = { nr=12, modname='dye', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="dye", block="dye:white", add="" }, beds_bed_top_top_ = { nr=13, modname='beds', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="beds", block="beds:bed_white", add="bed_" }, 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_"}, } colormachine.ordered = {} -- the function that creates the color chooser based on the textures of the nodes offered (texture names have to start with m_prefix) 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]".. "label[0.3,1;light]"; -- not all mods offer all shades (and some offer even more) local supported = colormachine.data[ m_prefix ].shades; if( supported[2]==0 ) then form = form.. "label[0.3,2;normal]".. "label[0.3,4;medium]".. "label[0.3,6;dark]"; else form = form.. "label[0.3,3;normal]".. "label[0.3,5;medium]".. "label[0.3,7;dark]"; end for x,basecolor in ipairs( colormachine.colors ) do local p_offset = 1; form = form.."label["..tostring(x)..",0.5;"..tostring( basecolor ).."]"; for y,pre in ipairs( colormachine.prefixes ) do local translated_color = colormachine.translate_color_name( nil, m_prefix, tostring( pre )..tostring( basecolor ), x, y*2-1, -1, 0 ); -- normal dye and wool need a nasty further exception here - they only offer one dark color: green... if( supported[ y * 2-1 ]==1 and translated_color ~= nil ) then -- special treatment of normal dyes/wool form = form.."image_button["..tostring(x)..","..tostring(p_offset)..";1,1;".. translated_color..";".. tostring( pre )..tostring( basecolor ).."; ]"; end p_offset = p_offset + 1; -- these only exist in unifieddyes and need no translation if( supported[ y * 2 ]==1 ) then form = form.."image_button["..tostring(x)..","..tostring(p_offset)..";1,1;"..m_prefix.. tostring( pre )..tostring( basecolor ).."_s50.png;".. tostring( pre )..tostring( basecolor ).."_s50; ]"; end -- the first row does not always hold all colors if( y >1 or supported[ y * 2 ]==1) then p_offset = p_offset + 1; end end end -- shades of grey form = form.. "label[" ..tostring( #colormachine.colors+1 )..",0.5;grey]"; 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 ); 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; end colormachine.decode_color_name = function( meta, new_color ) -- decode the color codes local liste = new_color:split( "_" ); if( #liste < 1 or #liste > 3 ) then liste = {'white'}; end -- perhaps it's one of the grey colors? for i,v in ipairs( colormachine.grey_names ) do if( v == liste[1] ) then meta:set_string('selected_shade', -1 ); -- grey-shade meta:set_string('selected_grey_shade', i ); meta:set_string('selected_color', -1 ); -- we selected grey meta:set_string('selected_name', new_color ); return new_color; end end if( #liste < 1 ) then return meta:get_string('selected_name'); end local selected_shade = 2; -- if no other shade is selected, use plain color local vgl = liste[1]..'_'; for i,v in ipairs( colormachine.prefixes ) do if( v == vgl or v== liste[1]) then selected_shade = i; table.remove( liste, 1 ); -- this one has been done end end if( #liste < 1 ) then return meta:get_string('selected_name'); end local selected_color = -1; for i,v in ipairs( colormachine.colors ) do if( v == liste[1] ) then selected_color = i; table.remove( liste, 1 ); -- the color has been selected end end -- the color was not found! error! keep the old color if( selected_color == -1 ) then return meta:get_string('selected_name'); end if( #liste > 0 and liste[1]=='s50') then selected_shade = selected_shade * 2; else selected_shade = selected_shade * 2 - 1; end meta:set_string('selected_shade', selected_shade ); -- grey-shade meta:set_string('selected_grey_shade', -1 ); meta:set_string('selected_color', selected_color ); -- we selected grey meta:set_string('selected_name', new_color ); return new_color; end -- returns the translated name of the color if necessary (wool/normal dye is named differently than unifieddyes); -- either meta or c, s and g together need to be given colormachine.translate_color_name = function( meta, k, new_color, c, s, g, as_obj_name ) if( meta ~= nil ) then c = tonumber(meta:get_string('selected_color')); s = tonumber(meta:get_string('selected_shade')); g = tonumber(meta:get_string('selected_grey_shade')); end -- is this special shade supported at all? if( ( g > 0 and colormachine.data[k].grey_shades[ g ] ~= 1 ) or ( g == -1 and colormachine.data[k].shades[ s ] ~= 1 )) then return nil; end -- k is the prefix for the filename of the texture file; unifieddyes_ does not supply all colors local k_new = k; if( k == 'unifieddyes_' and ( (g==-1 and s==3 and not(c==4 or c==6 or c==8 or c==12 or c==13 )) or g==1 or g==3 or g==5 )) then k_new = 'dye_'; end -- beds and sofas are available in less colors if( g==-1 and (k=='beds_bed_top_top_' or k=='lrfurn_sofa_right_front_' or k=='lrfurn_armchair_front_' or k=='lrfurn_longsofa_middle_front_' ) and (c==7 or c==11) ) then 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...): if( as_obj_name == 1 ) then postfix = ''; k_new = colormachine.data[ k ].modname..":"..colormachine.data[ k ].add; -- stained_glass needs an exception here because it uses a slightly different naming scheme if( colormachine.data[ k ].modname == 'stained_glass') then local h_trans = {yellow=1, lime=2, green=3, aqua=4, cyan=5, skyblue=6, blue=7, violet=8, magenta=9, redviolet=10, red=11,orange=12}; local h = h_trans[ colormachine.colors[c] ]; local b = ""; local sat = ""; if( k == 'stained_glass_' ) then k_new = "stained_glass:"..(colormachine.colors[c]).."_"; if( s==1 or s==2) then b = "8"; -- light elseif( s==3 or s==4) then b = "5"; -- normal elseif( s==5 or s==6) then b = "4"; -- medium elseif( s==7 or s==8) then b = "3"; -- dark end k_new = k_new.."_"; sat = "7"; if( s==2 or s==4 or s==6 or s==8 ) then -- saturation sat = "6"; end return "stained_glass:" .. (h) .. "_" .. (b) .. "_" .. (sat); elseif( k == 'stained_glass_faint_' ) then return "stained_glass:"..(h).."_91"; elseif( k == 'stained_glass_pastel_' ) then return "stained_glass:"..(h).."_9"; end 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 return k_new..'dark_grey'..postfix; elseif( new_color == 'dark_orange' ) then return k_new..'brown'..postfix; elseif( new_color == 'dark_green' ) then return k_new..new_color..postfix; elseif( new_color == 'light_red' ) then return k_new..'pink'..postfix; -- lime, aqua, skyblue and redviolet do not exist as standard wool/dye colors elseif( g == -1 and (c==4 or c==6 or c==8 or c==12)) then return nil; -- all other colors of normal dye/wool exist only in normal shade elseif( g == -1 and s~= 3 ) then return nil; -- colors that are the same in both systems and need no special treatment else return k_new..new_color..postfix; end end return k_new..new_color..postfix; end -- 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 ) local bname = mod_name..":"..block_name; local found = {}; for k,v in pairs( colormachine.data ) do if( mod_name == v.modname ) then table.insert( found, k ); end end if( #found < 1 ) then 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( 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, "%."); 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( block_name, "_" ); local curr_index = #liste; -- handle some special wool- and dye color names -- dark_grey <-> darkgrey if( #liste > 1 and liste[ curr_index ]=='grey' and liste[ curr_index - 1 ] == 'dark' ) then curr_index = curr_index - 1; liste[ curr_index ] = 'darkgrey'; -- brown <=> dark_orange elseif( #liste > 0 and liste[ curr_index ]=='brown' ) then liste[ curr_index ] = 'dark'; table.insert( liste, 'orange' ); curr_index = curr_index + 1; -- pink <=> light_red elseif( #liste > 0 and liste[ curr_index ]=='pink' ) then liste[ curr_index ] = 'light'; table.insert( liste, 'red' ); curr_index = curr_index + 1; end -- find out the saturation - either "s50" or omitted local sat = 0; if( curr_index > 1 and liste[ curr_index ] == "s50" ) then sat = 1; curr_index = curr_index - 1; end -- the next value will be the color local c = 0; if( curr_index > 0 ) then for i,v in ipairs( colormachine.colors ) do if( c==0 and curr_index > 0 and v == liste[ curr_index ] ) then c = i; curr_index = curr_index - 1; end end end local g = -1; -- perhaps we are dealing with a grey value if( curr_index > 0 and c==0 ) then for i,v in ipairs(colormachine.grey_names ) do if( g==-1 and curr_index > 0 and v == liste[ curr_index ] ) then g = i; c = -1; curr_index = curr_index - 1; end end end -- determine the real shade; 3 stands for normal local s = 3; 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 end local found_name = ""; if( g ~= -1 ) then found_name = colormachine.grey_names[ g ]; elseif( c > 0 ) then found_name = colormachine.prefixes[ math.floor((s+1)/2) ] .. colormachine.colors[ c ]; if( sat==1 ) then s = s+1; 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 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 mod_name == v.modname and (liste[ curr_index ].."_") == v.add ) then add = v.add; blocktype = k; curr_index = curr_index - 1; end end end if( curr_index > 0 ) then 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[ found_color_data.blocktype ].block.." "..tostring( anz_blocks )); -- update display (we changed the input!) return colormachine.main_menu_formspec(pos, "analyze"); end if( option == 'adapt_color' ) then -- actually change the color 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[2.2,3.0;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[6,2.6;3,1;adapt_color;Set as new color]"; else form = form.."label[5.5,2.0;This is the selected color.]"; end return form; end colormachine.check_owner = function( pos, player ) -- only the owner can put something in local meta = minetest.env:get_meta(pos); if( meta:get_string('owner') ~= player:get_player_name() ) then minetest.chat_send_player( player:get_player_name(), "This spray booth belongs to "..tostring( meta:get_string("owner")).. ". If you want to use one, build your own!"); return 0; end return 1; end colormachine.allow_inventory_access = function(pos, listname, index, stack, player, mode) -- only specific slots accept input or output if( (mode=="put" and listname ~= "input" and listname ~= "refill" and listname ~= "dyes" ) or (mode=="take" and listname ~= "input" and listname ~= "refill" and listname ~= "dyes" and listname ~= "output" and listname ~= "paintless" )) then return 0; end -- the dyes are a bit special - they accept only powder of the correct name if( listname == "dyes" and ( index < 1 or index > #colormachine.basic_dye_names or not( stack:get_name()) or stack:get_name() ~= ("dye:"..colormachine.basic_dye_names[ index ]))) then minetest.chat_send_player( player:get_player_name(), 'You can only store dye powders of the correct color here.'); return 0; end if( not( colormachine.check_owner( pos, player ))) then return 0; end -- let's check if that type of input is allowed here if( listname == "refill" ) then local str = stack:get_name(); for i,v in ipairs( colormachine.basic_dye_sources ) do if( str == v ) then return stack:get_count(); end end minetest.chat_send_player( player:get_player_name(), 'Please insert dye sources as listed below here (usually plants)!'); return 0; end return stack:get_count(); end colormachine.on_metadata_inventory_put = function( pos, listname, index, stack, player ) local meta = minetest.env:get_meta(pos); local inv = meta:get_inventory(); -- nothing to do if onnly a dye was inserted if( listname == "dyes" ) then return; end -- an unprocessed color pigment was inserted if( listname == "refill" ) then local str = stack:get_name(); for i,v in ipairs( colormachine.basic_dye_sources ) do -- we have found the right color! if( str == v ) then local count = stack:get_count(); -- how much free space do we have in the destination stack? local dye_stack = inv:get_stack( "dyes", i); local free = math.floor(dye_stack:get_free_space()/4); if( free < 1 ) then minetest.chat_send_player( player:get_player_name(), 'Sorry, the storage for that dye is already full.'); return 0; end if( count < free ) then free = count; end -- consume the inserted material - no more than the input slot can handle inv:remove_item(listname, stack:get_name().." "..tostring( free )); -- add four times that much to the storage inv:set_stack( "dyes", i, ("dye:"..colormachine.basic_dye_names[i] ).." "..tostring( free*4 + dye_stack:get_count()) ); return; end end minetest.chat_send_player( player:get_player_name(), 'Please insert dye sources as listed below here (usually plants)!'); return 0; end if( listname == "input" ) then -- update the main menu accordingly meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" )); return; end end colormachine.on_metadata_inventory_take = function( pos, listname, index, stack, player ) 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 end colormachine.init = function() local liste = {}; -- create formspecs for all machines for k,v in pairs( colormachine.data ) do if( minetest.get_modpath( colormachine.data[ k ].modname ) ~= nil ) then -- generate the formspec for that machine colormachine.data[ k ].formspec = colormachine.generate_form( k ); -- remember that the mod is installed colormachine.data[ k ].installed = 1; -- this is helpful for getting an ordered list later -- liste[ colormachine.data[ k ].nr ] = k; table.insert( liste, k ); else -- the mod is not installed colormachine.data[ k ].installed = 0; end end table.sort( liste, function(a,b) return colormachine.data[a].nr < colormachine.data[b].nr end); colormachine.ordered = liste; -- if no flowers are present, take dye sources from default (so we only have to depend on dyes) if( minetest.get_modpath( "flowers") == nil ) then colormachine.basic_dye_sources = colormachine.alternate_basic_dye_sources; end local form = "size[10,9]".. "list[current_player;main;1,5;8,4;]".. "label[2,0.2;Insert dye sources here -->]".. "list[current_name;refill;8,0;1,1;]".. "label[0.1,1;sources:]".. "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;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 form = form.."item_image["..tostring(i)..",1;1,1;"..k.."]".. "item_image["..tostring(i)..",2;1,1;dye:"..tostring( colormachine.basic_dye_names[ i ] ).."]"; end colormachine.dye_management_formspec = form; end -- delay initialization so that modules are hopefully loaded minetest.after( 2, colormachine.init ); -- flowers: 6 basic colors + black + white -- unifieddyes: dye pulver -- coloredwood: wood, fence - skip sticks! -- unifiedbricks: clay blocks, brick blocks (skip individual clay lumps and bricks!) -- multicolor: 3 shades, usual amount of colors -- cotton: (by jordach) probably the same as coloredwood -- -- stained_glass: 9 shades/intensities minetest.register_node("colormachine:colormachine", { description = "spray booth", tiles = {"default_chest.png"}, paramtype2 = "facedir", groups = {cracky=2}, legacy_facedir_simple = true, on_construct = function(pos) local meta = minetest.env:get_meta(pos); meta:set_string('selected_shade', 3 ); -- grey-shade meta:set_string('selected_grey_shade', 1 ); meta:set_string('selected_color', -1 ); -- we selected grey meta:set_string('selected_name', 'white' ); meta:set_string('owner', '' ); -- protect input from getting stolen 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", 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.main_menu_formspec(pos, "analyze") ); end, after_place_node = function(pos, placer) local meta = minetest.env:get_meta(pos); meta:set_string( "owner", ( placer:get_player_name() or "" )); meta:set_string( "infotext", "Spray booth (owned by "..( meta:get_string( "owner" ) or "" )..")"); end, on_receive_fields = function(pos, formname, fields, sender) if( not( colormachine.check_owner( pos, sender ))) then return 0; end local meta = minetest.env:get_meta(pos); for k,v in pairs( fields ) do if( k == 'main_menu' ) then meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") ); return; elseif( k == 'remove_paint' ) then meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "remove_paint") ); return; elseif( k == 'adapt_color' ) then meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "adapt_color") ); return; elseif( k == 'dye_management' ) then meta:set_string( 'formspec', colormachine.dye_management_formspec ); return; elseif( colormachine.data[ k ] ) then meta:set_string( 'formspec', colormachine.data[ k ].formspec ); return; elseif( k=='key_escape') then -- nothing to do else 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, -- there is no point in moving inventory around allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) return 0; end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) return colormachine.allow_inventory_access(pos, listname, index, stack, player, "put" ); end, allow_metadata_inventory_take = function(pos, listname, index, stack, player) return colormachine.allow_inventory_access(pos, listname, index, stack, player, "take" ); end, on_metadata_inventory_put = function(pos, listname, index, stack, player) return colormachine.on_metadata_inventory_put( pos, listname, index, stack, player ); end, on_metadata_inventory_take = function(pos, listname, index, stack, player) return colormachine.on_metadata_inventory_take( pos, listname, index, stack, player ); end, can_dig = function(pos,player) local meta = minetest.env:get_meta(pos); local inv = meta:get_inventory() if( not( colormachine.check_owner( pos, player ))) then return 0; end if( not( inv:is_empty("input")) or not( inv:is_empty("refill"))) then minetest.chat_send_player( player:get_player_name(), "Please remove the material in the input- and/or refill slot first!"); meta:set_string( 'formspec', colormachine.blocktype_menu( meta, meta:get_string('selected_name'))); return false; end if( not( inv:is_empty("dyes"))) then minetest.chat_send_player( player:get_player_name(), "Please remove the stored dyes first!"); meta:set_string( 'formspec', colormachine.blocktype_menu( meta, meta:get_string('selected_name') )); return false; end return true end })