colormachine/init.lua

1138 lines
45 KiB
Lua

--[[
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 <http://www.gnu.org/licenses/>.
--]]
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 <modname>:<add><colorname> (with colorname beeing variable)
-- names for the textures are formed by <index><colorname><png> 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
})