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minetest_game/mods/vessels/init.lua

238 lines
6.3 KiB
Lua

-- vessels/init.lua
-- Minetest 0.4 mod: vessels
-- See README.txt for licensing and other information.
-- Load support for MT game translation.
local S = minetest.get_translator("vessels")
local vessels_shelf_formspec =
"size[8,7;]" ..
"list[context;vessels;0,0.3;8,2;]" ..
"list[current_player;main;0,2.85;8,1;]" ..
"list[current_player;main;0,4.08;8,3;8]" ..
"listring[context;vessels]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0, 2.85)
local function update_vessels_shelf(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local invlist = inv:get_list("vessels")
local formspec = vessels_shelf_formspec
-- Inventory slots overlay
local vx, vy = 0, 0.3
local n_items = 0
for i = 1, 16 do
if i == 9 then
vx = 0
vy = vy + 1
end
if not invlist or invlist[i]:is_empty() then
formspec = formspec ..
"image[" .. vx .. "," .. vy .. ";1,1;vessels_shelf_slot.png]"
else
local stack = invlist[i]
if not stack:is_empty() then
n_items = n_items + stack:get_count()
end
end
vx = vx + 1
end
meta:set_string("formspec", formspec)
if n_items == 0 then
meta:set_string("infotext", S("Empty Vessels Shelf"))
else
meta:set_string("infotext", S("Vessels Shelf (@1 items)", n_items))
end
end
minetest.register_node("vessels:shelf", {
description = S("Vessels Shelf"),
tiles = {"default_wood.png", "default_wood.png", "default_wood.png",
"default_wood.png", "vessels_shelf.png", "vessels_shelf.png"},
paramtype2 = "facedir",
is_ground_content = false,
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3},
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
update_vessels_shelf(pos)
local inv = meta:get_inventory()
inv:set_size("vessels", 8 * 2)
end,
can_dig = function(pos,player)
local inv = minetest.get_meta(pos):get_inventory()
return inv:is_empty("vessels")
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if minetest.get_item_group(stack:get_name(), "vessel") ~= 0 then
return stack:get_count()
end
return 0
end,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name() ..
" moves stuff in vessels shelf at ".. minetest.pos_to_string(pos))
update_vessels_shelf(pos)
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" moves stuff to vessels shelf at ".. minetest.pos_to_string(pos))
update_vessels_shelf(pos)
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" takes stuff from vessels shelf at ".. minetest.pos_to_string(pos))
update_vessels_shelf(pos)
end,
on_blast = function(pos)
local drops = {}
default.get_inventory_drops(pos, "vessels", drops)
drops[#drops + 1] = "vessels:shelf"
minetest.remove_node(pos)
return drops
end,
})
minetest.register_craft({
output = "vessels:shelf",
recipe = {
{"group:wood", "group:wood", "group:wood"},
{"group:vessel", "group:vessel", "group:vessel"},
{"group:wood", "group:wood", "group:wood"},
}
})
minetest.register_node("vessels:glass_bottle", {
description = S("Empty Glass Bottle"),
drawtype = "plantlike",
tiles = {"vessels_glass_bottle.png"},
inventory_image = "vessels_glass_bottle.png",
wield_image = "vessels_glass_bottle.png",
paramtype = "light",
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 0.3, 0.25}
},
groups = {vessel = 1, dig_immediate = 3, attached_node = 1},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_craft( {
output = "vessels:glass_bottle 10",
recipe = {
{"default:glass", "", "default:glass"},
{"default:glass", "", "default:glass"},
{"", "default:glass", ""}
}
})
minetest.register_node("vessels:drinking_glass", {
description = S("Empty Drinking Glass"),
drawtype = "plantlike",
tiles = {"vessels_drinking_glass.png"},
inventory_image = "vessels_drinking_glass_inv.png",
wield_image = "vessels_drinking_glass.png",
paramtype = "light",
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 0.3, 0.25}
},
groups = {vessel = 1, dig_immediate = 3, attached_node = 1},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_craft( {
output = "vessels:drinking_glass 14",
recipe = {
{"default:glass", "", "default:glass"},
{"default:glass", "", "default:glass"},
{"default:glass", "default:glass", "default:glass"}
}
})
minetest.register_node("vessels:steel_bottle", {
description = S("Empty Heavy Steel Bottle"),
drawtype = "plantlike",
tiles = {"vessels_steel_bottle.png"},
inventory_image = "vessels_steel_bottle.png",
wield_image = "vessels_steel_bottle.png",
paramtype = "light",
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 0.3, 0.25}
},
groups = {vessel = 1, dig_immediate = 3, attached_node = 1},
sounds = default.node_sound_defaults(),
})
minetest.register_craft( {
output = "vessels:steel_bottle 5",
recipe = {
{"default:steel_ingot", "", "default:steel_ingot"},
{"default:steel_ingot", "", "default:steel_ingot"},
{"", "default:steel_ingot", ""}
}
})
-- Glass and steel recycling
minetest.register_craftitem("vessels:glass_fragments", {
description = S("Glass Fragments"),
inventory_image = "vessels_glass_fragments.png",
})
minetest.register_craft( {
type = "shapeless",
output = "vessels:glass_fragments",
recipe = {
"vessels:glass_bottle",
"vessels:glass_bottle",
},
})
minetest.register_craft( {
type = "shapeless",
output = "vessels:glass_fragments",
recipe = {
"vessels:drinking_glass",
"vessels:drinking_glass",
},
})
minetest.register_craft({
type = "cooking",
output = "default:glass",
recipe = "vessels:glass_fragments",
})
minetest.register_craft( {
type = "cooking",
output = "default:steel_ingot",
recipe = "vessels:steel_bottle",
})
minetest.register_craft({
type = "fuel",
recipe = "vessels:shelf",
burntime = 30,
})
-- Register glass fragments as dungeon loot
if minetest.global_exists("dungeon_loot") then
dungeon_loot.register({
name = "vessels:glass_fragments", chance = 0.35, count = {1, 4}
})
end