mirror of
https://github.com/Sokomine/colormachine.git
synced 2024-11-12 21:50:17 +01:00
941 lines
36 KiB
Lua
941 lines
36 KiB
Lua
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--[[
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color chooser for unifieddyes
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Copyright (C) 2013 Sokomine
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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--]]
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colormachine = {};
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colormachine.colors = {
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"red",
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"orange",
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"yellow",
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"lime",
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"green",
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"aqua",
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"cyan",
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"skyblue",
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"blue",
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"violet",
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"magenta",
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"redviolet"
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}
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-- the names of suitable sources of that color (note: this does not work by group!);
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-- you can add your own color sources here if you want
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colormachine.basic_dye_sources = { "flowers:rose", "flowers:tulip", "flowers:dandelion_yellow",
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"default:cactus", "flowers:geranium", "flowers:viola",
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"default:coal_lump", "flowers:dandelion_white" };
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-- if flowers is not installed
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colormachine.alternate_basic_dye_sources = {
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"default:apple", "default:desert_stone", "default:sand",
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"default:cactus", "default:leaves", "default:dry_shrub",
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"default:coal_lump", "default:stone" };
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-- the machine will store these basic dyes which can be obtained from flowers
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colormachine.basic_dye_names = { "red", "orange", "yellow", "green", "blue", "violet", "black", "white"};
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-- construct the formspec for the color selector
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colormachine.prefixes = { 'light_', '', 'medium_', 'dark_' };
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-- grey colors are named slightly different
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colormachine.grey_names = { 'white', 'lightgrey', 'grey', 'darkgrey', 'black' };
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-- defines the order in which blocks are shown
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-- nr: the diffrent block types need to be ordered by some system; the number defines that order
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-- modname: some mods define more than one type of colored blocks; the modname is needed
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-- for checking if the mod is installed and for creating colored blocks
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-- shades: some mods (or parts thereof) do not support all possible shades
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-- grey_shades: some mods support only some shades of grey (or none at all)
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-- u: if set to 1, use full unifieddyes-colors; if set to 0, use only normal dye/wool colors
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-- descr: short description of nodes of that type for the main menu
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-- block: unpainted basic block
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-- add: item names are formed by <modname>:<add><colorname> (with colorname beeing variable)
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-- names for the textures are formed by <index><colorname><png> mostly (see colormachine.translate_color_name(..))
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colormachine.data = {
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-- the dyes as such
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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="" },
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-- coloredwood: sticks not supported (they are only craftitems)
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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_" },
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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_" },
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-- unifiedbricks: clay lumps and bricks not supported (they are only craftitems)
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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_" },
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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_"},
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-- the multicolored bricks come in fewer intensities (only 3 shades) and support only 3 insted of 5 shades of grey
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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_"},
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-- stained_glass: has a "faint" and "pastel" version as well (which are kind of additional shades used only by this mod)
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-- no shades of grey for the glass
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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="" },
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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="" },
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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="" },
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-- cotton:
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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="" },
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-- normal wool (from minetest_gmae) - does not support all colors from unifieddyes
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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="" },
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-- normal dye mod (from minetest_game) - supports as many colors as the wool mod
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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="" },
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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_" },
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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_" },
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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_" },
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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_" },
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}
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colormachine.ordered = {}
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-- the function that creates the color chooser based on the textures of the nodes offered (texture names have to start with m_prefix)
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colormachine.generate_form = function( m_prefix )
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local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a color:]"..
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"label[5,8.2;Select a color or]"..
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"button[7,8.2;2,1;abort;abort selection]".. -- TODO: return the previous color here
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"label[0.3,1;light]";
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-- not all mods offer all shades (and some offer even more)
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local supported = colormachine.data[ m_prefix ].shades;
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if( supported[2]==0 ) then
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form = form..
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"label[0.3,2;normal]"..
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"label[0.3,4;medium]"..
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"label[0.3,6;dark]";
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else
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form = form..
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"label[0.3,3;normal]"..
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"label[0.3,5;medium]"..
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"label[0.3,7;dark]";
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end
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for x,basecolor in ipairs( colormachine.colors ) do
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local p_offset = 1;
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form = form.."label["..tostring(x)..",0.5;"..tostring( basecolor ).."]";
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for y,pre in ipairs( colormachine.prefixes ) do
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local translated_color = colormachine.translate_color_name( nil, m_prefix, tostring( pre )..tostring( basecolor ), x, y*2-1, -1, 0 );
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-- normal dye and wool need a nasty further exception here - they only offer one dark color: green...
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if( supported[ y * 2-1 ]==1
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and translated_color ~= nil ) then -- special treatment of normal dyes/wool
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form = form.."image_button["..tostring(x)..","..tostring(p_offset)..";1,1;"..
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translated_color..";"..
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tostring( pre )..tostring( basecolor ).."; ]";
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end
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p_offset = p_offset + 1;
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-- these only exist in unifieddyes and need no translation
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if( supported[ y * 2 ]==1 ) then
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form = form.."image_button["..tostring(x)..","..tostring(p_offset)..";1,1;"..m_prefix..
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tostring( pre )..tostring( basecolor ).."_s50.png;"..
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tostring( pre )..tostring( basecolor ).."_s50; ]";
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end
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-- the first row does not always hold all colors
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if( y >1 or supported[ y * 2 ]==1) then
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p_offset = p_offset + 1;
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end
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end
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end
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-- shades of grey
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form = form.. "label[" ..tostring( #colormachine.colors+1 )..",0.5;grey]";
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for i,gname in ipairs( colormachine.grey_names ) do
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if( colormachine.data[ m_prefix ].grey_shades[ i ]==1 ) then
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local translated_color = colormachine.translate_color_name( nil, m_prefix, gname, -1, -1, i, 0 );
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form = form.."image_button["..tostring( #colormachine.colors+1 )..","..tostring( i+1 )..";1,1;"..translated_color..";"..gname.."; ]";
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end
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end
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return form;
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end
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colormachine.decode_color_name = function( meta, new_color )
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-- decode the color codes
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local liste = new_color:split( "_" );
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if( #liste < 1 or #liste > 3 ) then
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liste = {'white'};
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end
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-- perhaps it's one of the grey colors?
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for i,v in ipairs( colormachine.grey_names ) do
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if( v == liste[1] ) then
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meta:set_string('selected_shade', -1 ); -- grey-shade
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meta:set_string('selected_grey_shade', i );
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meta:set_string('selected_color', -1 ); -- we selected grey
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meta:set_string('selected_name', new_color );
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return new_color;
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end
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end
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if( #liste < 1 ) then
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return meta:get_string('selected_name');
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end
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local selected_shade = 2; -- if no other shade is selected, use plain color
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local vgl = liste[1]..'_';
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for i,v in ipairs( colormachine.prefixes ) do
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if( v == vgl or v== liste[1]) then
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selected_shade = i;
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table.remove( liste, 1 ); -- this one has been done
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end
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end
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if( #liste < 1 ) then
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return meta:get_string('selected_name');
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end
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local selected_color = -1;
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for i,v in ipairs( colormachine.colors ) do
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if( v == liste[1] ) then
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selected_color = i;
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table.remove( liste, 1 ); -- the color has been selected
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end
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end
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-- the color was not found! error! keep the old color
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if( selected_color == -1 ) then
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return meta:get_string('selected_name');
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end
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if( #liste > 0 and liste[1]=='s50') then
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selected_shade = selected_shade * 2;
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else
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selected_shade = selected_shade * 2 - 1;
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end
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meta:set_string('selected_shade', selected_shade ); -- grey-shade
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meta:set_string('selected_grey_shade', -1 );
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meta:set_string('selected_color', selected_color ); -- we selected grey
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meta:set_string('selected_name', new_color );
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return new_color;
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end
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-- returns the translated name of the color if necessary (wool/normal dye is named differently than unifieddyes);
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-- either meta or c, s and g together need to be given
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colormachine.translate_color_name = function( meta, k, new_color, c, s, g, as_obj_name )
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if( meta ~= nil ) then
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c = tonumber(meta:get_string('selected_color'));
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s = tonumber(meta:get_string('selected_shade'));
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g = tonumber(meta:get_string('selected_grey_shade'));
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end
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-- is this special shade supported at all?
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if( ( g > 0 and colormachine.data[k].grey_shades[ g ] ~= 1 )
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or ( g == -1 and colormachine.data[k].shades[ s ] ~= 1 )) then
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return nil;
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end
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-- k is the prefix for the filename of the texture file; unifieddyes_ does not supply all colors
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local k_new = k;
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if( k == 'unifieddyes_'
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and ( (g==-1 and s==3 and not(c==4 or c==6 or c==8 or c==12 or c==13 ))
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or g==1 or g==3 or g==5 )) then
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k_new = 'dye_';
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end
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-- beds and sofas are available in less colors
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if( g==-1
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and (k=='beds_bed_top_top_' or k=='lrfurn_sofa_right_front_' or k=='lrfurn_armchair_front_' or k=='lrfurn_longsofa_middle_front_' )
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and (c==7 or c==11) ) then
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return nil;
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end
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local postfix = '.png';
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-- we want the object name, i.e. default:brick, and not default_brick.png (all with colors inserted...):
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if( as_obj_name == 1 ) then
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postfix = '';
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k_new = colormachine.data[ k ].modname..":"..colormachine.data[ k ].add;
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-- stained_glass needs an exception here because it uses a slightly different naming scheme
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if( colormachine.data[ k ].modname == 'stained_glass') then
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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};
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local h = h_trans[ colormachine.colors[c] ];
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local b = "";
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local sat = "";
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if( k == 'stained_glass_' ) then
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k_new = "stained_glass:"..(colormachine.colors[c]).."_";
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if( s==1 or s==2) then b = "8"; -- light
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elseif( s==3 or s==4) then b = "5"; -- normal
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elseif( s==5 or s==6) then b = "4"; -- medium
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elseif( s==7 or s==8) then b = "3"; -- dark
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end
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k_new = k_new.."_";
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sat = "7";
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if( s==2 or s==4 or s==6 or s==8 ) then -- saturation
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sat = "6";
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end
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return "stained_glass:" .. (h) .. "_" .. (b) .. "_" .. (sat);
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elseif( k == 'stained_glass_faint_' ) then
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return "stained_glass:"..(h).."_91";
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elseif( k == 'stained_glass_pastel_' ) then
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return "stained_glass:"..(h).."_9";
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end
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end
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end
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-- normal dyes (also used for wool) use a diffrent naming scheme
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if( colormachine.data[k].u == 0 ) then
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if( new_color == 'darkgrey' ) then
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return k_new..'dark_grey'..postfix;
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elseif( new_color == 'dark_orange' ) then
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return k_new..'brown'..postfix;
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elseif( new_color == 'dark_green' ) then
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return k_new..new_color..postfix;
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elseif( new_color == 'light_red' ) then
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return k_new..'pink'..postfix;
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-- lime, aqua, skyblue and redviolet do not exist as standard wool/dye colors
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elseif( g == -1 and (c==4 or c==6 or c==8 or c==12)) then
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return nil;
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-- all other colors of normal dye/wool exist only in normal shade
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elseif( g == -1 and s~= 3 ) then
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return nil;
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-- colors that are the same in both systems and need no special treatment
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else
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return k_new..new_color..postfix;
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end
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end
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return k_new..new_color..postfix;
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end
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-- if the player has selected a color, show all blocks in that color
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colormachine.blocktype_menu = function( meta, new_color )
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new_color = colormachine.decode_color_name( meta, new_color );
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-- keep the same size as with the color selector
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local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a blocktype:]"..
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"label[0.2,2.2;name]"..
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"label[0.2,3.2;unpainted]"..
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"label[0.2,4.2;colored]"..
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"button[1,1;4,1;dye_management;Manage stored dyes]"..
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"button[5,1;4,1;main_menu;Back to main menu]";
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local x = 1;
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local y = 3;
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for i,k in ipairs( colormachine.ordered ) do
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-- only installed mods are of intrest
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if( k ~= nil and colormachine.data[ k ].installed == 1 ) then
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-- that particular mod may not offer this color
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form = form.."button["..tostring(x)..","..tostring(y-0.8).. ";1,1;"..k..";"..colormachine.data[k].descr.."]"..
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"item_image["..tostring(x)..","..tostring(y )..";1,1;"..colormachine.data[k].block.."]";
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local translated_color = colormachine.translate_color_name( meta, k, new_color, nil, nil, nil, 1 );
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if( translated_color ~= nil ) then
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form = form.. "item_image["..tostring(x)..","..tostring(y+1)..";1,1;"..translated_color.."]";
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else
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form = form.."button[".. tostring(x)..","..tostring(y+1)..";1,1;"..k..";n/a]";
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end
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x = x+1;
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if( x>13 ) then
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x = 1;
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y = y+3;
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form = form..
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"label[0.2,5.2;name]"..
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"label[0.2,6.2;unpainted]"..
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"label[0.2,7.2;colored]";
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end
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end
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end
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return form;
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end
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-- this function tries to figure out which block type was inserted and how the color can be decoded
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colormachine.main_menu_formspec = function( pos, option )
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local i = 0;
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local k = 0;
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local v = 0;
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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
|
|
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;
|
|
end
|
|
|
|
-- another case of special treatment needed; at least the color is given in the tiles
|
|
if( parts[1]=='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];
|
|
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 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;
|
|
elseif( liste[ curr_index ] == 'medium' ) then
|
|
s = 5;
|
|
elseif( liste[ curr_index ] == 'dark' ) then
|
|
s = 7;
|
|
end
|
|
curr_index = curr_index - 1;
|
|
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
|
|
form = form.."label[2.2,2.5;This is a colored block: "..tostring( bname )..".]";
|
|
return form;
|
|
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
|
|
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
|
|
|
|
|
|
-- 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 ));
|
|
-- 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_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]";
|
|
|
|
if( found_name ~= meta:get_string( 'selected_name' )) then
|
|
form = form.."button[6,2.1;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 == "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
|
|
|
|
|
|
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;Select blocktype]"..
|
|
"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", 6); -- output slot for painted blocks - up to six alternate coloring schems supported
|
|
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' ));
|
|
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
|
|
meta:set_string( 'formspec', colormachine.blocktype_menu( meta, k ));
|
|
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
|
|
})
|