2015-07-25 23:48:07 +02:00
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---------------------------------------------------------------------
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-- a barrel and a tub - plus a function that makes 'round' objects
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---------------------------------------------------------------------
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-- IMPORTANT NOTE: The barrel requires a lot of nodeboxes. That may be
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-- too much for weak hardware!
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---------------------------------------------------------------------
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-- Functionality: right-click to open/close a barrel;
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-- punch a barrel to change between vertical/horizontal
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---------------------------------------------------------------------
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-- Changelog:
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-- 24.03.13 Can no longer be opended/closed on rightclick because that is now used for a formspec;
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-- instead, it can be filled with liquids.
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-- Filled barrels will always be closed, while empty barrels will always be open.
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-- pipes: table with the following entries for each pipe-part:
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-- f: radius factor; if 1, it will have a radius of half a nodebox and fill the entire nodebox
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-- h1, h2: height at witch the nodebox shall start and end; usually -0.5 and 0.5 for a full nodebox
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-- b: make a horizontal part/shelf
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-- horizontal: if 1, then x and y coordinates will be swapped
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-- TODO: option so that it works without nodeboxes
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-- Boilerplate to support localized strings if intllib mod is installed.
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local S
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if intllib then
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S = intllib.Getter()
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else
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S = function(s) return s end
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end
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barrel = {};
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-- prepare formspec
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barrel.on_construct = function( pos )
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local meta = minetest.get_meta(pos);
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local percent = math.random( 1, 100 ); -- TODO: show real filling
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meta:set_string( 'formspec',
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"size[8,9]"..
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"image[2.6,2;2,3;default_sandstone.png^[lowpart:"..
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(100-percent)..":default_desert_stone.png]".. -- TODO: better images
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"label[2.2,0;"..S("Pour:").."]"..
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"list[current_name;input;3,0.5;1,1;]"..
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"label[5,3.3;"..S("Fill:").."]"..
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"list[current_name;output;5,3.8;1,1;]"..
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"list[current_player;main;0,5;8,4;]");
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meta:set_string( 'liquid_type', '' ); -- which liquid is in the barrel?
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meta:set_int( 'liquid_level', 0 ); -- how much of the liquid is in there?
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local inv = meta:get_inventory()
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inv:set_size("input", 1); -- to fill in new liquid
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inv:set_size("output", 1); -- to extract liquid
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end
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-- can only be digged if there are no more vessels/buckets in any of the slots
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-- TODO: allow digging of a filled barrel? this would disallow stacking of them
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barrel.can_dig = function( pos, player )
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local meta = minetest.get_meta(pos);
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local inv = meta:get_inventory()
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return ( inv:is_empty('input')
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and inv:is_empty('output'));
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end
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-- the barrel received input; either a new liquid that is to be poured in or a vessel that is to be filled
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barrel.on_metadata_inventory_put = function( pos, listname, index, stack, player )
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end
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-- right-click to open/close barrel; punch to switch between horizontal/vertical position
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minetest.register_node("cottages:barrel", {
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description = S("barrel (closed)"),
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paramtype = "light",
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drawtype = "mesh",
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mesh = "cottages_barrel_closed.obj",
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tiles = {"cottages_barrel.png" },
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groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2
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},
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drop = "cottages:barrel",
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-- on_rightclick = function(pos, node, puncher)
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-- minetest.add_node(pos, {name = "cottages:barrel_open", param2 = node.param2})
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-- end,
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-- TODO: on_rightclick is no longer available - maybe open if empty and closed if full?
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on_punch = function(pos, node, puncher)
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minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = node.param2})
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end,
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on_construct = function( pos )
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return barrel.on_construct( pos );
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end,
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can_dig = function(pos,player)
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return barrel.can_dig( pos, player );
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end,
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on_metadata_inventory_put = function(pos, listname, index, stack, player)
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return barrel.on_metadata_inventory_put( pos, listname, index, stack, player );
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end,
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is_ground_content = false,
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})
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-- this barrel is opened at the top
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minetest.register_node("cottages:barrel_open", {
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description = S("barrel (open)"),
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paramtype = "light",
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drawtype = "mesh",
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mesh = "cottages_barrel.obj",
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tiles = {"cottages_barrel.png" },
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2015-07-26 05:54:37 +02:00
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groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1,
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2015-07-25 23:48:07 +02:00
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},
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drop = "cottages:barrel",
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-- on_rightclick = function(pos, node, puncher)
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-- minetest.add_node(pos, {name = "cottages:barrel", param2 = node.param2})
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-- end,
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on_punch = function(pos, node, puncher)
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minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = node.param2})
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end,
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is_ground_content = false,
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})
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-- horizontal barrel
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minetest.register_node("cottages:barrel_lying", {
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description = S("barrel (closed), lying somewhere"),
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paramtype = "light",
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paramtype2 = "facedir",
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drawtype = "mesh",
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mesh = "cottages_barrel_closed_lying.obj",
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tiles = {"cottages_barrel.png" },
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2015-07-26 05:54:37 +02:00
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groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1,
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2015-07-25 23:48:07 +02:00
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},
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drop = "cottages:barrel",
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on_rightclick = function(pos, node, puncher)
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minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = node.param2})
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end,
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on_punch = function(pos, node, puncher)
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if( node.param2 < 4 ) then
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minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = (node.param2+1)})
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else
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minetest.add_node(pos, {name = "cottages:barrel", param2 = 0})
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end
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end,
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is_ground_content = false,
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})
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-- horizontal barrel, open
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minetest.register_node("cottages:barrel_lying_open", {
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description = S("barrel (opened), lying somewhere"),
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paramtype = "light",
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paramtype2 = "facedir",
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drawtype = "mesh",
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mesh = "cottages_barrel_lying.obj",
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tiles = {"cottages_barrel.png" },
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2015-07-26 05:54:37 +02:00
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groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1,
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2015-07-25 23:48:07 +02:00
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},
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drop = "cottages:barrel",
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on_rightclick = function(pos, node, puncher)
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minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = node.param2})
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end,
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on_punch = function(pos, node, puncher)
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if( node.param2 < 4 ) then
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minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = (node.param2+1)})
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else
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minetest.add_node(pos, {name = "cottages:barrel_open", param2 = 0})
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end
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end,
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is_ground_content = false,
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})
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-- let's hope "tub" is the correct english word for "bottich"
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minetest.register_node("cottages:tub", {
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description = S("tub"),
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paramtype = "light",
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drawtype = "mesh",
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mesh = "cottages_tub.obj",
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tiles = {"cottages_barrel.png" },
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groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2
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},
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is_ground_content = false,
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})
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minetest.register_craft({
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output = "cottages:barrel",
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recipe = {
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2015-07-26 05:54:37 +02:00
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{cottages.craftitem_wood, "", cottages.craftitem_wood },
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{cottages.craftitem_steel, "", cottages.craftitem_steel},
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{cottages.craftitem_wood, cottages.craftitem_wood, cottages.craftitem_wood },
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2015-07-25 23:48:07 +02:00
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},
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})
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minetest.register_craft({
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output = "cottages:tub 2",
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recipe = {
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{"cottages:barrel"},
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},
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})
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minetest.register_craft({
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output = "cottages:barrel",
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recipe = {
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{"cottages:tub"},
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{"cottages:tub"},
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},
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})
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