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mirror of https://github.com/Sokomine/cottages.git synced 2024-11-16 07:20:30 +01:00
cottages/nodes_anvil.lua

400 lines
12 KiB
Lua

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-- simple anvil that can be used to repair tools
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-- * can be used to repair tools
-- * the hammer gets dammaged a bit at each repair step
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-- License of the hammer picture: CC-by-SA; done by GloopMaster; source:
-- https://github.com/GloopMaster/glooptest/blob/master/glooptest/textures/glooptest_tool_steelhammer.png
local S = cottages.S
local hud_timeout = 2 -- seconds
local hud_info_by_puncher_name = {}
local function get_hud_image(tool)
local tool_definition = tool:get_definition() or {}
local hud_image = tool_definition.inventory_image or tool_definition.wield_image
if not hud_image and tool_definition.textures then
if type(tool_definition.textures) == "string" then
hud_image = tool_definition.textures
elseif type(tool_definition.textures) == "table" then
hud_image = tool_definition.textues[1]
end
end
return hud_image or "blank.png"
end
local function update_hud(puncher, tool)
local tool_wear = tool:get_wear()
local damage_state = 40 - math.floor(40 * tool_wear / 65535)
local hud_image = get_hud_image(tool)
local puncher_name = puncher:get_player_name()
local hud_ids = hud_info_by_puncher_name[puncher_name] or {}
local hud1, hud2, hud3 = unpack(hud_ids)
if hud1 then
local hud1_def = puncher:hud_get(hud1)
if hud1_def and hud1_def.name == "cottages:anvil_tool" then
puncher:hud_change(hud1, "text", hud_image)
else
hud1 = nil
end
end
if not hud1 then
hud1 = puncher:hud_add({
hud_elem_type = "image",
name = "cottages:anvil_tool",
scale = {x = 15, y = 15},
text = hud_image,
position = {x = 0.5, y = 0.5},
alignment = {x = 0, y = 0}
})
end
if hud2 then
local hud2_def = puncher:hud_get(hud2)
if hud2_def and hud2_def.name == "cottages:anvil_background" then
if tool_wear == 0 then
puncher:hud_remove(hud2)
hud2 = nil
end
end
end
if not hud2 and tool_wear > 0 then
hud2 = puncher:hud_add({
hud_elem_type = "statbar",
name = "cottages:anvil_background",
text = "default_cloud.png^[colorize:#ff0000:256",
number = 40,
direction = 0, -- left to right
position = {x=0.5, y=0.65},
alignment = {x = 0, y = 0},
offset = {x = -320, y = 0},
size = {x=32, y=32},
})
end
if hud3 then
local hud3_def = puncher:hud_get(hud3)
if hud3_def and hud3_def.name == "cottages:anvil_foreground" then
if tool_wear == 0 then
puncher:hud_remove(hud3)
hud3 = nil
else
puncher:hud_change(hud3, "number", damage_state)
end
end
end
if not hud3 and tool_wear > 0 then
hud3 = puncher:hud_add({
hud_elem_type = "statbar",
name = "cottages:anvil_foreground",
text = "default_cloud.png^[colorize:#00ff00:256",
number = damage_state,
direction = 0, -- left to right
position = {x=0.5, y=0.65},
alignment = {x = 0, y = 0},
offset = {x = -320, y = 0},
size = {x=32, y=32},
})
end
hud_info_by_puncher_name[puncher_name] = { hud1, hud2, hud3, os.time() + hud_timeout }
end
minetest.register_globalstep(function()
local now = os.time()
for puncher_name, hud_info in pairs(hud_info_by_puncher_name) do
local puncher = minetest.get_player_by_name(puncher_name)
if puncher then
local hud1, hud2, hud3, hud_expire_time = unpack(hud_info)
if now > hud_expire_time then
if hud1 then
local hud1_def = puncher:hud_get(hud1)
if hud1_def and hud1_def.name == "cottages:anvil_tool" then
puncher:hud_remove(hud1)
end
end
if hud2 then
local hud2_def = puncher:hud_get(hud2)
if hud2_def and hud2_def.name == "cottages:anvil_background" then
puncher:hud_remove(hud2)
end
end
if hud3 then
local hud3_def = puncher:hud_get(hud3)
if hud3_def and hud3_def.name == "cottages:anvil_foreground" then
puncher:hud_remove(hud3)
end
end
hud_info_by_puncher_name[puncher_name] = nil
end
else
hud_info_by_puncher_name[puncher_name] = nil
end
end
end)
-- disable repair with anvil by setting a message for the item in question
cottages.forbid_repair = {}
-- example for hammer no longer beeing able to repair the hammer
--cottages.forbid_repair["cottages:hammer"] = 'The hammer is too complex for repairing.'
-- the hammer for the anvil
minetest.register_tool("cottages:hammer", {
description = S("Steel hammer for repairing tools on the anvil"),
image = "glooptest_tool_steelhammer.png",
inventory_image = "glooptest_tool_steelhammer.png",
tool_capabilities = {
full_punch_interval = 0.8,
max_drop_level=1,
groupcaps={
-- about equal to a stone pick (it's not intended as a tool)
cracky={times={[2]=2.00, [3]=1.20}, uses=30, maxlevel=1},
},
damage_groups = {fleshy=6},
}
})
local cottages_anvil_formspec =
"size[8,8]"..
"image[7,3;1,1;glooptest_tool_steelhammer.png]"..
-- "list[current_name;sample;0,0.5;1,1;]"..
"list[current_name;input;2.5,1.5;1,1;]"..
-- "list[current_name;material;5,0;3,3;]"..
"list[current_name;hammer;5,3;1,1;]"..
-- "label[0.0,0.0;Sample:]"..
-- "label[0.0,1.0;(Receipe)]"..
"label[2.5,1.0;"..S("Workpiece:").."]"..
-- "label[6.0,-0.5;Materials:]"..
"label[6.0,2.7;"..S("Optional").."]"..
"label[6.0,3.0;"..S("storage for").."]"..
"label[6.0,3.3;"..S("your hammer").."]"..
"label[0,-0.5;"..S("Anvil").."]"..
"label[0,3.0;"..S("Punch anvil with hammer to").."]"..
"label[0,3.3;"..S("repair tool in workpiece-slot.").."]"..
"list[current_player;main;0,4;8,4;]";
minetest.register_node("cottages:anvil", {
drawtype = "nodebox",
description = S("anvil"),
tiles = {"cottages_stone.png"}, -- TODO default_steel_block.png, default_obsidian.png are also nice
paramtype = "light",
paramtype2 = "facedir",
groups = {cracky=2},
-- the nodebox model comes from realtest
node_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2},
}
},
on_construct = function(pos)
local meta = minetest.get_meta(pos);
meta:set_string("infotext", S("Anvil"));
local inv = meta:get_inventory();
inv:set_size("input", 1);
-- inv:set_size("material", 9);
-- inv:set_size("sample", 1);
inv:set_size("hammer", 1);
meta:set_string("formspec", cottages_anvil_formspec );
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos);
meta:set_string("owner", placer:get_player_name() or "");
meta:set_string("infotext", S("Anvil (owned by %s)"):format((meta:get_string("owner") or "")));
meta:set_string("formspec",
cottages_anvil_formspec,
"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]");
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local owner = meta:get_string('owner');
if( not( inv:is_empty("input"))
-- or not( inv:is_empty("material"))
-- or not( inv:is_empty("sample"))
or not( inv:is_empty("hammer"))
or not( player )
or ( owner and owner ~= '' and player:get_player_name() ~= owner )) then
return false;
end
return true;
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' ) and from_list~="input") then
return 0
end
return count;
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' ) and listname~="input") then
return 0;
end
if( listname=='hammer' and stack and stack:get_name() ~= 'cottages:hammer') then
return 0;
end
if( listname=='input'
and( stack:get_wear() == 0
or stack:get_name() == "technic:water_can"
or stack:get_name() == "technic:lava_can" )) then
minetest.chat_send_player( player:get_player_name(),
S('The workpiece slot is for damaged tools only.'));
return 0;
end
if( listname=='input'
and cottages.forbid_repair[ stack:get_name() ]) then
minetest.chat_send_player( player:get_player_name(),
S(cottages.forbid_repair[ stack:get_name() ]));
return 0;
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if( player and player:get_player_name() ~= meta:get_string('owner' ) and listname~="input") then
return 0
end
return stack:get_count()
end,
on_punch = function(pos, node, puncher)
if( not( pos ) or not( node ) or not( puncher )) then
return;
end
-- only punching with the hammer is supposed to work
local wielded = puncher:get_wielded_item();
if( not( wielded ) or not( wielded:get_name() ) or wielded:get_name() ~= 'cottages:hammer') then
return;
end
local name = puncher:get_player_name();
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local input = inv:get_stack('input',1);
-- only tools can be repaired
if( not( input )
or input:is_empty()
or input:get_name() == "technic:water_can"
or input:get_name() == "technic:lava_can" ) then
meta:set_string("formspec",
cottages_anvil_formspec,
"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]");
return;
end
-- just to make sure that it really can't get repaired if it should not
-- (if the check of placing the item in the input slot failed somehow)
if( puncher and name and cottages.forbid_repair[ input:get_name() ]) then
minetest.chat_send_player( name,
S(cottages.forbid_repair[ input:get_name() ]));
return;
end
update_hud(puncher, input)
-- tell the player when the job is done
if( input:get_wear() == 0 ) then
-- minetest.chat_send_player( puncher:get_player_name(),
-- S('Your tool has been repaired successfully.'));
return;
end
-- do the actual repair
input:add_wear( -5000 ); -- equals to what technic toolshop does in 5 seconds
inv:set_stack("input", 1, input)
-- damage the hammer slightly
wielded:add_wear( 100 );
puncher:set_wielded_item( wielded );
-- do not spam too much
-- if( math.random( 1,5 )==1 ) then
-- minetest.chat_send_player( puncher:get_player_name(),
-- S('Your workpiece improves.'));
-- end
end,
is_ground_content = false,
})
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-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:anvil",
recipe = {
{cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel},
{'', cottages.craftitem_steel,'' },
{cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel} },
})
-- the castle-mod has an anvil as well - with the same receipe. convert the two into each other
if ( minetest.get_modpath("castle") ~= nil ) then
minetest.register_craft({
output = "cottages:anvil",
recipe = {
{'castle:anvil'},
},
})
minetest.register_craft({
output = "castle:anvil",
recipe = {
{'cottages:anvil'},
},
})
end
minetest.register_craft({
output = "cottages:hammer",
recipe = {
{cottages.craftitem_steel},
{'cottages:anvil'},
{cottages.craftitem_stick} }
})