mirror of
https://github.com/Sokomine/cottages.git
synced 2024-11-05 01:50:20 +01:00
304 lines
10 KiB
Lua
304 lines
10 KiB
Lua
---------------------------------------------------------------------------------------
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-- simple anvil that can be used to repair tools
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---------------------------------------------------------------------------------------
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-- * can be used to repair tools
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-- * the hammer gets dammaged a bit at each repair step
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---------------------------------------------------------------------------------------
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-- License of the hammer picture: CC-by-SA; done by GloopMaster; source:
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-- https://github.com/GloopMaster/glooptest/blob/master/glooptest/textures/glooptest_tool_steelhammer.png
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local S = cottages.S
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-- the hammer for the anvil
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minetest.register_tool("cottages:hammer", {
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description = S("Steel hammer for repairing tools on the anvil"),
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image = "glooptest_tool_steelhammer.png",
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inventory_image = "glooptest_tool_steelhammer.png",
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tool_capabilities = {
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full_punch_interval = 0.8,
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max_drop_level=1,
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groupcaps={
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-- about equal to a stone pick (it's not intended as a tool)
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cracky={times={[2]=2.00, [3]=1.20}, uses=30, maxlevel=1},
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},
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damage_groups = {fleshy=6},
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}
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})
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local cottages_anvil_formspec =
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"size[8,8]"..
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"image[7,3;1,1;glooptest_tool_steelhammer.png]"..
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-- "list[current_name;sample;0,0.5;1,1;]"..
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"list[current_name;input;2.5,1.5;1,1;]"..
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-- "list[current_name;material;5,0;3,3;]"..
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"list[current_name;hammer;5,3;1,1;]"..
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-- "label[0.0,0.0;Sample:]"..
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-- "label[0.0,1.0;(Receipe)]"..
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"label[2.5,1.0;"..S("Workpiece:").."]"..
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-- "label[6.0,-0.5;Materials:]"..
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"label[6.0,2.7;"..S("Optional").."]"..
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"label[6.0,3.0;"..S("storage for").."]"..
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"label[6.0,3.3;"..S("your hammer").."]"..
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"label[0,-0.5;"..S("Anvil").."]"..
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"label[0,3.0;"..S("Punch anvil with hammer to").."]"..
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"label[0,3.3;"..S("repair tool in workpiece-slot.").."]"..
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"list[current_player;main;0,4;8,4;]";
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minetest.register_node("cottages:anvil", {
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drawtype = "nodebox",
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description = S("anvil"),
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tiles = {"cottages_stone.png"}, -- TODO default_steel_block.png, default_obsidian.png are also nice
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paramtype = "light",
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paramtype2 = "facedir",
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groups = {cracky=2},
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-- the nodebox model comes from realtest
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
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{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
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{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
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{-0.35,-0.1,-0.2,0.35,0.1,0.2},
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},
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},
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selection_box = {
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type = "fixed",
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fixed = {
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{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
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{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
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{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
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{-0.35,-0.1,-0.2,0.35,0.1,0.2},
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}
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},
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on_construct = function(pos)
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local meta = minetest.get_meta(pos);
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meta:set_string("infotext", S("Anvil"));
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local inv = meta:get_inventory();
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inv:set_size("input", 1);
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-- inv:set_size("material", 9);
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-- inv:set_size("sample", 1);
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inv:set_size("hammer", 1);
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meta:set_string("formspec", cottages_anvil_formspec );
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end,
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after_place_node = function(pos, placer)
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local meta = minetest.get_meta(pos);
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meta:set_string("owner", placer:get_player_name() or "");
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meta:set_string("infotext", S("Anvil (owned by %s)"):format((meta:get_string("owner") or "")));
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meta:set_string("formspec",
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cottages_anvil_formspec,
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"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]");
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end,
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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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local owner = meta:get_string('owner');
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if( not( inv:is_empty("input"))
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-- or not( inv:is_empty("material"))
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-- or not( inv:is_empty("sample"))
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or not( inv:is_empty("hammer"))
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or not( player )
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or ( owner and owner ~= '' and player:get_player_name() ~= owner )) then
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return false;
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end
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return true;
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end,
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allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
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local meta = minetest.get_meta(pos)
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if( player and player:get_player_name() ~= meta:get_string('owner' ) and from_list~="input") then
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return 0
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end
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return count;
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if( player and player:get_player_name() ~= meta:get_string('owner' ) and listname~="input") then
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return 0;
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end
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if( listname=='hammer' and stack and stack:get_name() ~= 'cottages:hammer') then
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return 0;
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end
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if( listname=='input'
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and( stack:get_wear() == 0
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or stack:get_name() == "technic:water_can"
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or stack:get_name() == "technic:lava_can" )) then
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minetest.chat_send_player( player:get_player_name(),
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S('The workpiece slot is for damaged tools only.'));
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return 0;
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end
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return stack:get_count()
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end,
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allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if( player and player:get_player_name() ~= meta:get_string('owner' ) and listname~="input") then
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return 0
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end
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return stack:get_count()
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end,
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on_punch = function(pos, node, puncher)
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if( not( pos ) or not( node ) or not( puncher )) then
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return;
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end
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-- only punching with the hammer is supposed to work
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local wielded = puncher:get_wielded_item();
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if( not( wielded ) or not( wielded:get_name() ) or wielded:get_name() ~= 'cottages:hammer') then
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return;
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end
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local name = puncher:get_player_name();
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local meta = minetest.get_meta(pos);
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local inv = meta:get_inventory();
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local input = inv:get_stack('input',1);
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-- only tools can be repaired
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if( not( input )
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or input:is_empty()
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or input:get_name() == "technic:water_can"
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or input:get_name() == "technic:lava_can" ) then
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meta:set_string("formspec",
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cottages_anvil_formspec,
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"label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]");
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return;
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end
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-- 65535 is max damage
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local damage_state = 40-math.floor(input:get_wear()/1638);
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local tool_name = input:get_name();
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local hud_image = "";
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if( tool_name
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and minetest.registered_items[ tool_name ] ) then
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if( minetest.registered_items[ tool_name ].inventory_image ) then
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hud_image = minetest.registered_items[ tool_name ].inventory_image;
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elseif( minetest.registered_items[ tool_name ].textures
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and type(minetest.registered_items[ tool_name ].textures)=='table') then
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hud_image = minetest.registered_items[ tool_name ].textures[1];
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elseif( minetest.registered_items[ tool_name ].textures
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and type(minetest.registered_items[ tool_name ].textures)=='string') then
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hud_image = minetest.registered_items[ tool_name ].textures;
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end
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end
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local hud1 = puncher:hud_add({
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hud_elem_type = "image",
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scale = {x = 15, y = 15},
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text = hud_image,
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position = {x = 0.5, y = 0.5},
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alignment = {x = 0, y = 0}
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});
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local hud2 = nil;
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local hud3 = nil;
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if( input:get_wear()>0 ) then
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hud2 = puncher:hud_add({
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hud_elem_type = "statbar",
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text = "default_cloud.png^[colorize:#ff0000:256",
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number = 40,
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direction = 0, -- left to right
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position = {x=0.5, y=0.65},
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alignment = {x = 0, y = 0},
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offset = {x = -320, y = 0},
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size = {x=32, y=32},
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})
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hud3 = puncher:hud_add({
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hud_elem_type = "statbar",
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text = "default_cloud.png^[colorize:#00ff00:256",
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number = damage_state,
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direction = 0, -- left to right
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position = {x=0.5, y=0.65},
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alignment = {x = 0, y = 0},
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offset = {x = -320, y = 0},
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size = {x=32, y=32},
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});
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end
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minetest.after(2, function()
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if( puncher ) then
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puncher:hud_remove(hud1);
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puncher:hud_remove(hud2);
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puncher:hud_remove(hud3);
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end
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end)
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-- tell the player when the job is done
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if( input:get_wear() == 0 ) then
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-- minetest.chat_send_player( puncher:get_player_name(),
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-- S('Your tool has been repaired successfully.'));
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return;
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end
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-- do the actual repair
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input:add_wear( -5000 ); -- equals to what technic toolshop does in 5 seconds
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inv:set_stack("input", 1, input)
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-- damage the hammer slightly
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wielded:add_wear( 100 );
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puncher:set_wielded_item( wielded );
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-- do not spam too much
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-- if( math.random( 1,5 )==1 ) then
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-- minetest.chat_send_player( puncher:get_player_name(),
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-- S('Your workpiece improves.'));
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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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---------------------------------------------------------------------------------------
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-- crafting receipes
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---------------------------------------------------------------------------------------
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minetest.register_craft({
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output = "cottages:anvil",
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recipe = {
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{cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel},
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{'', cottages.craftitem_steel,'' },
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{cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel} },
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})
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-- the castle-mod has an anvil as well - with the same receipe. convert the two into each other
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if ( minetest.get_modpath("castle") ~= nil ) then
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minetest.register_craft({
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output = "cottages:anvil",
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recipe = {
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{'castle:anvil'},
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},
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})
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minetest.register_craft({
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output = "castle:anvil",
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recipe = {
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{'cottages:anvil'},
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},
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})
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end
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minetest.register_craft({
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output = "cottages:hammer",
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recipe = {
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{cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel},
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{cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel},
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{'', cottages.craftitem_stick, '' } }
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})
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