lib_materials.vessels = {} local S = lib_materials.intllib local function get_itemdef_field(nodename, fieldname) if not minetest.registered_items[nodename] then return nil end return minetest.registered_items[nodename][fieldname] end function lib_materials.fluid_short(str) return string.lower(str):gsub("%s", "_") end function lib_materials.vessels.get_is_vessel(stack) return minetest.get_item_group(stack:get_name(), "vessel") > 0 end function lib_materials.vessels.get_is_empty_vessel(stack) return minetest.get_item_group(stack:get_name(), "vessel_blank") > 0 end function lib_materials.vessels.get_vessel_contents(stack) if not lib_materials.vessels.get_is_vessel(stack) then return nil end local fcapacity = get_itemdef_field(stack:get_name(), "_vessel_capacity") local ffluid = get_itemdef_field(stack:get_name(), "_vessel_source") local meta = stack:get_meta() local contents = meta:get_int("contents") if not contents then contents = 0 end return contents, ffluid, fcapacity end local function update_vessel(stack) local def_desc = get_itemdef_field(stack:get_name(), "description") local meta = stack:get_meta() local contents, fluid_name, capacity = lib_materials.vessels.get_vessel_contents(stack) meta:set_string("description", def_desc.."\nContains "..contents.."/"..capacity.." mB") return stack end function lib_materials.vessels.add_fluid(stack, source_name, amount) if not lib_materials.vessels.get_is_vessel(stack) then return nil end local source_node = minetest.registered_nodes[source_name] local fluid = fluid_lib.cleanse_node_description(source_name) local internal = lib_materials.fluid_short(fluid) local vesselname = stack:get_name() if minetest.get_item_group(vesselname, "vessel_blank") > 0 then stack = ItemStack(vesselname.."_"..internal) end local meta = stack:get_meta() local contents, fluid_name, capacity = lib_materials.vessels.get_vessel_contents(stack) local remainder = 0 if contents + amount > capacity then remainder = (contents + amount) - capacity contents = capacity else contents = contents + amount end meta:set_int("contents", contents) stack = update_vessel(stack) return stack, remainder end function lib_materials.vessels.take_fluid(stack, amount) if not lib_materials.vessels.get_is_vessel(stack) then return nil end local meta = stack:get_meta() local contents, fluid_name, capacity = lib_materials.vessels.get_vessel_contents(stack) local blank = get_itemdef_field(stack:get_name(), "_vessel_blank") local leftover = 0 if contents - amount < 0 then leftover = (contents - amount) * -1 contents = 0 else contents = contents - amount end if contents == 0 then stack = ItemStack(blank) else meta:set_int("contents", contents) stack = update_vessel(stack) end return stack, leftover end local function register_vesselfluid(data) local source_node = minetest.registered_nodes[data.source_name] local fluid = fluid_lib.cleanse_node_description(data.source_name) local internal = lib_materials.fluid_short(fluid) local itemname = data.mod_name..":"..data.vessel_name.."_"..internal if minetest.registered_items[itemname] then return end local stationary_name --local stationary_name = source_node.tiles[1].name:gsub("_source_animated", "") if string.find(source_node.tiles[1].name, "_animated") then stationary_name = source_node.tiles[1].name:gsub("_animated", "") else stationary_name = source_node.tiles[1].name end -- Register base item minetest.register_craftitem(itemname, { description = data.vessel_description.." ("..fluid..")", inventory_image = stationary_name.."^[noalpha^"..data.textures[1].."^"..data.textures[2].."^[makealpha:255,0,0,", _vessel_capacity = data.capacity, _vessel_source = data.source_name, _vessel_blank = data.mod_name..":"..data.vessel_name, stack_max = 1, groups = {vessel = 1, not_in_creative_inventory = 1}, }) end function lib_materials.vessels.register_vessel(data) local mod_name = data.mod_name or minetest.get_current_modname() local vessel_name = data.vessel_name or 'vessel' local vessel_desc = data.vessel_description or 'vessel' local textures = data.textures or {"lib_materials_vessel_glass_bottle.png", "lib_materials_vessel_glass_bottle_mask.png"} local capacity = data.capacity or 1000 local item_name = mod_name..":"..vessel_name if not minetest.registered_items[item_name] then -- Register base item -- minetest.register_craftitem(item_name, { -- description = vessel_desc.." (Empty)\nThis item holds millibuckets of fluid.", -- inventory_image = textures[1].."^"..textures[2].."^[makealpha:255,0,0,", --inventory_image = textures[1].."^[noalpha^"..textures[2].."^[makealpha:255,0,0,", -- _vessel_capacity = capacity, -- _vessel_source = nil, -- stack_max = 1, -- groups = {vessel = 1, vessel_blank = 1} -- }) minetest.register_node(item_name, { description = vessel_desc.." (Empty)\nThis item holds millibuckets of fluid.", drawtype = "plantlike", tiles = {textures[1].."^"..textures[2].."^[makealpha:255,0,0,"}, inventory_image = textures[1].."^"..textures[2].."^[makealpha:255,0,0,", wield_image = textures[1].."^"..textures[2].."^[makealpha:255,0,0,", paramtype = "light", is_ground_content = false, walkable = false, stack_max = 1, _vessel_capacity = capacity, _vessel_source = nil, selection_box = { type = "fixed", fixed = {-0.25, -0.5, -0.25, 0.25, 0.4, 0.25} }, groups = {vessel=1,vessel_blank = 1,dig_immediate=3,attached_node=1}, sounds = lib_materials.node_sound_glass_defaults(), }) end -- Register for all fluids if data.fluids then -- This tank only uses certain fluids for _, v in pairs(data.fluids) do register_vesselfluid({ mod_name = mod_name, vessel_name = vessel_name, vessel_description = vessel_desc, textures = textures, capacity = capacity, source_name = v }) end else -- Get all fluids and buckets and cache them for i, v in pairs(lib_materials.liquids) do if (i:find("source") ~= nil) then -- Add tank register_vesselfluid({ mod_name = mod_name, vessel_name = vessel_name, vessel_description = vessel_desc, textures = textures, capacity = capacity, source_name = v["source"] }) end end end end -- Register florbs for all fluids --lib_materials.vessels.register_vessel({ -- vessel_name = "vessel_glass_bottle", -- vessel_description = "Glass Bottle Vessel", -- capacity = 1000, -- tiles = {"lib_materials_vessel_glass_bottle.png", "lib_materials_vessel_glass_bottle_mask.png"} --}) lib_materials.vessels.register_vessel({ vessel_name = "vessel_beaker_glass", vessel_description = "Glass Beaker Vessel", capacity = 1000, textures = {"lib_materials_vessel_beaker_glass.png", "lib_materials_vessel_beaker_glass_mask.png"} }) lib_materials.vessels.register_vessel({ vessel_name = "vessel_vial_glass", vessel_description = "Glass Vial Vessel", capacity = 1000, textures = {"lib_materials_vessel_vial_glass.png", "lib_materials_vessel_beaker_vial_mask.png"} }) lib_materials.vessels.register_vessel({ vessel_name = "vessel_cup_glass", vessel_description = "Glass Cup Vessel", capacity = 1000, textures = {"lib_materials_vessel_cup_glass.png", "lib_materials_vessel_cup_glass_mask.png"} }) lib_materials.vessels.register_vessel({ vessel_name = "vessel_glass_glass", vessel_description = "Glass Glass Vessel", capacity = 1000, textures = {"lib_materials_vessel_glass_glass.png", "lib_materials_vessel_glass_glass_mask.png"} }) lib_materials.vessels.register_vessel({ vessel_name = "vessel_mug_glass", vessel_description = "Glass Mug Vessel", capacity = 1000, textures = {"lib_materials_vessel_mug_glass.png", "lib_materials_vessel_mug_glass_mask.png"} }) lib_materials.vessels.register_vessel({ vessel_name = "vessel_jar_glass", vessel_description = "Glass Jar Vessel", capacity = 1000, textures = {"lib_materials_vessel_jar_glass.png", "lib_materials_vessel_jar_glass_mask.png"} }) lib_materials.vessels.register_vessel({ vessel_name = "vessel_jar_obsidian", vessel_description = "Obsidian Jar Vessel", capacity = 1000, textures = {"lib_materials_vessel_jar_obsidian.png", "lib_materials_vessel_jar_obsidian_mask.png"} }) lib_materials.vessels.register_vessel({ vessel_name = "vessel_jug_glass", vessel_description = "Glass Jug Vessel", capacity = 1000, textures = {"lib_materials_vessel_jug_glass.png", "lib_materials_vessel_jug_glass_mask.png"} }) lib_materials.vessels.register_vessel({ vessel_name = "vessel_bottle_glass", vessel_description = "Glass Bottle Vessel", capacity = 1000, textures = {"lib_materials_vessel_bottle_glass.png", "lib_materials_vessel_bottle_glass_mask.png"} }) lib_materials.vessels.register_vessel({ vessel_name = "vessel_bottle_obsidian", vessel_description = "Obsidian Bottle Vessel", capacity = 1000, textures = {"lib_materials_vessel_bottle_obsidian.png", "lib_materials_vessel_bottle_obsidian_mask.png"} }) fluidity = {} fluidity.fluid_short = lib_materials.fluid_short fluidity.florbs = {} fluidity.florbs.get_is_vessel = lib_materials.vessels.get_is_vessel fluidity.florbs.get_is_empty_vessel = lib_materials.vessels.get_is_empty_vessel fluidity.florbs.get_vessel_contents = lib_materials.vessels.get_vessel_contents fluidity.florbs.add_fluid = lib_materials.vessels.add_fluid fluidity.florbs.take_fluid = lib_materials.vessels.take_fluid fluidity.florbs.register_vessel = lib_materials.vessels.register_vessel