local S = core.get_translator("pipeworks")
-- the default tube and default textures
pipeworks.register_tube("pipeworks:tube", S("Pneumatic tube segment"))
core.register_craft( {
	output = "pipeworks:tube_1 6",
	recipe = {
	        { "basic_materials:plastic_sheet", "basic_materials:plastic_sheet", "basic_materials:plastic_sheet" },
	        { "", "", "" },
	        { "basic_materials:plastic_sheet", "basic_materials:plastic_sheet", "basic_materials:plastic_sheet" }
	},
})

-- The hammers that can be used to break/repair tubes
local allowed_hammers = {
	"anvil:hammer",
	"cottages:hammer",
	"glooptest:hammer_steel",
	"glooptest:hammer_bronze",
	"glooptest:hammer_diamond",
	"glooptest:hammer_mese",
	"glooptest:hammer_alatro",
	"glooptest:hammer_arol"
}

-- Convert the above list to a format that's easier to look up
for _,hammer in ipairs(allowed_hammers) do
	allowed_hammers[hammer] = true
end

-- Check if the player is holding a suitable hammer or not - if they are, apply wear to it
function pipeworks.check_and_wear_hammer(player)
	local itemstack = player:get_wielded_item()
	local wieldname = itemstack:get_name()
	if allowed_hammers[wieldname] then
		itemstack:add_wear(1000)
		player:set_wielded_item(itemstack)
		return true
	end
	return false
end

local nodecolor = 0xffff3030

pipeworks.register_tube("pipeworks:broken_tube", {
	description = S("Broken Tube"),
	plain = { { name = "pipeworks_broken_tube_plain.png", backface_culling = false, color = nodecolor } },
	noctr = { { name = "pipeworks_broken_tube_plain.png", backface_culling = false, color = nodecolor } },
	ends  = { { name = "pipeworks_broken_tube_end.png",   color = nodecolor } },
	short =   { name = "pipeworks_broken_tube_short.png", color = nodecolor },
	node_def = {
		drop = "pipeworks:tube_1",
		groups = {not_in_creative_inventory = 1, tubedevice_receiver = 1},
		is_ground_content = false,
		tube = {
			insert_object = function(pos, node, stack, direction)
				core.item_drop(stack, nil, pos)
				return ItemStack("")
			end,
			can_insert = function(pos,node,stack,direction)
				return true
			end,
			priority = 50,
		},
		on_punch = function(pos, node, puncher, pointed_thing)
			local itemstack = puncher:get_wielded_item()
			local wieldname = itemstack:get_name()
			local playername = puncher:get_player_name()
			local log_msg = playername.." struck a broken tube at "..core.pos_to_string(pos).."\n            "
			local meta = core.get_meta(pos)
			local was_node = core.deserialize(meta:get_string("the_tube_was"))
			if not was_node then
				pipeworks.logger(log_msg.."but it can't be repaired.")
				return
			end
			if not pipeworks.check_and_wear_hammer(puncher) then
				if wieldname == "" then
					pipeworks.logger(log_msg.."by hand. It's not very effective.")
					if core.settings:get_bool("enable_damage") then
						core.chat_send_player(playername,S("Broken tubes may be a bit sharp. Perhaps try with a hammer?"))
						puncher:set_hp(puncher:get_hp()-1)
					end
				else
					pipeworks.logger(log_msg.."with "..wieldname.." but that tool is too weak.")
				end
				return
			end
			log_msg = log_msg.."with "..wieldname.." to repair it"
			local nodedef = core.registered_nodes[was_node.name]
			if nodedef then
				pipeworks.logger(log_msg..".")
				if nodedef.tube and nodedef.tube.on_repair then
					nodedef.tube.on_repair(pos, was_node)
				else
					core.swap_node(pos, { name = was_node.name, param2 = was_node.param2 })
					pipeworks.scan_for_tube_objects(pos)
				end
				meta:set_string("the_tube_was", "")
			else
				pipeworks.logger(log_msg.." but original node "..was_node.name.." is not registered anymore.")
				core.chat_send_player(playername, S("This tube cannot be repaired."))
			end
		end,
		allow_metadata_inventory_put = function()
			return 0
		end,
		allow_metadata_inventory_move = function()
			return 0
		end,
		allow_metadata_inventory_take = function()
			return 0
		end,
	}
})

-- the high priority tube is a low-cpu replacement for sorting tubes in situations
-- where players would use them for simple routing (turning off paths)
-- without doing actual sorting, like at outputs of tubedevices that might both accept and eject items
if pipeworks.enable_priority_tube then
	local color = "#ff3030:128"
	pipeworks.register_tube("pipeworks:priority_tube", {
			description = S("High Priority Tube Segment"),
			inventory_image = "pipeworks_tube_inv.png^[colorize:" .. color,
			plain = { { name = "pipeworks_tube_plain.png", color = nodecolor } },
			noctr = { { name = "pipeworks_tube_noctr.png", color = nodecolor } },
			ends  = { { name = "pipeworks_tube_end.png",   color = nodecolor } },
			short =   { name = "pipeworks_tube_short.png", color = nodecolor },
			node_def = {
				tube = { priority = 150 } -- higher than tubedevices (100)
			},
	})
end

if pipeworks.enable_accelerator_tube then
	pipeworks.register_tube("pipeworks:accelerator_tube", {
			description = S("Accelerating Pneumatic Tube Segment"),
			inventory_image = "pipeworks_accelerator_tube_inv.png",
			plain = { "pipeworks_accelerator_tube_plain.png" },
			noctr = { "pipeworks_accelerator_tube_noctr.png" },
			ends = { "pipeworks_accelerator_tube_end.png" },
			short = "pipeworks_accelerator_tube_short.png",
			node_def = {
				tube = {can_go = function(pos, node, velocity, stack)
						 velocity.speed = velocity.speed+1
						 return pipeworks.notvel(pipeworks.meseadjlist, velocity)
					end}
			},
	})
end

if pipeworks.enable_crossing_tube then
	pipeworks.register_tube("pipeworks:crossing_tube", {
			description = S("Crossing Pneumatic Tube Segment"),
			inventory_image = "pipeworks_crossing_tube_inv.png",
			plain = { "pipeworks_crossing_tube_plain.png" },
			noctr = { "pipeworks_crossing_tube_noctr.png" },
			ends = { "pipeworks_crossing_tube_end.png" },
			short = "pipeworks_crossing_tube_short.png",
			node_def = {
				tube = {can_go = function(pos, node, velocity, stack) return {velocity} end }
			},
	})
end

local texture_alpha_mode = core.features.use_texture_alpha_string_modes
	and "clip" or true

if pipeworks.enable_one_way_tube then
	local tiles = {"pipeworks_one_way_tube_top.png", "pipeworks_one_way_tube_top.png", "pipeworks_one_way_tube_output.png",
		"pipeworks_one_way_tube_input.png", "pipeworks_one_way_tube_side.png", "pipeworks_one_way_tube_top.png"}
	for i, tile in ipairs(tiles) do
		tiles[i] = pipeworks.make_tube_tile(tile)
	end
	core.register_node("pipeworks:one_way_tube", {
		description = S("One way tube"),
		tiles = tiles,
		use_texture_alpha = texture_alpha_mode,
		paramtype2 = "facedir",
		drawtype = "nodebox",
		paramtype = "light",
		node_box = {type = "fixed",
			fixed = {{-1/2, -9/64, -9/64, 1/2, 9/64, 9/64}}},
		groups = {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, tubedevice = 1, tube = 1, axey=1, handy=1, pickaxey=1},
		is_ground_content = false,
		_mcl_hardness=0.8,
		_sound_def = {
			key = "node_sound_wood_defaults",
		},
		tube = {
			connect_sides = {left = 1, right = 1},
			can_go = function(pos, node, velocity, stack)
				return {velocity}
			end,
			can_insert = function(pos, node, stack, direction)
				local dir = pipeworks.facedir_to_right_dir(node.param2)
				return vector.equals(dir, direction)
			end,
			priority = 75 -- Higher than normal tubes, but lower than receivers
		},
		after_place_node = pipeworks.after_place,
		after_dig_node = pipeworks.after_dig,
		on_rotate = pipeworks.on_rotate,
		check_for_pole = pipeworks.check_for_vert_tube,
		check_for_horiz_pole = pipeworks.check_for_horiz_tube
	})
	pipeworks.ui_cat_tube_list[#pipeworks.ui_cat_tube_list+1] = "pipeworks:one_way_tube"
end
