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server-nalc/mods/colormachine/init.lua
2014-12-11 18:53:00 +01:00

1916 lines
82 KiB
Lua
Executable File

--[[
color chooser for unifieddyes
Copyright (C) 2013 Sokomine
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
--]]
-- Version 0.6
-- Changelog:
-- 17.09.14 Added a modified version of Krocks paintroller from his paint_roller mod.
-- Added additional storage area for dyes (works like a chest for now)
-- 03.09.14 Added a second block type menu.
-- Updated dependency list.
-- Added support for homedecor kitchen chairs, beds and bathroom tiles. Changed sorting order of blocks.
-- 11.06.14 Added support for clstone; see https://forum.minetest.net/viewtopic.php?f=9&t=9257
-- Changed dye source for white dye from stone to clay as stone can now be colored.
-- Added support for colorcubes; see https://forum.minetest.net/viewtopic.php?f=9&t=9486
-- Updated support for new sea modpack; see https://forum.minetest.net/viewtopic.php?f=11&t=4627
-- Adjusted support for hardenedclay; see https://forum.minetest.net/viewtopic.php?f=9&t=8232
-- Added support for new blox blocks; see https://forum.minetest.net/viewtopic.php?id=1960#p24748
-- Made the formspec a bit wider in order to account for all the new blocks.
-- 12.03.14 Added support for colouredstonebricks. See https://forum.minetest.net/viewtopic.php?f=9&t=8784
-- Modified support for hardenedclay due to progress in that mod.
-- 13.02.14 Added support for chests and locked chests from the kerova mod.
-- Added support for hardenedclay mod (to a degree; that mod needs to be fixed first)
-- Added optional obj_postfix support where blocknames are like MODNAME:PREFIX_COLOR_POSTFIX
-- 01.01.14 Added support for plasticbox mod
-- 25.08.13 Added support for framedglass from technic.
-- Added support for shells_dye (lightglass) from the sea mod.
-- 24.08.13 Changed mainmenu so that it hopefully gets more intuitive.
-- Added support for coloredblocks (two-colored blocks).
-- Changed name of superglowglass to super_glow_glass for current moreblocks.
-- Added config option for new stained_glass version.
-- 02.08.13 In creative mode, no dyes are consumed, and an entire stack can be painted at once.
-- Added some more labels in the main menu to make it easier to understand.
-- 22.07.13 Added textures provided by Vanessae
-- fixed a bug concerning normal dyes (when unifieddyes is not installed)
-- adds a function to check ownership of a node; taken from VanessaEs homedecor mod
colormachine = {};
colormachine.colors = {
"red",
"orange",
"yellow",
"lime",
"green",
"aqua",
"cyan",
"skyblue",
"blue",
"violet",
"magenta",
"redviolet"
}
-- set this to 0 if you're using that branch of stained_glass where the node names correspond to those of unified_dyes
local stained_glass_exception = 0;
-- the names of suitable sources of that color (note: this does not work by group!);
-- you can add your own color sources here if you want
colormachine.basic_dye_sources = { "flowers:rose", "flowers:tulip", "flowers:dandelion_yellow",
"", "default:cactus", "", "", "", -- no lime, no aqua, no cyan, no skyblue
"flowers:geranium", "flowers:viola", "", "", -- no magenta, no redviolet
"default:clay_lump", "", "", "", "default:coal_lump" };
-- if flowers is not installed
colormachine.alternate_basic_dye_sources = {
"default:apple", "default:desert_stone", "default:sand",
"", "default:cactus", "", "", "",
"default:leaves", "", "", "" ,
"default:clay_lump", "", "", "", "default:coal_lump" };
colormachine.dye_mixes = { red = {}, -- base color
orange = {1,3}, -- red + yellow
yellow = {}, -- base color
lime = {3,5}, -- yellow + green
green = {3,9}, -- yellow + blue
aqua = {5,7}, -- green + cyan
cyan = {5,9}, -- green + blue
skyblue = {7,9}, -- cyan + blue
blue = {}, -- base color
violet = {9,11}, -- blue + magenta
magenta = {9,1}, -- blue + red
redviolet = {11,1}, -- magenta + red
white = {}, -- base color
lightgrey = {13,15}, -- white + grey
grey = {13,17}, -- black + white
darkgrey = {15,17}, -- grey + black
black = {}, -- base color
}
-- construct the formspec for the color selector
colormachine.prefixes = { 'light_', '', 'medium_', 'dark_' };
-- grey colors are named slightly different
colormachine.grey_names = { 'white', 'lightgrey', 'grey', 'darkgrey', 'black' };
-- practical for handling of the dyes
colormachine.colors_and_greys = {};
for i,v in ipairs( colormachine.colors ) do
colormachine.colors_and_greys[ i ] = v;
end
for i,v in ipairs( colormachine.grey_names ) do
colormachine.colors_and_greys[ #colormachine.colors + i ] = v;
end
-- defines the order in which blocks are shown
-- nr: the diffrent block types need to be ordered by some system; the number defines that order
-- modname: some mods define more than one type of colored blocks; the modname is needed
-- for checking if the mod is installed and for creating colored blocks
-- shades: some mods (or parts thereof) do not support all possible shades
-- grey_shades: some mods support only some shades of grey (or none at all)
-- u: if set to 1, use full unifieddyes-colors; if set to 0, use only normal dye/wool colors
-- descr: short description of nodes of that type for the main menu
-- block: unpainted basic block
-- add: item names are formed by <modname>:<add><colorname> (with colorname beeing variable)
-- names for the textures are formed by <index><colorname><png> mostly (see colormachine.translate_color_name(..))
colormachine.data = {
-- the dyes as such
unifieddyes_ = { nr=1, modname='unifieddyes', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="ufdye", block="dye:white", add="", p=1 },
-- coloredwood: sticks not supported (they are only craftitems)
coloredwood_wood_ = { nr=2, modname='coloredwood', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="planks", block="default:wood", add="wood_", p=2 },
coloredwood_fence_ = { nr=3, modname='coloredwood', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="fence", block="default:fence_wood", add="fence_", p=2},
-- unifiedbricks: clay lumps and bricks not supported (they are only craftitems)
unifiedbricks_clayblock_ = { nr=4, modname='unifiedbricks', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="clay", block="default:clay", add="clayblock_",p=1 },
unifiedbricks_brickblock_ = { nr=5, modname='unifiedbricks', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="brick", block="default:brick", add="brickblock_",p=1},
-- the multicolored bricks come in fewer intensities (only 3 shades) and support only 3 insted of 5 shades of grey
unifiedbricks_multicolor_ = { nr=6, modname='unifiedbricks', shades={1,0,0,0,1,0,1,0}, grey_shades={0,1,1,1,0}, u=1, descr="mbrick", block="default:brick", add="multicolor_",p=1},
hardenedclay_ = { nr=3.5, modname='hardenedclay', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="hclay", block="hardenedclay:hardened_clay_white", add="hardened_clay_", obj_postfix='',p=16},
colouredstonebricks_ = { nr=3.6, modname='colouredstonebricks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="cbrick", block="default:stonebrick", add="", obj_postfix='',p=1},
clstone_stone_ = { nr=3.7, modname='clstone', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="clstone",block="default:stone", add="", p=1, obj_postfix='_stone' },
colorcubes_1_ = { nr=3.8, modname='colorcubes', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccubes",block="default:stone", add="", p=1, obj_postfix='_single' },
colorcubes_4_ = { nr=3.9, modname='colorcubes', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccube4",block="default:stone", add="", p=1, obj_postfix='_tiled' },
colorcubes_inward_ = { nr=3.91,modname='colorcubes', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccubei",block="default:stone", add="", p=1, obj_postfix='_inward' },
colorcubes_window_ = { nr=3.93,modname='colorcubes', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccubew",block="default:stone", add="", p=1, obj_postfix='_window' },
-- stained_glass: has a "faint" and "pastel" version as well (which are kind of additional shades used only by this mod)
-- no shades of grey for the glass
stained_glass_ = { nr=7, modname='stained_glass', shades={1,0,1,1,1,1,1,1}, grey_shades={0,0,0,0,0}, u=1, descr="glass", block="moreblocks:super_glow_glass", add="",p=2},
stained_glass_faint_ = { nr=8, modname='stained_glass', shades={0,0,1,0,0,0,0,0}, grey_shades={0,0,0,0,0}, u=1, descr="fglass", block="moreblocks:super_glow_glass", add="",p=2},
stained_glass_pastel_ = { nr=9, modname='stained_glass', shades={0,0,1,0,0,0,0,0}, grey_shades={0,0,0,0,0}, u=1, descr="pglass", block="moreblocks:super_glow_glass", add="",p=2},
-- use 9.5 to insert it between stained glass and cotton
framedglass_ = { nr=9.5, modname='framedglass', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="fglass", block="framedglass:steel_framed_obsidian_glass", add="steel_framed_obsidian_glass",p=1},
-- sea-modpack
shells_dye_ = { nr=9.6, modname='shells_dye', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="lglass", block="shells_dye:whitelightglass", add="",p=1 },
-- TODO shells_dye:whitelightglass
seaglass_seaglass_ = {nr=9.61, modname='seaglass', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="seagls", block="seaglass:seaglass", add="seaglass_", p=1},
seacobble_seacobble_ = {nr=9.62, modname='seacobble', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seacob", block="seacobble:seacobble", add="seacobble_", p=1},
seastone_seastone_ = {nr=9.63, modname='seastone', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seasto", block="seastone:seastone", add="seastone_", p=1},
seastonebrick_seastonebrick_={nr=9.64,modname='seastonebrick',shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seastb", block="seastonebrick:seastonebrick", add="seastonebrick_", p=1},
seagravel_seagravel_ = {nr=9.65, modname='seagravel', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seagrv", block="seagravel:seagravel", add="seagravel_", p=1},
-- cotton:
cotton_ = { nr=10, modname='cotton', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="cotton", block="cotton:white", add="", p=8 },
-- normal wool (from minetest_gmae) - does not support all colors from unifieddyes
wool_ = { nr=11, modname='wool', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="wool", block="wool:white", add="", p=16 },
-- normal dye mod (from minetest_game) - supports as many colors as the wool mod
dye_ = { nr=12, modname='dye', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="dye", block="dye:white", add="", p=1 },
beds_bed_top_top_ = { nr=13, modname='beds', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="beds", block="beds:bed_white", add="bed_bottom_",p=1},
lrfurn_armchair_front_ = { nr=14, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="armchair",block="lrfurn:armchair_white", add="armchair_",p=1 },
lrfurn_sofa_right_front_ = { nr=15, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="sofa", block="lrfurn:longsofa_white", add="sofa_right_",p=1 },
lrfurn_longsofa_middle_front_= { nr=16, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="longsofa",block="lrfurn:sofa_white", add="longsofa_right_",p=1 },
-- grey variants do not seem to exist, even though the textures arethere (perhaps nobody wants a grey flag!)
flags_ = { nr=17, modname='flags', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="flags", block="flags:white", add="", p=3 },
blox_stone_ = { nr=18, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SnBlox", block="default:stone", add="stone", p=2 },
blox_quarter_ = { nr=19, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="S4Blox", block="default:stone", add="quarter", p=4 },
blox_checker_ = { nr=20, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="S8Blox", block="default:stone", add="checker", p=4 },
blox_diamond_ = { nr=21, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SDBlox", block="default:stone", add="diamond", p=3},
blox_cross_ = { nr=22, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SXBlox", block="default:stone", add="cross", p=6 },
blox_square_ = { nr=23, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SQBlox", block="default:stone", add="square", p=4 },
blox_loop_ = { nr=24, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SLBlox", block="default:stone", add="loop", p=4 },
blox_corner_ = { nr=25, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SCBlox", block="default:stone", add="corner", p=6 },
blox_wood_ = { nr=26, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WnBlox", block="default:wood", add="wood", p=2 },
blox_quarter_wood_ = { nr=27, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="W4Blox", block="default:wood", add="quarter_wood",p=4 },
blox_checker_wood_ = { nr=28, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="W8Blox", block="default:wood", add="checker_wood",p=4},
blox_diamond_wood_ = { nr=29, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WDBlox", block="default:wood", add="diamond_wood",p=4},
blox_cross_wood_ = { nr=29.1, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WXBlox", block="default:wood", add="cross_wood",p=4},
blox_loop_wood_ = { nr=29.3, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WLBlox", block="default:wood", add="loop_wood",p=4},
blox_corner_wood_ = { nr=29.4, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WCBlox", block="default:wood", add="corner_wood",p=4},
blox_cobble_ = { nr=30, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CnBlox", block="default:cobble", add="cobble",p=2 },
blox_quarter_cobble_ = { nr=30.1, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="C4Blox", block="default:cobble", add="quarter_cobble",p=4 },
blox_checker_cobble_ = { nr=30.2, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="C8Blox", block="default:cobble", add="checker_cobble",p=4},
blox_diamond_cobble_ = { nr=30.3, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CDBlox", block="default:cobble", add="diamond_cobble",p=4},
blox_cross_cobble_ = { nr=30.4, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CXBlox", block="default:cobble", add="cross_cobble",p=4},
blox_loop_cobble_ = { nr=30.6, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CLBlox", block="default:cobble", add="loop_cobble",p=4},
blox_corner_cobble_ = { nr=30.7, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CCBlox", block="default:cobble", add="corner_cobble",p=4},
homedecor_window_shutter_ = { nr=16.1, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="homedec", block="homedecor:shutter_oak", add="shutter_",p=16},
forniture_armchair_top_ = { nr=16.2, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={0,0,0,0,1}, u=0, descr="armchair", block="homedecor:armchair_black", add="armchair_",p=1},
forniture_kitchen_chair_sides_ = {nr=16.3, modname='homedecor',shades={1,0,1,0,0,0,1,0}, grey_shades={0,0,0,0,1}, u=0, descr="kchair", block="homedecor:chair", add="chair_",p=1},
homedecor_bed_ = {nr=16.4, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={0,0,0,0,1}, u=0, descr="hbed", block="homedecor:bed_darkgrey_foot", add="bed_",p=1, obj_postfix='_foot'},
homedecor_bathroom_tiles_ = {nr=16.5, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={0,0,0,0,1}, u=0, descr="htiles", block="homedecor:tiles_1", add="tiles_",p=1},
homedecor_curtain_ = { nr=16.6, modname='homedecor', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="curtain", block="homedecor:curtain_white", add="curtain_"},
plasticbox_ = { nr=16.7, modname='plasticbox', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="plastic", block="plasticbox:plasticbox", add="plasticbox_",p=16},
kerova_chest_front_ = { nr=16.8, modname='kerova', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="kerova", block="default:chest", add="chest_",p=16},
kerova_chest_lock_ = { nr=16.9, modname='kerova', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="kerolo", block="default:chest_locked", add="chest_", obj_postfix='_locked',p=16},
coloredblocks_red_ = { nr=34, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_red", block="coloredblocks:white_white", add="red_",p=1},
coloredblocks_yellow_ = { nr=35, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_yel", block="coloredblocks:white_white", add="yellow_",p=1},
coloredblocks_green_ = { nr=36, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_gre", block="coloredblocks:white_white", add="green_",p=1},
coloredblocks_cyan_ = { nr=37, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_cya", block="coloredblocks:white_white", add="cyan_",p=1},
coloredblocks_blue_ = { nr=38, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_blu", block="coloredblocks:white_white", add="blue_",p=1},
coloredblocks_magenta_ = { nr=39, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_mag", block="coloredblocks:white_white", add="magenta_",p=1},
coloredblocks_brown_ = { nr=40, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bro", block="coloredblocks:white_white", add="brown_",p=1},
coloredblocks_white_ = { nr=41, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_whi", block="coloredblocks:white_white", add="white_",p=1},
coloredblocks_black_ = { nr=42, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bla", block="coloredblocks:white_white", add="black_",p=1},
--[[
coloredblocks_red_ = { nr=34, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_red", block="coloredblocks:red", add="red_",p=1},
coloredblocks_yellow_ = { nr=35, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_yel", block="coloredblocks:yellow", add="yellow_",p=1},
coloredblocks_green_ = { nr=36, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_gre", block="coloredblocks:green", add="green_",p=1},
coloredblocks_cyan_ = { nr=37, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_cya", block="coloredblocks:cyan", add="cyan_",p=1},
coloredblocks_blue_ = { nr=38, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_blu", block="coloredblocks:blue", add="blue_",p=1},
coloredblocks_magenta_ = { nr=39, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_mag", block="coloredblocks:magenta", add="magenta_",p=1},
coloredblocks_brown_ = { nr=40, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bro", block="coloredblocks:brown", add="brown_",p=1},
coloredblocks_white_ = { nr=41, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_whi", block="coloredblocks:white", add="",p=1},
coloredblocks_black_ = { nr=42, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bla", block="coloredblocks:black", add="black_",p=1},
--]]
}
colormachine.ordered = {}
-- the function that creates the color chooser based on the textures of the nodes offered (texture names have to start with m_prefix)
colormachine.generate_form = function( m_prefix )
local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a color:]"..
"label[5,8.2;Select a color or]"..
"button[7,8.2;2,1;abort;abort selection]"..
"label[0.3,1;light]";
-- not all mods offer all shades (and some offer even more)
local supported = colormachine.data[ m_prefix ].shades;
if( supported[2]==0 ) then
form = form..
"label[0.3,2;normal]"..
"label[0.3,4;medium]"..
"label[0.3,6;dark]";
else
form = form..
"label[0.3,3;normal]"..
"label[0.3,5;medium]"..
"label[0.3,7;dark]";
end
for x,basecolor in ipairs( colormachine.colors ) do
local p_offset = 1;
form = form.."label["..tostring(x)..",0.5;"..tostring( basecolor ).."]";
for y,pre in ipairs( colormachine.prefixes ) do
if( supported[ y * 2-1 ]==1 ) then
form = form..colormachine.print_color_image( nil, m_prefix, tostring( pre )..tostring( basecolor ), x, y*2-1, -1, x, p_offset, 0 );
end
p_offset = p_offset + 1;
-- these only exist in unifieddyes and need no translation
if( supported[ y * 2 ]==1 ) then
form = form..colormachine.print_color_image( nil, m_prefix, tostring( pre )..tostring( basecolor )..'_s50', x, y*2, -1, x, p_offset, 0 );
end
-- the first row does not always hold all colors
if( y >1 or supported[ y * 2 ]==1) then
p_offset = p_offset + 1;
end
end
end
-- shades of grey
form = form.. "label[" ..tostring( #colormachine.colors+1 )..",0.5;grey]";
for i,gname in ipairs( colormachine.grey_names ) do
if( colormachine.data[ m_prefix ].grey_shades[ i ]==1 ) then
form = form..colormachine.print_color_image( nil, m_prefix, gname, -1, -1, i, tostring( #colormachine.colors+1 ), tostring( i+1 ), 0 );
end
end
return form;
end
colormachine.decode_color_name = function( meta, new_color )
-- decode the color codes
local liste = new_color:split( "_" );
if( #liste < 1 or #liste > 3 ) then
liste = {'white'};
end
-- perhaps it's one of the grey colors?
for i,v in ipairs( colormachine.grey_names ) do
if( v == liste[1] ) then
if( meta ) then
meta:set_string('selected_shade', -1 ); -- grey-shade
meta:set_string('selected_grey_shade', i );
meta:set_string('selected_color', -1 ); -- we selected grey
meta:set_string('selected_name', new_color );
return new_color;
else
return { s=-1, g=i, c=-1 };
end
end
end
if( #liste < 1 ) then
if( meta ) then
return meta:get_string('selected_name');
else
return nil;
end
end
local selected_shade = 2; -- if no other shade is selected, use plain color
local vgl = liste[1]..'_';
for i,v in ipairs( colormachine.prefixes ) do
if( v == vgl or v== liste[1]) then
selected_shade = i;
table.remove( liste, 1 ); -- this one has been done
end
end
if( #liste < 1 ) then
if( meta ) then
return meta:get_string('selected_name');
else
return nil;
end
end
local selected_color = -1;
for i,v in ipairs( colormachine.colors ) do
if( v == liste[1] ) then
selected_color = i;
table.remove( liste, 1 ); -- the color has been selected
end
end
-- the color was not found! error! keep the old color
if( selected_color == -1 ) then
if( meta ) then
return meta:get_string('selected_name');
else
return nil;
end
end
if( #liste > 0 and liste[1]=='s50') then
selected_shade = selected_shade * 2;
else
selected_shade = selected_shade * 2 - 1;
end
if( meta ) then
meta:set_string('selected_shade', selected_shade ); -- grey-shade
meta:set_string('selected_grey_shade', -1 );
meta:set_string('selected_color', selected_color ); -- we selected grey
meta:set_string('selected_name', new_color );
return new_color;
else
return { s=selected_shade, g=-1, c= selected_color };
end
end
-- returns "" if the item does not exist;
-- wrapper for colormachine.translate_color_name(..)
colormachine.print_color_image = function( meta, k, new_color, c, s, g, pos_x, pos_y, change_link )
local translated_color = colormachine.translate_color_name( meta, k, new_color, c, s, g, 0 );
if( not( translated_color )) then
return "";
end
local translated_node_name = colormachine.translate_color_name( meta, k, new_color, c, s, g, 1 );
if( not( translated_node_name )) then
return "";
end
-- a node or craftitem of that name does not exist
if( not( minetest.registered_nodes[ translated_node_name ])
and not( minetest.registered_craftitems[ translated_node_name ])) then
--print("NOT FOUND: "..tostring( translated_node_name ).." image_button["..tostring(pos_x)..","..tostring(pos_y)..";1,1;"..translated_color..";"..tostring(link).."; ]");
return "";
end
-- switch to the color selector for that blocktype
local link = new_color;
if( change_link==1 ) then
link = k;
end
return "image_button["..tostring(pos_x)..","..tostring(pos_y)..";1,1;"..translated_color..";"..tostring(link).."; ]";
end
-- returns the translated name of the color if necessary (wool/normal dye is named differently than unifieddyes);
-- either meta or c, s and g together need to be given
-- mode==0: return texture name
-- mode==1: return object name for itemstacks etc
colormachine.translate_color_name = function( meta, k, new_color, c, s, g, as_obj_name )
if( meta ~= nil ) then
c = tonumber(meta:get_string('selected_color'));
s = tonumber(meta:get_string('selected_shade'));
g = tonumber(meta:get_string('selected_grey_shade'));
end
-- is this special shade supported at all?
if( ( g > 0 and colormachine.data[k].grey_shades[ g ] ~= 1 )
or ( g == -1 and colormachine.data[k].shades[ s ] ~= 1 )) then
return nil;
end
local k_orig = k;
-- unifieddyes_ does not supply all colors
if( k == 'unifieddyes_'
and ( (g==-1 and s==3 and (as_obj_name==1 or not(c==4 or c==6 or c==8 or c==12 or c==13 )))
or (g==-1 and s==1 and c==1 ) -- pink
or (g==-1 and s==7 and c==5 ) -- dark brown
or g==1 or g==3 or g==4 or g==5 )) then
k = 'dye_';
end
-- this does break the namescheme...
if( k=='unifieddyes_' and g==2 and as_obj_name==1 ) then
return 'dye:light_grey';
end
-- beds and sofas are available in less colors
if( g==-1
and (c==7 or c==11)
and (k=='beds_bed_top_top_' or k=='lrfurn_sofa_right_front_' or k=='lrfurn_armchair_front_' or k=='lrfurn_longsofa_middle_front_' )) then
return nil;
end
-- blox has its own naming scheme - but at least the colors supported are of a simple kind (no shades, no lower saturation)
if( colormachine.data[k].modname == 'blox' ) then
local color_used = "";
if( s==1 and c==1 ) then
color_used = 'pink'; -- in blox, this is called "pink"; normally "light_red"
elseif( g>-1 ) then
color_used = colormachine.grey_names[ g ];
elseif( s ~= 3 ) then
return nil; -- only normal saturation supported
elseif( c==10 ) then
color_used = 'purple'; -- purple and violet are not the same, but what shall we do?
elseif( c==4 or c==6 or c==8 or c>10 ) then
return nil; -- these colors are not supported
elseif( c > 0 ) then
color_used = colormachine.colors[ c ];
end
if( as_obj_name == 1 ) then
return 'blox:'..( color_used )..( colormachine.data[k].add );
else
return 'blox_'..( color_used )..( colormachine.data[k].add )..'.png';
end
end
local postfix = '.png';
local prefix = k;
-- we want the object name, i.e. default:brick, and not default_brick.png (all with colors inserted...):
if( as_obj_name == 1 ) then
postfix = '';
prefix = colormachine.data[ k ].modname..":"..colormachine.data[ k ].add;
-- stained_glass needs an exception here because it uses a slightly different naming scheme
if( colormachine.data[ k ].modname == 'stained_glass' and stained_glass_exception==1) then
if( g>0 ) then
return nil; -- no grey values for them
end
local h_trans = {yellow=1, lime=2, green=3, aqua=4, cyan=5, skyblue=6, blue=7, violet=8, magenta=9, redviolet=10, red=11,orange=12};
local h = h_trans[ colormachine.colors[c] ];
local b = "";
local sat = "";
if( k == 'stained_glass_' ) then
prefix = "stained_glass:"..(colormachine.colors[c]).."_";
if( s==1 or s==2) then b = "8"; -- light
elseif( s==3 or s==4) then b = "5"; -- normal
elseif( s==5 or s==6) then b = "4"; -- medium
elseif( s==7 or s==8) then b = "3"; -- dark
end
prefix = prefix.."_";
sat = "7";
if( s==2 or s==4 or s==6 or s==8 ) then -- saturation
sat = "6";
end
if( s==1 ) then
sat = "";
end
return "stained_glass:" .. (h) .. "_" .. (b) .. "_" .. (sat);
elseif( k == 'stained_glass_faint_' ) then
return "stained_glass:"..(h).."_91";
elseif( k == 'stained_glass_pastel_' ) then
return "stained_glass:"..(h).."_9";
end
end
end
-- homedecors names are slightly different....
if( k == 'homedecor_window_shutter_' ) then
if( s==1 and new_color=='light_blue' ) then -- only light blue is supported
return prefix..'light_blue'..postfix;
elseif( new_color=='dark_green' ) then
return prefix..'forest_green'..postfix;
-- no more light colors, no more cyan or mangenta available; no normal green or blue
elseif( s==1 or c==7 or c==11 or c==5 or c==9 ) then
return nil;
elseif( new_color=='dark_orange' ) then
return prefix..'mahogany'..postfix;
elseif( new_color=='orange' ) then
return prefix..'oak'..postfix;
end
end
if( k=='cotton_' and new_color=='grey') then
new_color = 'mediumgrey';
end
if( k=='framedglass_' and as_obj_name ~= 1) then
postfix = 'glass.png';
end
if( k=='shells_dye_' ) then
if( as_obj_name == 1 ) then
postfix = 'lightglass';
else
postfix = 'lightglass.png';
end
end
if( k=='homedecor_bed_' ) then
if( as_obj_name == 1 ) then
--postfix = '_foot';
else
postfix = '_inv.png';
end
end
-- those have split textures...
if( colormachine.data[k].modname == 'coloredblocks') then
-- we are looking for the image name
if( prefix==k ) then
if( new_color == 'dark_orange') then
new_color = 'brown';
end
-- show the top of the blocks in the individual formspec
if( not(meta) ) then
return 'coloredblocks_'..new_color..postfix;
end
-- show the side view in the main menu
return string.sub(k, 1, string.len( k )-1)..'half'..postfix;
-- TODO
--[[
if( new_color == 'dark_orange') then
new_color = 'brown';
end
return 'coloredblocks_'..new_color..postfix;
elseif( new_color..'_' == colormachine.data[k].add ) then
prefix = 'coloredblocks:';
--]]
end
end
if( colormachine.data[k].modname == 'plasticbox'
and new_color == 'dark_green') then
return prefix..'darkgreen'..postfix;
end
-- some mods need additional data be added after the color name
if( as_obj_name == 1 and colormachine.data[k].obj_postfix ) then
postfix = (colormachine.data[k].obj_postfix) ..postfix;
end
-- normal dyes (also used for wool) use a diffrent naming scheme
if( colormachine.data[k].u == 0) then
if( new_color == 'darkgrey' and k ~= 'framedglass_') then
return prefix..'dark_grey'..postfix;
elseif( new_color == 'dark_orange' ) then
return prefix..'brown'..postfix;
elseif( new_color == 'dark_green' ) then
return prefix..new_color..postfix;
elseif( new_color == 'light_red' ) then
return prefix..'pink'..postfix;
-- lime, aqua, skyblue and redviolet do not exist as standard wool/dye colors
elseif( g == -1 and (c==4 or c==6 or c==8 or c==12) and k_orig ~= 'unifieddyes_') then
return nil;
-- all other colors of normal dye/wool exist only in normal shade
elseif( g == -1 and s~= 3 and k_orig ~= 'unifieddyes_') then
return nil;
-- colors that are the same in both systems and need no special treatment
else
return prefix..new_color..postfix;
end
end
return prefix..new_color..postfix;
end
-- if a block is inserted, the name of its color is very intresting (for removing color or for setting that color)
-- (kind of the inverse of translate_color_name)
colormachine.get_color_from_blockname = function( mod_name, block_name )
local bname = mod_name..":"..block_name;
local found = {};
for k,v in pairs( colormachine.data ) do
if( mod_name == v.modname ) then
table.insert( found, k );
end
end
if( #found < 1 ) then
return { error_code ="Sorry, this block is not supported by the spray booth.",
found_name = "",
blocktype = ""};
end
-- another case of special treatment needed; at least the color is given in the tiles
if( mod_name =='stained_glass' and stained_glass_exception==1) then
local original_node = minetest.registered_nodes[ bname ];
if( original_node ~= nil ) then
local tile = original_node.tiles[1];
local liste2 = string.split( tile, "%.");
block_name = liste2[1];
end
end
-- this mod does not seperate modname and objectname well enough :-( Naming scheme:- steel_framed_obsidian_glassCOLOR
if( mod_name =='framedglass' ) then
block_name = string.sub( block_name, 28 );
end
if( mod_name =='shells_dye' ) then
block_name = string.sub( block_name, 1, string.len( block_name )-string.len( 'lightglass') );
end
-- blox uses its own naming scheme
if( mod_name =='blox' ) then
-- the color can be found in the description
local original_node = minetest.registered_nodes[ bname ];
if( original_node ~= nil ) then
local bloxdescr = original_node.description;
-- bloxparts[1] will be filled with the name of the color:
local bloxparts = string.split( bloxdescr, " ");
-- now extract the blocktype information
if( bloxparts ~= nil and #bloxparts > 0 ) then
-- we split with the color name
local found_name = bloxparts[1];
local blocktype = 'blox_'..string.sub( block_name, string.len( found_name )+1 )..'_';
-- handle pink and purple
if( found_name == 'pink' ) then
found_name = 'light_red';
elseif( found_name == 'purple' ) then
found_name = 'violet';
end
return { error_code = nil,
found_name = found_name, -- the name of the color
blocktype = blocktype }; -- the blocktype
end
end
-- if this point is reached, the decoding of the blox-block-name has failed
return { error_code = "Error: Failed to decode color of this blox-block.",
found_name = "",
blocktype = "" };
end
-- homedecors names are slightly different....
if( mod_name == 'homedecor' ) then
-- change the blockname to the expected color
if( block_name == 'shutter_forest_green' ) then
block_name = 'shutter_dark_green';
elseif( block_name == 'shutter_mahogany' ) then
block_name = 'shutter_dark_orange';
-- this is the default, unpainted one..which can also be considered as "orange" in the menu
-- elseif( blockname == 'shutter_oak' ) then
-- block_name = 'shutter_orange';
end
end
if( mod_name == 'plasticbox' and block_name == 'plasticbox_darkgreen' ) then
block_name = 'plasticbox_dark_green';
end
-- even cotton needs an exception...
if( mod_name == 'cotton' and block_name=='mediumgrey' ) then
block_name = 'grey';
end
local blocktype = '';
-- some mods may have a postfix to their modname (which is pretty annoying)
for _,k in ipairs( found ) do
if( colormachine.data[k].obj_postfix ) then
local l = string.len( colormachine.data[k].obj_postfix);
if( string.len( block_name ) > l
and string.sub( block_name, -1*l ) == colormachine.data[k].obj_postfix ) then
block_name = string.sub( block_name, 1, (-1*l)-1 );
blocktype = k;
end
end
end
-- try to analyze the name of this color; this works only if the block follows the color scheme
local liste = string.split( block_name, "_" );
local curr_index = #liste;
-- handle some special wool- and dye color names
-- dark_grey <-> darkgrey
if( #liste > 1 and liste[ curr_index ]=='grey' and liste[ curr_index - 1 ] == 'dark' ) then
curr_index = curr_index - 1;
liste[ curr_index ] = 'darkgrey';
-- brown <=> dark_orange
elseif( #liste > 0 and liste[ curr_index ]=='brown' ) then
liste[ curr_index ] = 'dark';
table.insert( liste, 'orange' );
curr_index = curr_index + 1;
-- pink <=> light_red
elseif( #liste > 0 and liste[ curr_index ]=='pink' ) then
liste[ curr_index ] = 'light';
table.insert( liste, 'red' );
curr_index = curr_index + 1;
end
-- find out the saturation - either "s50" or omitted
local sat = 0;
if( curr_index > 1 and liste[ curr_index ] == "s50" ) then
sat = 1;
curr_index = curr_index - 1;
end
-- the next value will be the color
local c = 0;
if( curr_index > 0 ) then
for i,v in ipairs( colormachine.colors ) do
if( c==0 and curr_index > 0 and v == liste[ curr_index ] ) then
c = i;
curr_index = curr_index - 1;
end
end
end
local g = -1;
-- perhaps we are dealing with a grey value
if( curr_index > 0 and c==0 ) then
for i,v in ipairs(colormachine.grey_names ) do
if( g==-1 and curr_index > 0 and v == liste[ curr_index ] ) then
g = i;
c = -1;
curr_index = curr_index - 1;
end
end
end
-- determine the real shade; 3 stands for normal
local s = 3;
if( curr_index > 0 and g==-1 and c~=0) then
if( liste[ curr_index ] == 'light' ) then
s = 1;
curr_index = curr_index - 1;
elseif( liste[ curr_index ] == 'medium' ) then
s = 5;
curr_index = curr_index - 1;
elseif( liste[ curr_index ] == 'dark' ) then
s = 7;
curr_index = curr_index - 1;
end
end
local found_name = "";
if( g ~= -1 ) then
found_name = colormachine.grey_names[ g ];
elseif( c > 0 ) then
found_name = colormachine.prefixes[ math.floor((s+1)/2) ] .. colormachine.colors[ c ];
if( sat==1 ) then
s = s+1;
found_name = found_name.."_s50";
end
end
-- for blocks that do not follow the naming scheme - the color cannot be decoded
if( g==-1 and c==0 ) then
return { error_code ="This is a colored block: "..tostring( bname )..".",
found_name = "",
blocktype = ""};
end
-- identify the block type/subname
local add = "";
if( not( blocktype ) or blocktype == '' ) then
blocktype = found[1];
end
if( curr_index > 0 ) then
for k,v in pairs( colormachine.data ) do
-- prefix and postfix have to fit
if( curr_index > 0 and add=="" and mod_name == v.modname and (liste[ curr_index ].."_") == v.add
-- if a postfix exists, we did check for that before and set blocktype accordingly
and( not( blocktype ) or blocktype=='' or blocktype==k)) then
add = v.add;
blocktype = k;
curr_index = curr_index - 1;
end
end
end
if( curr_index > 0 and #liste>0 and liste[1]=='chair' and blocktype == 'homedecor_bed_' ) then
return { error_code = nil,
found_name = found_name,
blocktype = 'forniture_kitchen_chair_sides_'};
end
if( curr_index > 0 ) then
print( 'colormachine: ERROR: leftover name parts for '..tostring( bname )..": "..minetest.serialize( liste ));
end
return { error_code = nil,
found_name = found_name,
blocktype = blocktype};
end
-- if the player has selected a color, show all blocks in that color
colormachine.blocktype_menu = function( meta, new_color, start_at_offset )
new_color = colormachine.decode_color_name( meta, new_color );
-- keep the same size as with the color selector
local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a blocktype:]"..
"label[0.2,1.2;name]"..
"label[0.2,2.2;unpainted]"..
"label[0.2,3.2;colored]"..
"button[1,0.5;4,1;dye_management;Manage stored dyes]"..
"button[5,0.5;4,1;main_menu;Back to main menu]";
local x = 1;
local y = 2;
for i,k in ipairs( colormachine.ordered ) do
-- only installed mods are of intrest
if( k ~= nil and colormachine.data[ k ].installed == 1 and i > start_at_offset and i <= (start_at_offset + 3*13)) then
-- that particular mod may not offer this color
form = form.."button["..tostring(x)..","..tostring(y-0.8).. ";1,1;"..k..";"..colormachine.data[k].descr.."]"..
"item_image["..tostring(x)..","..tostring(y )..";1,1;"..colormachine.data[k].block.."]";
local button = colormachine.print_color_image( meta, k, new_color, nil, nil, nil, tostring(x), tostring(y+1), 1);-- translated_color as return value for button
if( button ~= "" ) then
form = form..button;
else
form = form.."button[".. tostring(x)..","..tostring(y+1)..";1,1;"..k..";n/a]";
end
x = x+1;
if( x>13 ) then
x = 1;
y = y+3;
form = form..
"label[0.2,"..tostring(y-1)..".2;name]"..
"label[0.2,"..tostring(y )..".2;unpainted]"..
"label[0.2,"..tostring(y+1)..".2;colored]";
if( y>3 ) then
if( start_at_offset == 0 ) then
form = form.."button[9,0.5;4,1;blocktype_menu2;Show further blocks]";
else
form = form.."button[9,0.5;4,1;blocktype_menu;Back to first page]";
end
end
end
end
end
return form;
end
-- this function tries to figure out which block type was inserted and how the color can be decoded
colormachine.main_menu_formspec = function( pos, option )
local i = 0;
local k = 0;
local v = 0;
local form = "size[14.5,9]"..
"list[current_player;main;1,5;8,4;]"..
-- TODO
-- "label[3,0.2;Spray booth main menu]"..
"button[6.5,0.25;3,1;dye_management;Manage stored dyes]"..
"button[6.5,0.75;3,1;blocktype_menu;Show supported blocks]"..
"label[3,0.0;1. Input - Insert material to paint:]"..
"list[current_name;input;4.5,0.5;1,1;]"..
"label[9.3,-0.5;Additional storage for dyes:]"..
"list[current_name;extrastore;9.3,0;5,9]";
if( minetest.setting_getbool("creative_mode") ) then
form = form.."label[0.5,0.25;CREATIVE MODE:]".."label[0.5,0.75;no dyes or input consumed]";
end
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
-- display the name of the color the machine is set to
form = form.."label[1.0,4.3;Current painting color:]"..
"label[3.5,4.3;"..(meta:get_string('selected_name') or "?" ).."]"..
-- display the owner name
"label[7,4.3;Owner: "..(meta:get_string('owner') or "?" ).."]";
if( inv:is_empty( "input" )) then
form = form.."label[2.2,3.0;Insert block to be analyzed.]";
return form;
end
local stack = inv:get_stack( "input", 1);
local bname = stack:get_name();
-- lets find out if this block is one of the unpainted basic blocks calling for paint
local found = {};
for k,v in pairs( colormachine.data ) do
if( bname == v.block and colormachine.data[ k ].installed==1) then
table.insert( found, k );
end
end
-- make sure all output fields are empty
for i = 1, inv:get_size( "output" ) do
inv:set_stack( "output", i, "" );
end
local anz_blocks = stack:get_count();
-- a block that can be colored
if( #found > 0 ) then
local out_offset = 3.5-math.floor( #found / 2 );
if( out_offset < 0 ) then
out_offset = 0;
end
local anz_found = 0;
local p_values = {}; -- how many blocks can be colored with one pigment?
for i,v in ipairs( found ) do
if( i <= inv:get_size( "output" )) then
-- offer the description-link
form = form.."button["..tostring(out_offset+i)..","..tostring(1.45)..";1,1;"..v..";"..colormachine.data[v].descr.."]";
-- when clicking here, the color selection menu for that blocktype is presented
local button = colormachine.print_color_image( meta, v, meta:get_string('selected_name'), nil, nil, nil, tostring(out_offset+i), tostring(2.0),1 );
if( button ~= "" ) then
local block_name = colormachine.translate_color_name( meta, v, meta:get_string('selected_name'), nil, nil, nil, 1 );
-- one pigment is enough for factor blocks:
local factor = colormachine.data[ v ].p;
-- how many of these blocks can we actually paint?
local can_be_painted = 0;
if( not( minetest.setting_getbool("creative_mode") )) then
can_be_painted = colormachine.calc_dyes_needed( meta, inv, math.ceil( anz_blocks / factor ), 0 );
else
can_be_painted = 99; -- an entire stack can be painted in creative mode
end
inv:set_stack( "output", i, block_name.." "..tostring( math.min( can_be_painted * factor, anz_blocks )));
p_values[ i ] = factor;
form = form..button;
else
inv:set_stack( "output", i, "" );
-- form = form.."button[" ..tostring(2+i)..","..tostring(2.5)..";1,1;"..v..";"..colormachine.data[v].descr.."]";
form = form.."button[".. tostring(out_offset+i)..","..tostring(2.0)..";1,1;"..v..";n/a]";
end
anz_found = anz_found + 1;
end
end
-- so that we can determine the factor when taking blocks from the output slots
meta:set_string('p_values', minetest.serialize( p_values ));
-- this color was not supported
if( anz_found == 0 ) then
form = form.."label[2.2,3.0;Block is not available in that color.]";
return form;
end
form = form.."label[3.0,1.2;2. Select color for any style:]"..
"label[3.0,2.9;3. Take output (determines style):]"..
"list[current_name;output;"..tostring(out_offset+1)..",3.5;"..tostring( anz_found )..",1;]";
return form;
end -- end of handling of blocks that can be colored
-- get the modname
local parts = string.split(bname,":");
if( #parts < 2 ) then
form = form.."label[2.2,3.0;ERROR! Failed to analyze the name of this node: "..tostring(bname).."]";
return form;
end
-- it may be a dye source
for i,v in ipairs( colormachine.basic_dye_sources ) do
-- we have found the right color!
if( bname == v ) then
form = form.."label[2.2,3.0;This is a dye source.]"..
"button[6,3.0;3,1;turn_into_dye;Add to internal dye storage]";
return form;
end
end
-- it is possible that we are dealing with an already painted block - in that case we have to dertermie the color
local found_color_data = colormachine.get_color_from_blockname( parts[1], parts[2] );
if( found_color_data.error_code ~= nil ) then
form = form.."label[2.2,3.0;"..found_color_data.error_code..".]";
return form;
end
-- the previous analyse was necessary in order to determine which block we ought to use
if( option == 'remove_paint' ) then
-- actually remove the paint from the
inv:set_stack( "input", 1, colormachine.data[ found_color_data.blocktype ].block.." "..tostring( anz_blocks ));
-- update display (we changed the input!)
return colormachine.main_menu_formspec(pos, "analyze");
end
if( option == 'adapt_color' ) then
-- actually change the color
colormachine.decode_color_name( meta, found_color_data.found_name );
-- default color changed - update the menu
return colormachine.main_menu_formspec(pos, "analyze");
end
-- print color name; select as input color / remove paint
form = form.."label[2.2,3.0;This is: "..tostring( found_color_data.found_name )..".]"..
"button[6,3.5;3,1;remove_paint;Remove paint]";
if( found_color_data.found_name ~= meta:get_string( 'selected_name' )) then
form = form.."button[6,2.6;3,1;adapt_color;Set as new color]";
else
form = form.."label[5.5,2.0;This is the selected color.]";
end
return form;
end
-- returns a list of all blocks that can be created by applying dye_node_name to the basic node of old_node_name
colormachine.get_node_name_painted = function( old_node_name, dye_node_name )
local possible_blocks = {};
local unpainted_block = "";
local old_dye = "";
for k,v in pairs( colormachine.data ) do
if( old_node_name == v.block and colormachine.data[ k ].installed==1) then
table.insert( possible_blocks, k );
unpainted_block = old_node_name;
end
end
if( unpainted_block == "" ) then
local parts = string.split(old_node_name,":");
if( #parts < 2 ) then
return;
end
found_color_data_block = colormachine.get_color_from_blockname( parts[1], parts[2] );
if( found_color_data_block.error_code ~= nil ) then
return;
end
unpainted_block = colormachine.data[ found_color_data_block.blocktype ].block;
old_dye = found_color_data_block.found_name;
-- figure out how the dye this block was painted with was called
local cdata = colormachine.decode_color_name( nil, old_dye );
if( cdata ) then
old_dye = colormachine.translate_color_name( nil, 'unifieddyes_', old_dye, cdata.c, cdata.s, cdata.g, 1 );
if( not( old_dye ) or old_dye == '' ) then
old_dye = colormachine.translate_color_name( nil, 'dye_', old_dye, cdata.c, cdata.s, cdata.g, 1 );
end
else
old_dye = '';
end
end
if( unpainted_block ~= "" and #possible_blocks < 1 ) then
for k,v in pairs( colormachine.data ) do
if( unpainted_block == v.block and colormachine.data[ k ].installed==1) then
table.insert( possible_blocks, k );
end
end
end
-- remove paint
if( not( dye_node_name ) or dye_node_name == "") then
return {possible={unpainted_block},old_dye = old_dye};
end
-- decode dye name
parts = string.split(dye_node_name,":");
if( #parts < 2 ) then
return;
end
local found_color_data_color = colormachine.get_color_from_blockname( parts[1], parts[2] );
if( found_color_data_color.error_code ~= nil ) then
return;
end
local dye_name = found_color_data_color.found_name;
local cdata = colormachine.decode_color_name( nil, dye_name );
if( not( cdata )) then
return;
end
-- find out for which block types/patterns this unpainted block is the basic one
local found = {};
for _,k in ipairs( possible_blocks ) do
local new_block_name = colormachine.translate_color_name( nil, k, dye_name, cdata.c, cdata.s, cdata.g, 1 );
table.insert( found, new_block_name );
end
if( #found < 1 ) then
return;
end
return { possible=found, old_dye = old_dye };
end
colormachine.check_owner = function( pos, player )
-- only the owner can put something in
local meta = minetest.get_meta(pos);
if( meta:get_string('owner') ~= player:get_player_name() ) then
minetest.chat_send_player( player:get_player_name(),
"This spray booth belongs to "..tostring( meta:get_string("owner"))..
". If you want to use one, build your own!");
return 0;
end
return 1;
end
colormachine.allow_inventory_access = function(pos, listname, index, stack, player, mode)
-- only specific slots accept input or output
if( (mode=="put" and listname ~= "input" and listname ~= "refill" and listname ~= "dyes" )
or (mode=="take" and listname ~= "input" and listname ~= "refill" and listname ~= "dyes" and listname ~= "output" and listname ~= "paintless" )) then
if( listname == "extrastore" ) then
local parts = string.split(stack:get_name(),":");
if( #parts > 1 and (parts[1]=='unifieddyes' or parts[1]=='dye')) then
return stack:get_count();
end
end
return 0;
end
local stack_name = stack:get_name();
-- the dyes are a bit special - they accept only powder of the correct name
if( listname == "dyes"
and stack_name ~= ("dye:".. colormachine.colors_and_greys[ index ])
and stack_name ~= ("unifieddyes:"..colormachine.colors_and_greys[ index ])
and (stack_name ~= "dye:light_grey" or colormachine.colors_and_greys[ index ]~="lightgrey" )
and (stack_name ~= "dye:dark_grey" or colormachine.colors_and_greys[ index ]~="darkgrey" )
) then
minetest.chat_send_player( player:get_player_name(), 'You can only store dye powders of the correct color here.');
return 0;
end
if( not( colormachine.check_owner( pos, player ))) then
return 0;
end
-- let's check if that type of input is allowed here
if( listname == "refill" ) then
local str = stack:get_name();
for i,v in ipairs( colormachine.basic_dye_sources ) do
if( str == v and v ~= "") then
return stack:get_count();
end
end
minetest.chat_send_player( player:get_player_name(), 'Please insert dye sources as listed below here (usually plants)!');
return 0;
end
return stack:get_count();
end
colormachine.on_metadata_inventory_put = function( pos, listname, index, stack, player )
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
-- nothing to do if onnly a dye was inserted
if( listname == "dyes" ) then
return;
end
-- an unprocessed color pigment was inserted
if( listname == "refill" ) then
local str = stack:get_name();
for i,v in ipairs( colormachine.basic_dye_sources ) do
-- we have found the right color!
if( str == v ) then
local count = stack:get_count();
-- how much free space do we have in the destination stack?
local dye_stack = inv:get_stack( "dyes", i);
local free = math.floor(dye_stack:get_free_space()/4);
if( free < 1 ) then
minetest.chat_send_player( player:get_player_name(), 'Sorry, the storage for that dye is already full.');
return 0;
end
if( count < free ) then
free = count;
end
-- consume the inserted material - no more than the input slot can handle
inv:remove_item(listname, stack:get_name().." "..tostring( free ));
color_name = colormachine.colors_and_greys[ i ];
-- add four times that much to the storage
if( i==4 or i==6 or i==8 or i==12 or i==14 ) then
if( colormachine.data[ 'unifieddyes_' ].installed == 0 ) then
minetest.chat_send_player( player:get_player_name(), 'Sorry, this color requires unifieddyes (which is not installed).');
return 0;
end
inv:set_stack( "dyes", i, ("unifieddyes:"..color_name).." "..tostring( free*4 + dye_stack:get_count()) );
else
inv:set_stack( "dyes", i, ("dye:" ..color_name).." "..tostring( free*4 + dye_stack:get_count()) );
end
end
end
minetest.chat_send_player( player:get_player_name(), 'Please insert dye sources as listed below here (usually plants)!');
return 0;
end
if( listname == "input" ) then
-- update the main menu accordingly
meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
return;
end
end
colormachine.on_metadata_inventory_take = function( pos, listname, index, stack, player )
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
if( listname == "output" ) then
-- in creative mode, no pigments are consumed
if( minetest.setting_getbool("creative_mode") ) then
-- update the main menu
meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
return;
end
-- consume color for painted blocks
local str = meta:get_string( 'p_values' );
local p = 1; -- color more than one block with one pigment
if( str and str ~= "" ) then
local p_values = minetest.deserialize( str );
if( index and p_values[ index ] ) then
p = p_values[ index ];
end
end
local amount_needed = math.ceil( stack:get_count() / p );
local amount_done = colormachine.calc_dyes_needed( meta, inv, amount_needed, 1 );
--print( ' NEEDED: '..tostring( amount_needed )..' DONE: '..tostring( amount_done )); -- TODO
if( amount_done > amount_needed ) then
-- TODO: leftover color - how to handle?
end
-- calculate how much was taken
local anz_taken = stack:get_count();
local anz_present = inv:get_stack("input",1):get_count();
anz_present = anz_present - anz_taken;
if( anz_present <= 0 ) then
inv:set_stack( "input", 1, "" ); -- everything used up
else
inv:set_stack( "input", 1, inv:get_stack("input",1):get_name().." "..tostring( anz_present ));
end
-- the main menu needs to be updated as well
meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
return;
end
if( listname == "input" ) then
-- update the main menu accordingly
meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
return;
end
end
-- calculate which dyes are needed
colormachine.calc_dyes_needed = function( meta, inv, amount_needed, do_consume )
local form = "";
-- display the name of the currently selected color
form = form.."label[8,0.2;"..( meta:get_string( "selected_name" ) or "?" ).."]";
local s = tonumber(meta:get_string('selected_shade' ));
local g = tonumber(meta:get_string('selected_grey_shade' ));
local c = tonumber(meta:get_string('selected_color' ));
local needed = {};
-- we are dealing with a grey value
if( g > -1 ) then
needed[ colormachine.grey_names[ g ]] = 1;
-- we are dealing with a normal color
else
-- one pigment of the selected color (to get started)
needed[ colormachine.colors[ c ]] = 1;
-- handle saturation
if( s==1 ) then needed[ "white" ]=1; -- light
-- elseif( s==3 ) then -- normal color - no changes needed
elseif( s==4 ) then needed[ "white" ]=2; needed[ "black" ] =1; -- normal, low saturation
elseif( s==5 ) then needed[ "black" ] =1; -- medium dark
elseif( s==6 ) then needed[ "white" ]=1; needed[ "black" ] =1; -- medium dark, low saturation
elseif( s==7 ) then needed[ "black" ] =2; -- dark
elseif( s==8 ) then needed[ "white" ]=1; needed[ "black" ] =2; -- dark, low saturation
end
end
local anz_pigments = 0;
for i,v in pairs( needed ) do
anz_pigments = anz_pigments + v;
end
-- n: portions of *mixtures* needed
local n = 1;
-- if the colors are to be consumed, we need to calculate how many we actually need
-- (one mixutre consists of anz_pigments pigments each)
if( amount_needed > 0) then
n = math.ceil( amount_needed / anz_pigments );
local min_found = 10000; -- high number that cannot be reached
-- now we need to check how many pigments of each color we have
for i,v in ipairs( colormachine.colors_and_greys ) do
if( needed[ v ] and needed[ v ]> 0 ) then
-- find out how many blocks of this type we can actually color
local stack = inv:get_stack( "dyes", i );
local found = math.floor( stack:get_count() / needed[ v ]);
if( found < min_found ) then
min_found = found; -- save the new minimum
end
end
end
-- we do not have enough pigments
if( min_found < n ) then
n = min_found;
end
end
-- return how many *could* be colored
if( amount_needed > 0 and do_consume ~= 1 ) then
return n*anz_pigments;
end
for i,v in ipairs( colormachine.colors_and_greys ) do
if( needed[ v ] and needed[ v ]> 0 ) then
-- show how many pigments of this color are needed for the selected mixture
-- normal color
if( i <= #colormachine.colors ) then
form = form.."label["..tostring(i+0.2)..",2.2;" ..needed[ v ].."x]"..
"label["..tostring(i+0.2)..",0.6;" ..needed[ v ].."x]";
-- grey value
else
form = form.."label[11.3,"..tostring(i-#colormachine.colors+4.2)..";"..needed[ v ].."x]"..
"label[13.3,"..tostring(i-#colormachine.colors+4.2)..";"..needed[ v ].."x]";
end
-- actually consume the color pigment
if( amount_needed > 0 and n > 0 ) then
local stack = inv:get_stack( "dyes", i );
local found = stack:get_count();
--print( ' CONSUMED '..math.floor( n * needed[ v ] )..' of '..tostring( stack:get_name()));
inv:set_stack( "dyes", i, stack:get_name()..' '..tostring( found - math.floor( n * needed[ v ] )));
end
end
end
-- in case pigments where consumed, return how many blocks where colored successfully
if( amount_needed > 0 and n > 0 ) then
--print('Successfully colored: '..tostring( n*anz_pigments ));
return n*anz_pigments;
end
-- else return the formspec addition with the information how many of which pigment is needed
return form;
end
-- this adds the name of the current color and the amount of needed dyes to the formspec
colormachine.get_individual_dye_management_formspec = function( meta, inv )
local form = colormachine.dye_management_formspec;
-- just add information how many pigments of each color are needed
form = form .. colormachine.calc_dyes_needed( meta, inv, 0, 0 )
return form;
end
-- mix two colors
colormachine.mix_colors = function( inv, i, sender )
local farbe = colormachine.colors_and_greys[ i ];
local mix = colormachine.dye_mixes[ farbe ];
-- in case the color cannot be mixed
if( not( mix ) or #mix < 2 ) then
return;
end
local stack1 = inv:get_stack( "dyes", mix[1] );
local stack2 = inv:get_stack( "dyes", mix[2] );
local stack3 = inv:get_stack( "dyes", i );
if( stack3:get_free_space() > 1 -- we need space for two
and stack1:get_count() > 0
and stack2:get_count() > 0 ) then
inv:set_stack( "dyes", mix[1], stack1:get_name()..' '..( stack1:get_count()-1));
inv:set_stack( "dyes", mix[2], stack2:get_name()..' '..( stack2:get_count()-1));
-- handle light/dark grey
if( farbe=='lightgrey' ) then
farbe = 'light_grey';
elseif( farbe=='darkgrey' ) then
farbe = 'dark_grey';
end
-- dye or unifieddyes?
local name = 'dye:'..farbe;
if( not( minetest.registered_craftitems[ name ])) then
name = 'unifieddyes:'..farbe;
end
-- print errormessage or add the mixed dye pigment
if( not( minetest.registered_craftitems[ name ])) then
minetest.chat_send_player( sender:get_player_name(), '[colormachine] ERROR: color '..tostring( farbe )..' could not be mixed (craftitem '..tostring(name)..' not found)');
else
inv:set_stack( "dyes", i, name..' '..( stack3:get_count() + 2 )); -- two pigments mixed -> we get two pigments result
end
elseif( stack3:get_free_space() > 1 ) then
minetest.chat_send_player( sender:get_player_name(), 'Need '..colormachine.colors_and_greys[ mix[1] ]..' and '..
colormachine.colors_and_greys[ mix[2] ]..' in order to mix '..farbe..'.');
end
end
-- this generates the formspec for all supported mods and the general colormachine.dye_management_formspec
colormachine.init = function()
local liste = {};
-- create formspecs for all machines
for k,v in pairs( colormachine.data ) do
if( minetest.get_modpath( colormachine.data[ k ].modname ) ~= nil ) then
-- generate the formspec for that machine
colormachine.data[ k ].formspec = colormachine.generate_form( k );
-- remember that the mod is installed
colormachine.data[ k ].installed = 1;
-- this is helpful for getting an ordered list later
-- liste[ colormachine.data[ k ].nr ] = k;
table.insert( liste, k );
else
-- the mod is not installed
colormachine.data[ k ].installed = 0;
end
end
table.sort( liste, function(a,b) return colormachine.data[a].nr < colormachine.data[b].nr end);
colormachine.ordered = liste;
-- if no flowers are present, take dye sources from default (so we only have to depend on dyes)
if( minetest.get_modpath( "flowers") == nil ) then
for i,v in ipairs( colormachine.alternate_basic_dye_sources ) do
colormachine.basic_dye_sources[ i ] = colormachine.alternate_basic_dye_sources[ i ];
end
end
local form = "size[14,10]"..
"list[current_player;main;1,5;8,4;]"..
"label[1,0.2;"..minetest.formspec_escape('Insert dye sources here -->').."]"..
"list[current_name;refill;4,0;1,1;]"..
"label[6,0.2;Selected color:]"..
"label[0.1,1;sources:]"..
"label[0.1,2;dyes:]"..
"label[0.1,3;storage:]"..
"button[1,4;4,1;main_menu;Back to main menu]"..
"button[5,4;4,1;blocktype_menu;Show supported blocks]"..
"list[current_name;dyes;1,3;"..tostring(#colormachine.colors)..",1;]".. -- normal colors
-- remaining fields of the dyes inventory: grey colors, arranged vertically
-- (not enough space for the "dyes" label)
"label[0.1,0.6;need:]"..
"label[9.3,4.5;need:]"..
"label[10,4.5;sources:]"..
"label[12,4.5;storage:]"..
"list[current_name;dyes;12,5;1,"..tostring(#colormachine.grey_names)..";"..tostring(#colormachine.colors).."]";
local needed = {};
-- align colors horizontal
for i,k in ipairs( colormachine.colors ) do
local prefix = 'dye:';
if( i==4 or i==6 or i==8 or i==12 or i==14 ) then
if( colormachine.data[ 'unifieddyes_' ].installed == 1 ) then
prefix = 'unifieddyes:';
else
prefix = "";
end
end
if( prefix ~= "" ) then
local source = colormachine.basic_dye_sources[ i ];
if( source ~= "" ) then
form = form.."item_image["..tostring(i)..",1;1,1;"..source.."]";
-- even those colors may be additionally mixed
if( #colormachine.dye_mixes[ colormachine.colors_and_greys[ i ] ] == 2 ) then
form = form.. "button["..tostring(i-0.1)..",1.9;0.8,0.2;mix_"..colormachine.colors_and_greys[ i ]..";mix]";
end
-- a color that can be mixed
elseif( #colormachine.dye_mixes[ colormachine.colors_and_greys[ i ] ] == 2 ) then
local mixes = colormachine.dye_mixes[ colormachine.colors_and_greys[ i ] ];
local source1 = 'dye:'..colormachine.colors_and_greys[ mixes[1] ];
local source2 = 'dye:'..colormachine.colors_and_greys[ mixes[2] ];
form = form.."item_image["..tostring(i )..",1.0;1,1;"..source1.."]"..
"item_image["..tostring(i+0.3)..",1.3;1,1;"..source2.."]"..
"button["..tostring(i-0.1)..",1.9;0.8,0.2;mix_"..colormachine.colors_and_greys[ i ]..";mix]";
end
form = form.. "item_image["..tostring(i)..",2;1,1;"..tostring( prefix..colormachine.colors[ i ] ).."]"..
"label["..tostring(i)..",3.6;" ..tostring( colormachine.colors_and_greys[ i ] ).."]";
else
form = form.."label["..tostring(i+0.2)..",3;n/a]";
end
end
-- align grey-values vertical
for i,k in ipairs( colormachine.grey_names ) do
if( i ~= 2 or colormachine.data[ 'unifieddyes_' ].installed == 1 ) then
local source = colormachine.basic_dye_sources[ #colormachine.colors + i ];
if( source and source ~= "" ) then
form = form.."item_image[10,"..tostring(i+4)..";1,1;"..source.."]";
elseif( #colormachine.dye_mixes[ colormachine.colors_and_greys[ #colormachine.colors + i ] ] == 2 ) then
local mixes = colormachine.dye_mixes[ colormachine.colors_and_greys[ #colormachine.colors + i ] ];
local source1 = 'dye:'..colormachine.colors_and_greys[ mixes[1] ];
local source2 = 'dye:'..colormachine.colors_and_greys[ mixes[2] ];
form = form.."item_image[10.0,"..tostring(i+4.0)..";1,1;"..source1.."]"..
"item_image[10.3,"..tostring(i+4.3)..";1,1;"..source2.."]"..
"button[9.8," ..tostring(i+4.9)..";0.8,0.2;mix_"..colormachine.colors_and_greys[ #colormachine.colors + i ]..";mix]";
end
local dye_name = 'dye:'..k;
-- lightgrey exists only in unifieddyes
if( i== 2 ) then
if( colormachine.data[ 'unifieddyes_' ].installed == 1 ) then
dye_name = 'unifieddyes:lightgrey_paint'; --'unifieddyes:'..k;
else
dye_name = '';
end
-- darkgrey is called slightly diffrent
elseif( i==4 ) then
dye_name = 'dye:dark_grey';
end
if( dye_name ~= "" ) then
form = form.. "item_image[11,"..tostring(i+4)..";1,1;"..tostring( dye_name ).."]"..
"label[ 12.9,"..tostring(i+4)..";" ..tostring( colormachine.colors_and_greys[ #colormachine.colors + i ] ).."]";
end
else
form = form.."label[12.2,"..tostring(i+4)..";n/a]";
end
end
colormachine.dye_management_formspec = form;
end
-- delay initialization so that modules are hopefully loaded
minetest.after( 0, colormachine.init );
-- flowers: 6 basic colors + black + white
-- unifieddyes: dye pulver
-- coloredwood: wood, fence - skip sticks!
-- unifiedbricks: clay blocks, brick blocks (skip individual clay lumps and bricks!)
-- multicolor: 3 shades, usual amount of colors
-- cotton: (by jordach) probably the same as coloredwood
--
-- stained_glass: 9 shades/intensities
minetest.register_node("colormachine:colormachine", {
description = "spray booth",
tiles = {
"colormachine_top.png",
"colormachine_bottom.png",
"colormachine_side.png",
"colormachine_side.png",
"colormachine_side.png",
"colormachine_front.png",
},
paramtype2 = "facedir",
groups = {cracky=2},
legacy_facedir_simple = true,
on_construct = function(pos)
local meta = minetest.get_meta(pos);
meta:set_string('selected_shade', 3 ); -- grey-shade
meta:set_string('selected_grey_shade', 1 );
meta:set_string('selected_color', -1 ); -- we selected grey
meta:set_string('selected_name', 'white' );
meta:set_string('owner', '' ); -- protect input from getting stolen
local inv = meta:get_inventory();
inv:set_size("input", 1); -- input slot for blocks that are to be painted
inv:set_size("refill", 1); -- input slot for plants and other sources of dye pigments
inv:set_size("output", 14); -- output slot for painted blocks - up to 8 alternate coloring schems supported (blox has 8 for stone!)
inv:set_size("paintless", 1); -- output slot for blocks with paint scratched off
inv:set_size("dyes", 18); -- internal storage for the dye powders
inv:set_size("extrastore",5*9); -- additional storage for dyes
--meta:set_string( 'formspec', colormachine.blocktype_menu( meta, 'white' ));
meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") );
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", "Spray booth (owned by "..( meta:get_string( "owner" ) or "" )..")");
end,
on_receive_fields = function(pos, formname, fields, sender)
if( not( colormachine.check_owner( pos, sender ))) then
return 0;
end
local meta = minetest.get_meta(pos);
for k,v in pairs( fields ) do
if( k == 'main_menu' ) then
meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") );
return;
elseif( k == 'remove_paint' ) then
meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "remove_paint") );
return;
elseif( k == 'adapt_color' ) then
meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "adapt_color") );
return;
elseif( k == 'turn_into_dye' ) then
local inv = meta:get_inventory();
local stack = inv:get_stack( 'input', 1 );
-- move into refill slot
inv:set_stack( 'refill', 1, stack );
-- empty input slot
inv:set_stack( 'input', 1, '' );
-- process the dye
colormachine.on_metadata_inventory_put( pos, 'refill', 1, stack, sender )
-- call dye management forpsec to show result
meta:set_string( 'formspec', colormachine.get_individual_dye_management_formspec( meta, inv ));
return;
elseif( k == 'dye_management' ) then
local inv = meta:get_inventory();
meta:set_string( 'formspec', colormachine.get_individual_dye_management_formspec( meta, inv ));
return;
elseif( colormachine.data[ k ] ) then
meta:set_string( 'formspec', colormachine.data[ k ].formspec );
return;
elseif( k=='key_escape') then
-- nothing to do
else
local inv = meta:get_inventory();
-- perhaps we ought to mix colors
for i,f in ipairs( colormachine.colors_and_greys ) do
if( k==("mix_"..f )) then
colormachine.mix_colors( inv, i, sender );
return; -- formspec remains the dye-management one
end
end
-- if no input is present, show the block selection menu
if( k=="blocktype_menu2" ) then
meta:set_string( 'formspec', colormachine.blocktype_menu( meta, k, 3*13 ));
elseif( k=="blocktype_menu" or inv:is_empty( "input" )) then
meta:set_string( 'formspec', colormachine.blocktype_menu( meta, k, 0 ));
else
-- else set the selected color and go back to the main menu
colormachine.decode_color_name( meta, k );
meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") );
end
end
end
end,
-- there is no point in moving inventory around
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
return 0;
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
return colormachine.allow_inventory_access(pos, listname, index, stack, player, "put" );
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
return colormachine.allow_inventory_access(pos, listname, index, stack, player, "take" );
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
return colormachine.on_metadata_inventory_put( pos, listname, index, stack, player );
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
return colormachine.on_metadata_inventory_take( pos, listname, index, stack, player );
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
if( not( colormachine.check_owner( pos, player ))) then
return 0;
end
if( not( inv:is_empty("input"))
or not( inv:is_empty("refill"))) then
minetest.chat_send_player( player:get_player_name(), "Please remove the material in the input- and/or refill slot first!");
meta:set_string( 'formspec', colormachine.blocktype_menu( meta, meta:get_string('selected_name'), 0));
return false;
end
if( not( inv:is_empty("dyes"))) then
minetest.chat_send_player( player:get_player_name(), "Please remove the stored dyes first!");
meta:set_string( 'formspec', colormachine.blocktype_menu( meta, meta:get_string('selected_name'), 0 ));
return false;
end
return true
end
})
minetest.register_craft({
output = 'colormachine:colormachine',
recipe = {
{ 'default:gold_ingot', 'default:glass', 'default:gold_ingot', },
{ 'default:mese', 'default:glass', 'default:mese' },
{ 'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot' }
}
})
dofile( minetest.get_modpath('colormachine')..'/paint_roller.lua');