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nodes_anvil.lua
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nodes_anvil.lua
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---------------------------------------------------------------------------------------
-- simple anvil that can be used to repair tools
---------------------------------------------------------------------------------------
-- * can be used to repair tools
-- * the hammer gets damaged a bit at each repair step
---------------------------------------------------------------------------------------
-- License of the hammer picture: CC-by-SA, done by GloopMaster, source:
-- https://github.com/GloopMaster/glooptest/blob/master/glooptest/textures/glooptest_tool_steelhammer.png
local S = cottages.S
-- the hammer for the anvil
minetest.register_tool("cottages:hammer", {
description = S("Steel hammer for repairing tools on the anvil"),
image = "glooptest_tool_steelhammer.png",
inventory_image = "glooptest_tool_steelhammer.png",
tool_capabilities = {
full_punch_interval = 0.8,
max_drop_level = 1,
groupcaps = {
-- about equal to a stone pick (it's not intended as a tool)
cracky = {times = {[2] = 2.00, [3] = 1.20}, uses = 30, maxlevel = 1}
},
damage_groups = {fleshy = 6}
}
})
local cottages_formspec_anvil =
"size[8,8]"..
"image[7,2.4;1,1;glooptest_tool_steelhammer.png]"..
-- "list[context;sample;0,0.5;1,1;]"..
"list[context;input;2.5,1.2;1,1;]"..
-- "list[context;material;5,0;3,3;]"..
"list[context;hammer;5,2.4;1,1;]"..
-- "label[0,0;Sample:]"..
-- "label[0,1;(Recipe)]"..
"label[2.5,0.7;"..S("Workpiece:").."]"..
-- "label[6,-0.5;Materials:]"..
"label[6,2.3;"..S("Optional").."]"..
"label[6,2.6;"..S("storage for").."]"..
"label[6,2.9;"..S("your hammer").."]"..
"label[0,0;"..S("Anvil").."]"..
"label[0,2.75;"..S("Punch anvil with hammer to").."]"..
"label[0,3.05;"..S("repair tool in workpiece-slot.").."]"..
"list[current_player;main;0,3.85;8,1;]"..
"list[current_player;main;0,5.08;8,3;8]"..
"listring[context;hammer]"..
"listring[current_player;main]"..
"listring[context;input]"..
"listring[current_player;main]"..
default.get_hotbar_bg(0,3.85)
local metal_sounds
-- Apparently node_sound_metal_defaults is a newer thing, I ran into games using an older version of the default mod without it.
if default.node_sound_metal_defaults ~= nil then
metal_sounds = default.node_sound_metal_defaults()
else
metal_sounds = default.node_sound_stone_defaults()
end
minetest.register_node("cottages:anvil", {
drawtype = "nodebox",
description = S("Anvil"),
is_ground_content = false,
tiles = {"cottages_stone.png"}, -- TODO default_steel_block.png, default_obsidian.png are also nice
paramtype = "light",
paramtype2 = "facedir",
groups = {cracky = 2},
sounds = metal_sounds,
-- the nodebox model comes from realtest
node_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2}}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2}}
},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Anvil"))
local inv = meta:get_inventory()
inv:set_size("input", 1)
-- inv:set_size("material", 9)
-- inv:set_size("sample", 1)
inv:set_size("hammer", 1)
meta:set_string("formspec", cottages_formspec_anvil)
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", S("Anvil (owned by @1)", meta:get_string("owner") or ""))
meta:set_string("formspec", cottages_formspec_anvil) -- .."label[2.5,-0.5;"..S("Owner: @1", meta:get_string('owner') or "").."]")
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local owner = meta:get_string('owner')
if not inv:is_empty("input") or
-- not inv:is_empty("material") or not inv:is_empty("sample") or
not inv:is_empty("hammer") or not(player) or
owner and owner ~= '' and player:get_player_name() ~= owner then
return false
end
return true
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
if player and player:get_player_name() ~= meta:get_string('owner') and from_list ~= "input" then
return 0
end
return count
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if player and player:get_player_name() ~= meta:get_string('owner') and listname ~= "input" then
return 0
end
if listname == 'hammer' and stack and stack:get_name() ~= 'cottages:hammer' then
return 0
end
if listname == 'input' and
(stack:get_wear() == 0 or
stack:get_name() == "technic:water_can" or
stack:get_name() == "technic:lava_can") then
minetest.chat_send_player(player:get_player_name(),
S('The workpiece slot is for damaged tools only.'))
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if player and player:get_player_name() ~= meta:get_string('owner') and listname ~= "input" then
return 0
end
return stack:get_count()
end,
on_punch = function(pos, node, puncher)
if not pos or not node or not puncher then
return
end
-- only punching with the hammer is supposed to work
local wielded = puncher:get_wielded_item()
if not wielded or not wielded:get_name() or wielded:get_name() ~= 'cottages:hammer' then
return
end
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local input = inv:get_stack('input', 1)
-- only tools can be repaired
if not input or
input:is_empty() or
input:get_name() == "technic:water_can" or
input:get_name() == "technic:lava_can" then
meta:set_string("formspec", cottages_formspec_anvil) -- .."label[2.5,-0.5;"..S("Owner: @1", meta:get_string('owner') or "").."]")
return
end
-- 65535 is max damage
local damage_state = 40 - math.floor(input:get_wear() / 1638)
local tool_name = input:get_name()
local hud_image = ""
if tool_name and minetest.registered_items[tool_name] then
if minetest.registered_items[tool_name].inventory_image then
hud_image = minetest.registered_items[tool_name].inventory_image
elseif minetest.registered_items[tool_name].textures and
type(minetest.registered_items[tool_name].textures) == 'table' then
hud_image = minetest.registered_items[tool_name].textures[1]
elseif minetest.registered_items[tool_name].textures and
type(minetest.registered_items[tool_name].textures) == 'string' then
hud_image = minetest.registered_items[tool_name].textures
end
end
local hud1 = puncher:hud_add({
hud_elem_type = "image",
scale = {x = 15, y = 15},
text = hud_image,
position = {x = 0.5, y = 0.5},
alignment = {x = 0, y = 0}})
local hud2 = nil
local hud3 = nil
if input:get_wear() > 0 then
hud2 = puncher:hud_add({
hud_elem_type = "statbar",
text = "default_cloud.png^[colorize:#ff0000:256",
number = 40,
direction = 0, -- left to right
position = {x = 0.5, y = 0.65},
alignment = {x = 0, y = 0},
offset = {x = -320, y = 0},
size = {x = 32, y = 32}})
hud3 = puncher:hud_add({
hud_elem_type = "statbar",
text = "default_cloud.png^[colorize:#00ff00:256",
number = damage_state,
direction = 0, -- left to right
position = {x = 0.5, y = 0.65},
alignment = {x = 0, y = 0},
offset = {x = -320, y = 0},
size = {x = 32, y = 32}})
end
minetest.after(2, function()
if puncher then
puncher:hud_remove(hud1)
puncher:hud_remove(hud2)
puncher:hud_remove(hud3)
end
end)
-- tell the player when the job is done
if input:get_wear() == 0 then
-- minetest.chat_send_player(puncher:get_player_name(),
-- S('Your tool has been repaired successfully.'))
return
else
pos.y = pos.y + 7/16
minetest.sound_play({name = "cottages_anvil_clang"}, {pos = pos})
minetest.add_particlespawner({
amount = 10,
time = 0.1,
minpos = pos,
maxpos = pos,
minvel = {x = 2, y = 3, z = 2},
maxvel = {x = -2, y = 1, z = -2},
minacc = {x = 0, y = -10, z = 0},
maxacc = {x = 0, y = -10, z = 0},
minexptime = 0.5,
maxexptime = 1,
minsize = 1,
maxsize = 1,
collisiondetection = true,
vertical = false,
texture = "cottages_anvil_spark.png"})
end
-- do the actual repair
input:add_wear(-5000) -- equals to what technic toolshop does in 5 seconds
inv:set_stack("input", 1, input)
-- damage the hammer slightly
wielded:add_wear(100)
puncher:set_wielded_item(wielded)
-- do not spam too much
-- if math.random(1,5) == 1 then
-- minetest.chat_send_player(puncher:get_player_name(),
-- S('Your workpiece improves.'))
-- end
end
})
---------------------------------------------------------------------------------------
-- crafting recipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:anvil",
recipe = {
{cottages.craftitem_steel, cottages.craftitem_steel, cottages.craftitem_steel},
{'' , cottages.craftitem_steel, '' },
{cottages.craftitem_steel, cottages.craftitem_steel, cottages.craftitem_steel}
}
})
-- the castle-mod has an anvil as well - with the same recipe. convert the two into each other
if minetest.get_modpath("castle") ~= nil then
minetest.register_craft({
output = "cottages:anvil",
recipe = {{'castle:anvil'}}
})
minetest.register_craft({
output = "castle:anvil",
recipe = {{'cottages:anvil'}}
})
end
minetest.register_craft({
output = "cottages:hammer",
recipe = {
{cottages.craftitem_steel},
{'cottages:anvil'},
{cottages.craftitem_stick}
}
})