anvils = {} local MAX_WEAR = 65535 local SAME_TOOL_REPAIR_BOOST = math.ceil(MAX_WEAR * 0.12) -- 12% -- Given a tool and material stack, returns how many items of the material stack -- needs to be used up to repair the tool. local function get_consumed_materials(tool, material) local wear = tool:get_wear() if wear == 0 then return 0 end local tooldef = tool:get_definition() local slice = math.ceil(MAX_WEAR / tooldef._repair_material_total) local matsize = material:get_count() local materials_used = 0 for m = 1, math.min(tooldef._repair_material_total, matsize) do materials_used = materials_used + 1 if wear - (m * slice) <= 0 then break end end return materials_used end -- Given 2 input stacks, tells you which is the tool and which is the material. -- Returns ("tool", input1, input2) if input1 is tool and input2 is material. -- Returns ("material", input2, input1) if input1 is material and input2 is tool. -- Returns nil otherwise. local function distinguish_tool_and_material(input1, input2) local def1 = input1:get_definition() local def2 = input2:get_definition() if def1.type == "tool" and def1._repair_material then return "tool", input1, input2 elseif def2.type == "tool" and def2._repair_material then return "material", input2, input1 else return nil end end -- Repair calculation helper. -- Adds the “inverse” values of wear1 and wear2. -- Then adds a boost health value directly. -- Returns the resulting (capped) wear. local function calculate_repair(wear1, wear2, boost) local new_health = (MAX_WEAR - wear1) + (MAX_WEAR - wear2) if boost then new_health = new_health + boost end return math.max(0, math.min(MAX_WEAR, MAX_WEAR - new_health)) end -- Update the inventory slots of an anvil node. -- meta: Metadata of anvil node local function update_anvil_slots(meta) local inv = meta:get_inventory() local input1, input2, output input1 = inv:get_stack("input", 1) input2 = inv:get_stack("input", 2) output = inv:get_stack("output", 1) local new_output, name_item -- Both input slots occupied if (not input1:is_empty() and not input2:is_empty()) then -- Repair, if tool local def1 = input1:get_definition() local def2 = input2:get_definition() -- Same tool twice if input1:get_name() == input2:get_name() and def1.type == "tool" and (input1:get_wear() > 0 or input2:get_wear() > 0) then -- Add tool health together plus a small bonus -- TODO: Combine tool enchantments local new_wear = calculate_repair(input1:get_wear(), input2:get_wear(), SAME_TOOL_REPAIR_BOOST) input1:set_wear(new_wear) name_item = input1 new_output = name_item -- Tool + repair item else -- Any tool can have a repair item. This may be defined in the -- tool's item definition as an itemstring in the field -- `_repair_material`. Only if this field is set, the tool can be -- repaired with a material item. Example: Steel Pickaxe + Steel -- Ingot. `_repair_material = default:steel_ingot` -- Big repair bonus -- TODO: Combine tool enchantments local distinguished, tool, material = distinguish_tool_and_material(input1, input2) if distinguished then local tooldef = tool:get_definition() local has_correct_material = false if string.sub(tooldef._repair_material, 1, 6) == "group:" then has_correct_material = minetest.get_item_group( material:get_name(), string.sub(tooldef._repair_material, 7)) ~= 0 elseif material:get_name() == tooldef._repair_material then has_correct_material = true end if has_correct_material and tool:get_wear() > 0 then local materials_used = get_consumed_materials(tool, material) local slice = math.ceil( MAX_WEAR / tooldef._repair_material_total) local wear = tool:get_wear() local new_wear = wear - (materials_used * slice) tool:set_wear(math.max(0, new_wear)) new_output = tool else new_output = "" end else new_output = "" end end -- if tool or item removed, clear output elseif not output:is_empty() then new_output = "" end -- Set the new output slot if new_output ~= nil then inv:set_stack("output", 1, new_output) end end -- Drop input items of anvil at pos with metadata meta local function drop_anvil_items(pos, meta) local inv = meta:get_inventory() for i = 1, inv:get_size("input") do local stack = inv:get_stack("input", i) if not stack:is_empty() then local p = { x = pos.x + math.random(-10, 10) / 9, y = pos.y, z = pos.z + math.random(-10, 10) / 9} minetest.add_item(p, stack) end end end local anvildef = { description = "Anvil", groups = { cracky = 1, level = 2, falling_node = 1, falling_node_damage = 4 }, tiles = { "anvils_anvil_top.png", "anvils_anvil_base.png", "anvils_anvil_side.png" }, paramtype = "light", sunlight_propagates = true, is_ground_content = false, paramtype2 = "facedir", drawtype = "nodebox", use_texture_alpha = "clip", node_box = { type = "fixed", fixed = { {-8/16, 2/16, -5/16, 8/16, 8/16, 5/16}, -- top {-5/16, -4/16, -2/16, 5/16, 5/16, 2/16}, -- middle {-8/16, -8/16, -5/16, 8/16, -4/16, 5/16}, -- base } }, sounds = default.node_sound_metal_defaults(), ---------------- added can_dig = function(pos, player) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if inv:is_empty("input") and inv:is_empty("output") then if not minetest.is_protected(pos, player:get_player_name()) then return true end end end, ----------------- after_dig_node = function(pos, oldnode, oldmetadata, digger) local meta = minetest.get_meta(pos) local meta2 = meta meta:from_table(oldmetadata) drop_anvil_items(pos, meta) meta:from_table(meta2:to_table()) end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) if listname == "output" then return 0 else return stack:get_count() end end, allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) if to_list == "output" then return 0 elseif from_list == "output" and to_list == "input" then local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if inv:get_stack(to_list, to_index):is_empty() then return count else return 0 end else return count end end, on_metadata_inventory_put = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) update_anvil_slots(meta) end, on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) local meta = minetest.get_meta(pos) if from_list == "output" and to_list == "input" then local inv = meta:get_inventory() for i = 1, inv:get_size("input") do if i ~= to_index then local istack = inv:get_stack("input", i) istack:set_count(math.max(0, istack:get_count() - count)) inv:set_stack("input", i, istack) end end end update_anvil_slots(meta) end, allow_metadata_inventory_take = function(pos, listname, index, stack, player) if listname == "output" then local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local input1 = inv:get_stack("input", 1) local input2 = inv:get_stack("input", 2) if input1:is_empty() or input2:is_empty() then return 0 end end return stack:get_count() end, on_metadata_inventory_take = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) if listname == "output" then local inv = meta:get_inventory() local input1 = inv:get_stack("input", 1) local input2 = inv:get_stack("input", 2) -- Both slots occupied? if not input1:is_empty() and not input2:is_empty() then -- Take as many items as needed local distinguished, tool, material = distinguish_tool_and_material(input1, input2) if distinguished then -- Tool + material: Take tool and as many materials as needed local materials_used = get_consumed_materials(tool, material) material:set_count(material:get_count() - materials_used) tool:take_item() local player_name = player:get_player_name() minetest.sound_play("anvil_use", { to_player = player_name, gain = 1.0}) if distinguished == "tool" then input1, input2 = tool, material else input1, input2 = material, tool end inv:set_stack("input", 1, input1) inv:set_stack("input", 2, input2) else -- Else take 1 item from each stack input1:take_item() input2:take_item() inv:set_stack("input", 1, input1) inv:set_stack("input", 2, input2) end end elseif listname == "input" then update_anvil_slots(meta) end end, on_construct = function(pos) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:set_size("input", 2) inv:set_size("output", 1) meta:set_string("formspec", "size[8,6.5]" .. "list[context;input;1,1;1,1;]" .. "list[context;input;3.5,1;1,1;1]" .. "list[context;output;6,1;1,1;]" .. "list[current_player;main;0,2.5;8,4]" .. "label[1.0,0.2;Tool]" .. "label[3.5,0.2;Material]" .. "label[6,0.2;Output]" .. "field_close_on_enter[name;false]" .. "listring[context;input]" .. "listring[context;output]" .. "listring[current_player;main]" .. "listring[current_player;main]") end, } if minetest.get_modpath("screwdriver") then anvildef.on_rotate = screwdriver.rotate_simple end minetest.register_node("anvils:anvil", anvildef) minetest.register_alias("anvils:anvil_damage_1", "anvils:anvil") minetest.register_alias("anvils:anvil_damage_2", "anvils:anvil") minetest.register_craft({ output = "anvils:anvil", recipe = { {"default:steelblock", "default:steelblock", "default:steelblock"}, {"", "default:steel_ingot", ""}, {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}, } }) dofile(minetest.get_modpath("anvils") .. "/tools.lua")