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