585 lines
20 KiB
Lua
585 lines
20 KiB
Lua
local material = {}
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local block = {}
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local make_ok = false
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local anzahl = 0
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local material2 = {}
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local stone = {}
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local deco = {}
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local color_tab = {
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{'black', 'Black', 'dye:black'},
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{'blue', 'Blue', 'dye:blue'},
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{'brown', 'Brown', 'dye:brown'},
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{'cyan', 'Cyan', 'dye:cyan'},
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{'dark_green', 'Dark Green', 'dye:dark_green'},
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{'dark_grey', 'Dark Grey', 'dye:dark_grey'},
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{'green', 'Green', 'dye:green'},
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{'grey', 'Grey', 'dye:grey'},
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{'magenta', 'Magenta', 'dye:magenta'},
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{'orange', 'Orange', 'dye:orange'},
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{'pink', 'Pink', 'dye:pink'},
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{'red', 'Red', 'dye:red'},
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{'violet', 'Violet', 'dye:violet'},
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{'white', 'White', 'dye:white'},
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{'yellow', 'Yellow', 'dye:yellow'},
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{'cement', '', ''},
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}
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minetest.register_node('mylandscaping:machine', {
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description = 'Concrete Forms',
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drawtype = 'mesh',
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mesh = 'mylandscaping_cement_mixer.obj',
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tiles = {
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{name='mylandscaping_tex3.png'},{name='mylandscaping_tex1.png'},
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{name='default_gravel.png'},{name='mylandscaping_tex2.png'}},
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groups = {oddly_breakable_by_hand=2},
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paramtype = 'light',
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paramtype2 = 'facedir',
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selection_box = {
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type = 'fixed',
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fixed = {
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{-0.5, -0.5, -0.5, 1.1, 0.5, 0.5},
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{1.1, -0.5, -0.1, 1.5, -0.3, 0.5}
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}
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},
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collision_box = {
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type = 'fixed',
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fixed = {
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{-0.5, -0.5, -0.5, 1.1, 0.5, 0.5},
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{1.1, -0.5, -0.1, 1.5, -0.3, 0.5}
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}
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},
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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 player:get_player_name() == meta:get_string('owner') and
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inv:is_empty('input') and
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inv:is_empty('dye') and
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inv:is_empty('output') then
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return true
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else
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return false
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end
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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local input = stack:get_name()
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if listname == 'input' then
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if input == 'mylandscaping:concrete' or input == 'mylandscaping:concrete_bag' then
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return 99
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else
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return 0
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end
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elseif listname == 'dye' then
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if minetest.get_item_group(input, 'dye') > 0 then
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return 99
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else
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return 0
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end
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elseif listname == 'output' then
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return 0
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end
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end,
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after_place_node = function(pos, placer, itemstack)
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local meta = minetest.get_meta(pos)
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meta:set_string('owner',placer:get_player_name())
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meta:set_string('infotext','Concrete Mixer (owned by '..placer:get_player_name()..')')
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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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meta:set_string('formspec', retaining_walls)
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meta:set_string('infotext', 'Concrete Mixer')
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local inv = meta:get_inventory()
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inv:set_size('input', 1)
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inv:set_size('output', 1)
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inv:set_size('dye', 1)
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end,
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on_receive_fields = function(pos, formname, fields, sender)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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if fields['retain'] then
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meta:set_string('formspec', retaining_walls)
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elseif fields['patio'] then
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meta:set_string('formspec', patio_pavers)
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elseif fields['deco'] then
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meta:set_string('formspec', deco_walls)
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elseif fields['column'] then
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meta:set_string('formspec', columns)
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end
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for i in ipairs (color_tab) do
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local col = color_tab[i][1]
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local coldesc = color_tab[i][2]
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local dyecol = color_tab[i][3]
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if fields['awall1']
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or fields['awall2']
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or fields['awall3']
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or fields['awall4']
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or fields['awall5']
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then
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if fields['awall1'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:awall_left_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['awall2'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:awall_middle_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['awall3'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:awall_right_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['awall4'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:awall_icorner_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['awall5'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:awall_ocorner_'
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if inv:is_empty('input') then
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return
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end
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end
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local instack = inv:get_stack('input', 1)
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local outstack = inv:get_stack('output', 1)
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local dyestack = inv:get_stack('dye', 1)
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---------------------------------------------------------------------
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if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
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or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
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material = col
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make_ok = true
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end
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---------------------------------------------------------------------
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if make_ok == true then
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local give = {}
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if inv:room_for_item('output', block..col) then
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inv:add_item('output', block..col..' '..anzahl)
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instack:take_item()
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inv:set_stack('input',1,instack)
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if dyestack:get_name() == 'dye:'..col then
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dyestack:take_item()
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inv:set_stack('dye',1,dyestack)
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end
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end
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end
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end
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---------------------------------------------------------------------
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if fields['fwall1']
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or fields['fwall2']
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or fields['fwall3']
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or fields['fwall4']
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then
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if fields['fwall1'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:fwall_left_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['fwall2'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:fwall_middle_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['fwall3'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:fwall_right_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['fwall4'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:fwall_corner_'
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if inv:is_empty('input') then
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return
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end
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end
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local instack = inv:get_stack('input', 1)
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local outstack = inv:get_stack('output', 1)
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local dyestack = inv:get_stack('dye', 1)
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---------------------------------------------------------------------
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if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
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or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
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material = col
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make_ok = true
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end
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---------------------------------------------------------------------
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if make_ok == true then
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local give = {}
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if inv:room_for_item('output', block..col) then
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inv:add_item('output', block..col..' '..anzahl)
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instack:take_item()
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inv:set_stack('input',1,instack)
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if dyestack:get_name() == 'dye:'..col then
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dyestack:take_item()
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inv:set_stack('dye',1,dyestack)
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end
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end
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end
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end
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---------------------------------------------------------------------
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if fields['mwall1']
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or fields['mwall2']
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or fields['mwall3']
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then
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if fields['mwall1'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:mwall_middle_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['mwall2'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:mwall_icorner_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['mwall3'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:mwall_ocorner_'
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if inv:is_empty('input') then
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return
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end
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end
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local instack = inv:get_stack('input', 1)
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local outstack = inv:get_stack('output', 1)
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local dyestack = inv:get_stack('dye', 1)
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---------------------------------------------------------------------
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if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
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or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
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material = col
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make_ok = true
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end
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---------------------------------------------------------------------
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if make_ok == true then
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local give = {}
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if inv:room_for_item('output', block..col) then
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inv:add_item('output', block..col..' '..anzahl)
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instack:take_item()
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inv:set_stack('input',1,instack)
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if dyestack:get_name() == 'dye:'..col then
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dyestack:take_item()
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inv:set_stack('dye',1,dyestack)
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end
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end
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end
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end
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---------------------------------------------------------------------
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--all columns here, possible decorative caps too.
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if fields['acolumn1']
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or fields['acolumn2']
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or fields['acolumn3']
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or fields['fcolumn1']
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or fields['fcolumn2']
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or fields['fcolumn3']
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or fields['mcolumn1']
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or fields['mcolumn2']
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or fields['mcolumn3']
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or fields['column_sphere']
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or fields['column_dragon']
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or fields['column_suzanne']
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or fields['column_cross']
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then
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if fields['acolumn1'] then
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make_ok = false
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anzahl = 1
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block = 'mylandscaping:awall_column_m_t_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['acolumn2'] then
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make_ok = false
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anzahl = 1
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block = 'mylandscaping:awall_column_ic_t_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['acolumn3'] then
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make_ok = false
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anzahl = 1
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block = 'mylandscaping:awall_column_oc_t_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['fcolumn1'] then
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make_ok = false
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anzahl = 1
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block = 'mylandscaping:fwall_column_m_t_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['fcolumn2'] then
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make_ok = false
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anzahl = 1
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block = 'mylandscaping:fwall_column_ic_t_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['fcolumn3'] then
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make_ok = false
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anzahl = 1
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block = 'mylandscaping:fwall_column_oc_t_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['column_sphere'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:column_t_sphere_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['column_dragon'] then
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make_ok = false
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anzahl = 1
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block = 'mylandscaping:column_t_dragon_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['column_suzanne'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:column_t_suzanne_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['column_cross'] then
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make_ok = false
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anzahl = 2
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block = 'mylandscaping:column_t_cross_'
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if inv:is_empty('input') then
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return
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end
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end
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local instack = inv:get_stack('input', 1)
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local outstack = inv:get_stack('output', 1)
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local dyestack = inv:get_stack('dye', 1)
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---------------------------------------------------------------------
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if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
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or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
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material = col
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make_ok = true
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end
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if make_ok == true then
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local give = {}
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if inv:room_for_item('output', block..col) then
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inv:add_item('output', block..col..' '..anzahl)
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instack:take_item()
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inv:set_stack('input',1,instack)
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if dyestack:get_name() == 'dye:'..col then
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dyestack:take_item()
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inv:set_stack('dye',1,dyestack)
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end
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end
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end
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end
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if fields['patio1']
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or fields['patio2']
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or fields['patio3']
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or fields['patio4']
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or fields['patio5']
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or fields['patio6']
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or fields['patio7']
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then
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if fields['patio1'] then
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make_ok = false
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anzahl = 3
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stone = 'mylandscaping:stone_square'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['patio2'] then
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make_ok = false
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anzahl = 3
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stone = 'mylandscaping:stone_square_sm'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['patio7'] then
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make_ok = false
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anzahl = 3
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stone = 'mylandscaping:stone_square_xsm'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['patio3'] then
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make_ok = false
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anzahl = 3
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stone = 'mylandscaping:stone_pavers'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['patio4'] then
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make_ok = false
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anzahl = 3
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stone = 'mylandscaping:stone_ashlar'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['patio5'] then
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make_ok = false
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anzahl = 3
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stone = 'mylandscaping:stone_flagstone'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['patio6'] then
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make_ok = false
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anzahl = 3
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stone = 'mylandscaping:stone_pinwheel'
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if inv:is_empty('input') then
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return
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end
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end
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local instack = inv:get_stack('input', 1)
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local outstack = inv:get_stack('output', 1)
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local dyestack = inv:get_stack('dye', 1)
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if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
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or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
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make_ok = true
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end
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---------------------------------------------------------------------
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if make_ok == true then
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local give = {}
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if inv:room_for_item('output', stone..col) then
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inv:add_item('output', stone..col..' '..anzahl)
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instack:take_item()
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inv:set_stack('input',1,instack)
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if dyestack:get_name() == 'dye:'..col then
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dyestack:take_item()
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inv:set_stack('dye',1,dyestack)
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end
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end
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end
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end
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---------------------------------------------------------------------
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if fields['deco1']
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or fields['deco2']
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or fields['deco3']
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or fields['deco4']
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or fields['deco5']
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then
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if fields['deco1'] then
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make_ok = false
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anzahl = 4
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deco = 'mylandscaping:deco_wall_s_'
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if inv:is_empty('input') then
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return
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end
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end
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if fields['deco2'] then
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make_ok = false
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anzahl = 4
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deco = 'mylandscaping:deco_wall_f_'
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if inv:is_empty('input') then
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return
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end
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end
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|
if fields['deco3'] then
|
|
make_ok = false
|
|
anzahl = 4
|
|
deco = 'mylandscaping:deco_wall_p_'
|
|
if inv:is_empty('input') then
|
|
return
|
|
end
|
|
end
|
|
if fields['deco4'] then
|
|
make_ok = false
|
|
anzahl = 4
|
|
deco = 'mylandscaping:deco_wall_r_'
|
|
if inv:is_empty('input') then
|
|
return
|
|
end
|
|
end
|
|
if fields['deco5'] then
|
|
make_ok = false
|
|
anzahl = 4
|
|
deco = 'mylandscaping:deco_column_'
|
|
if inv:is_empty('input') then
|
|
return
|
|
end
|
|
end
|
|
|
|
local instack = inv:get_stack('input', 1)
|
|
local outstack = inv:get_stack('output', 1)
|
|
local dyestack = inv:get_stack('dye', 1)
|
|
|
|
if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
|
|
or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
|
|
make_ok = true
|
|
end
|
|
---------------------------------------------------------------------
|
|
if make_ok == true then
|
|
local give = {}
|
|
if inv:room_for_item('output', deco..col) then
|
|
inv:add_item('output', deco..col..' '..anzahl)
|
|
instack:take_item()
|
|
inv:set_stack('input',1,instack)
|
|
if dyestack:get_name() == 'dye:'..col then
|
|
dyestack:take_item()
|
|
inv:set_stack('dye',1,dyestack)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
})
|