local MAX_NAME_LENGTH = 30 local MAX_WEAR = 65535 local SAME_TOOL_REPAIR_BOOST = math.ceil(MAX_WEAR * 0.12) -- 12% local MATERIAL_TOOL_REPAIR_BOOST = math.ceil(MAX_WEAR * 0.25) -- 25% local function get_anvil_formspec(set_name) if not set_name then set_name = "" end return "size[9,8.75]".. "background[-0.19,-0.25;9.41,9.49;mcl_anvils_inventory.png]".. mcl_vars.inventory_header.. "list[current_player;main;0,4.5;9,3;9]".. "list[current_player;main;0,7.74;9,1;]".. "list[context;input;1,2.5;1,1;]".. "list[context;input;4,2.5;1,1;1]".. "list[context;output;8,2.5;1,1;]".. "field[3.25,1;4,1;name;;"..minetest.formspec_escape(set_name).."]".. "field_close_on_enter[name;false]".. "button[7,0.7;2,1;name_button;Set Name]".. "listring[context;output]".. "listring[current_player;main]".. "listring[context;input]".. "listring[current_player;main]" 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 new_name = meta:get_string("set_name") 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 local just_rename = false -- 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() -- 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 -- Same tool twice if input1:get_name() == input2:get_name() and def1.type == "tool" 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: Iron Pickaxe + Iron Ingot. `_repair_material = mcl_core:iron_ingot` -- Big repair bonus -- TODO: Combine tool enchantments local tool, tooldef, material if def1.type == "tool" and def1._repair_material then tool = input1 tooldef = def1 material = input2 elseif def2.type == "tool" and def2._repair_material then tool = input2 tooldef = def2 material = input1 end if tool and material then 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 then local new_wear = calculate_repair(tool:get_wear(), MAX_WEAR, MATERIAL_TOOL_REPAIR_BOOST) tool:set_wear(new_wear) name_item = tool new_output = name_item else new_output = "" end else new_output = "" end end -- Exactly 1 input slot occupied elseif (not input1:is_empty() and input2:is_empty()) or (input1:is_empty() and not input2:is_empty()) then -- Just rename item if input1:is_empty() then name_item = input2 else name_item = input1 end just_rename = true else new_output = "" end -- Rename handling if name_item then -- No renaming allowed with group no_rename=1 if minetest.get_item_group(name_item:get_name(), "no_rename") == 1 then new_output = "" else if new_name == nil then new_name = "" end local meta = name_item:get_meta() local old_name = meta:get_string("name") -- Limit name length new_name = string.sub(new_name, 1, MAX_NAME_LENGTH) -- Don't rename if names are identical if new_name ~= old_name then -- Rename item if new_name == "" and name_item:get_definition()._mcl_generate_description then -- _mcl_generate_description(itemstack): If defined, set custom item description of itemstack. -- This function should be defined for items with an advanced description. -- See mcl_banners for an example. name_item:get_definition()._mcl_generate_description(name_item) else -- Set description meta:set_string("description", new_name) end -- Save the raw name internally, too meta:set_string("name", new_name) new_output = name_item elseif just_rename then new_output = "" end end 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(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5} minetest.add_item(p, stack) end end end -- Roll a virtual dice and with a low chance, damage the anvil by 1 level. -- Destroy anvil when at highest damage level. -- Returns true if anvil was destroyed. local function damage_anvil(pos) local r = math.random(1, 100) -- 12% chance if r <= 12 then local node = minetest.get_node(pos) local new if node.name == "mcl_anvils:anvil" then minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_1", param2=node.param2}) minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16}) return false elseif node.name == "mcl_anvils:anvil_damage_1" then minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_2", param2=node.param2}) minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16}) return false elseif node.name == "mcl_anvils:anvil_damage_2" then -- Destroy anvil local meta = minetest.get_meta(pos) drop_anvil_items(pos, meta) minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dug, {pos=pos, max_hear_distance=16}) minetest.remove_node(pos) return true end end return false end local anvildef = { groups = {pickaxey=1, falling_node=1, crush_after_fall=1, deco_block=1, anvil=1}, tiles = {"mcl_anvils_anvil_top_damaged_0.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"}, paramtype = "light", sunlight_propagates = true, is_ground_content = false, paramtype2 = "facedir", drawtype = "nodebox", 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 = mcl_sounds.node_sound_metal_defaults(), _mcl_blast_resistance = 6000, _mcl_hardness = 5, 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() inv:set_stack("output", 1, "") for i=1, inv:get_size("input") do if i ~= to_index then inv:set_stack("input", i, "") end end end update_anvil_slots(meta) if from_list == "output" then local destroyed = damage_anvil(pos, player) -- Close formspec if anvil was destroyed if destroyed then --[[ Closing the formspec w/ emptyformname is discouraged. But this is justified because node formspecs seem to only have an empty formname in MT 0.4.16. Also, sice this is on_metadata_inventory_take, we KNOW which formspec has been opened by the player. So this should be safe nonetheless. TODO: Update this line when node formspecs get proper identifiers in Minetest. ]] minetest.close_formspec(player:get_player_name(), "") end end 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) if not input1:is_empty() and not input2:is_empty() then -- Both slots occupied: Repair mode. Only take 1 item from each stack input1:take_item() input2:take_item() inv:set_stack("input", 1, input1) inv:set_stack("input", 2, input2) else -- Otherwise: Rename mode: Clear all input slots as the whole stack is renamed. inv:set_list("input", {"", ""}) end local destroyed = damage_anvil(pos, player) -- Close formspec if anvil was destroyed if destroyed then -- See above for justification. minetest.close_formspec(player:get_player_name(), "") 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) local form = get_anvil_formspec() meta:set_string("formspec", form) end, on_receive_fields = function(pos, formname, fields, sender) if fields.name_button or fields.name then local set_name if fields.name == nil then set_name = "" else set_name = fields.name end local meta = minetest.get_meta(pos) -- Limit name length set_name = string.sub(set_name, 1, MAX_NAME_LENGTH) meta:set_string("set_name", set_name) update_anvil_slots(meta) meta:set_string("formspec", get_anvil_formspec(set_name)) end end, } if minetest.get_modpath("screwdriver") then anvildef.on_rotate = screwdriver.rotate_simple end local anvildef0 = table.copy(anvildef) anvildef0.description = "Anvil" anvildef0._doc_items_longdesc = [[The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. The anvil is able to fall and very heavy. Don't let it fall on your head! It crushes (nearly) everything under its weight and hurts everyone on its way down.]] anvildef0._doc_items_usagehelp = "To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.".."\n".. "To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.".."\n".. "There are two possibilities to repair tools (and armor):".."\n".. "• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.".."\n".. "• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.".."\n".. "Armor counts as a tool. It is possible to repair and rename a tool in a single step.".."\n\n".. "The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. If a very damaged anvil is damaged again, it is destroyed." local anvildef1 = table.copy(anvildef) anvildef1.description = "Slightly Damaged Anvil" anvildef1._doc_items_create_entry = false anvildef1.groups.not_in_creative_inventory = 1 anvildef1.groups.anvil = 2 anvildef1._doc_items_create_entry = false anvildef1.tiles = {"mcl_anvils_anvil_top_damaged_1.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"} local anvildef2 = table.copy(anvildef) anvildef2.description = "Very Damaged Anvil" anvildef2._doc_items_create_entry = false anvildef2.groups.not_in_creative_inventory = 1 anvildef2.groups.anvil = 3 anvildef2._doc_items_create_entry = false anvildef2.tiles = {"mcl_anvils_anvil_top_damaged_2.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"} minetest.register_node("mcl_anvils:anvil", anvildef0) minetest.register_node("mcl_anvils:anvil_damage_1", anvildef1) minetest.register_node("mcl_anvils:anvil_damage_2", anvildef2) minetest.register_craft({ output = "mcl_anvils:anvil", recipe = { { "mcl_core:ironblock", "mcl_core:ironblock", "mcl_core:ironblock" }, { "", "mcl_core:iron_ingot", "" }, { "mcl_core:iron_ingot", "mcl_core:iron_ingot", "mcl_core:iron_ingot" }, } }) if minetest.get_modpath("doc") then doc.add_entry_alias("nodes", "mcl_anvils:anvil", "nodes", "mcl_anvils:anvil_damage_1") doc.add_entry_alias("nodes", "mcl_anvils:anvil", "nodes", "mcl_anvils:anvil_damage_2") end dofile(minetest.get_modpath(minetest.get_current_modname()).."/falling_anvil.lua")