mirror of
https://git.minetest.land/Mineclonia/Mineclonia.git
synced 2024-11-08 18:55:05 +00:00
460 lines
16 KiB
Lua
460 lines
16 KiB
Lua
local MAX_NAME_LENGTH = 30
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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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local MATERIAL_TOOL_REPAIR_BOOST = {
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math.ceil(MAX_WEAR * 0.25), -- 25%
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math.ceil(MAX_WEAR * 0.5), -- 50%
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math.ceil(MAX_WEAR * 0.75), -- 75%
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MAX_WEAR, -- 100%
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}
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local NAME_COLOR = "#FFFF4C"
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local function get_anvil_formspec(set_name)
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if not set_name then
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set_name = ""
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end
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return "size[9,8.75]"..
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"background[-0.19,-0.25;9.41,9.49;mcl_anvils_inventory.png]"..
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mcl_vars.inventory_header..
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"list[current_player;main;0,4.5;9,3;9]"..
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"list[current_player;main;0,7.74;9,1;]"..
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"list[context;input;1,2.5;1,1;]"..
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"list[context;input;4,2.5;1,1;1]"..
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"list[context;output;8,2.5;1,1;]"..
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"field[3.25,1;4,1;name;;"..minetest.formspec_escape(set_name).."]"..
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"field_close_on_enter[name;false]"..
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"button[7,0.7;2,1;name_button;Set Name]"..
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"listring[context;output]"..
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"listring[current_player;main]"..
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"listring[context;input]"..
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"listring[current_player;main]"
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end
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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 health = (MAX_WEAR - wear)
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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(4, matsize) do
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materials_used = materials_used + 1
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if (wear - MATERIAL_TOOL_REPAIR_BOOST[m]) <= 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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-- 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 new_name = meta:get_string("set_name")
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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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local just_rename = false
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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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-- 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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-- Same tool twice
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if input1:get_name() == input2:get_name() and def1.type == "tool" 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(), 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 tool's item definition
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-- as an itemstring in the field `_repair_material`. Only if this field is set, the
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-- tool can be repaired with a material item.
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-- Example: Iron Pickaxe + Iron Ingot. `_repair_material = mcl_core:iron_ingot`
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-- Big repair bonus
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-- TODO: Combine tool enchantments
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local distinguished, tool, material = 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(material:get_name(), 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 new_wear = calculate_repair(tool:get_wear(), MAX_WEAR, MATERIAL_TOOL_REPAIR_BOOST[materials_used])
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tool:set_wear(new_wear)
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name_item = tool
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new_output = name_item
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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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-- Exactly 1 input slot occupied
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elseif (not input1:is_empty() and input2:is_empty()) or (input1:is_empty() and not input2:is_empty()) then
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-- Just rename item
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if input1:is_empty() then
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name_item = input2
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else
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name_item = input1
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end
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just_rename = true
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else
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new_output = ""
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end
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-- Rename handling
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if name_item then
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-- No renaming allowed with group no_rename=1
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if minetest.get_item_group(name_item:get_name(), "no_rename") == 1 then
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new_output = ""
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else
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if new_name == nil then
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new_name = ""
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end
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local meta = name_item:get_meta()
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local old_name = meta:get_string("name")
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-- Limit name length
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new_name = string.sub(new_name, 1, MAX_NAME_LENGTH)
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-- Don't rename if names are identical
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if new_name ~= old_name then
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-- Rename item
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if new_name == "" then
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-- Empty name
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if name_item:get_definition()._mcl_generate_description then
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-- _mcl_generate_description(itemstack): If defined, set custom item description of itemstack.
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name_item:get_definition()._mcl_generate_description(name_item)
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else
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-- Otherwise, just clear description
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meta:set_string("description", "")
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end
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else
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-- Custom name set. Colorize it!
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-- This makes the name visually different from unnamed items
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meta:set_string("description", core.colorize(NAME_COLOR, new_name))
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end
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-- Save the raw name internally, too
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meta:set_string("name", new_name)
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new_output = name_item
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elseif just_rename then
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new_output = ""
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end
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end
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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 = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
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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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-- Damage the anvil by 1 level.
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-- Destroy anvil when at highest damage level.
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-- Returns true if anvil was destroyed.
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local function damage_anvil(pos)
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local node = minetest.get_node(pos)
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local new
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if node.name == "mcl_anvils:anvil" then
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minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_1", param2=node.param2})
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16})
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return false
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elseif node.name == "mcl_anvils:anvil_damage_1" then
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minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_2", param2=node.param2})
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16})
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return false
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elseif node.name == "mcl_anvils:anvil_damage_2" then
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-- Destroy anvil
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local meta = minetest.get_meta(pos)
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drop_anvil_items(pos, meta)
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dug, {pos=pos, max_hear_distance=16})
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minetest.remove_node(pos)
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return true
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end
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end
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-- Roll a virtual dice and damage anvil at a low chance.
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local function damage_anvil_by_using(pos)
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local r = math.random(1, 100)
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-- 12% chance
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if r <= 12 then
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return damage_anvil(pos)
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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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local function damage_anvil_by_falling(pos, distance)
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local chance
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local r = math.random(1, 100)
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if distance > 1 then
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if r <= (5*distance) then
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damage_anvil(pos)
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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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groups = {pickaxey=1, falling_node=1, falling_node_damage=1, crush_after_fall=1, deco_block=1, anvil=1},
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tiles = {"mcl_anvils_anvil_top_damaged_0.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"},
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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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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 = mcl_sounds.node_sound_metal_defaults(),
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_mcl_blast_resistance = 6000,
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_mcl_hardness = 5,
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_mcl_after_falling = damage_anvil_by_falling,
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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, 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, 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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if from_list == "output" then
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local destroyed = damage_anvil_by_using(pos)
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-- Close formspec if anvil was destroyed
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if destroyed then
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--[[ Closing the formspec w/ emptyformname is discouraged. But this is justified
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because node formspecs seem to only have an empty formname in MT 0.4.16.
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Also, sice this is on_metadata_inventory_take, we KNOW which formspec has
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been opened by the player. So this should be safe nonetheless.
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TODO: Update this line when node formspecs get proper identifiers in Minetest. ]]
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minetest.close_formspec(player:get_player_name(), "")
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end
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end
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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, 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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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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else
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-- Otherwise: Rename mode. Remove the same amount of items from input
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-- as has been taken from output
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if not input1:is_empty() then
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input1:set_count(math.max(0, input1:get_count() - stack:get_count()))
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inv:set_stack("input", 1, input1)
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end
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if not input2:is_empty() then
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input2:set_count(math.max(0, input2:get_count() - stack:get_count()))
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inv:set_stack("input", 2, input2)
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end
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end
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local destroyed = damage_anvil_by_using(pos)
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-- Close formspec if anvil was destroyed
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if destroyed then
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-- See above for justification.
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minetest.close_formspec(player:get_player_name(), "")
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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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local form = get_anvil_formspec()
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meta:set_string("formspec", form)
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end,
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on_receive_fields = function(pos, formname, fields, sender)
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if fields.name_button or fields.name then
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local set_name
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if fields.name == nil then
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set_name = ""
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else
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set_name = fields.name
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end
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local meta = minetest.get_meta(pos)
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-- Limit name length
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set_name = string.sub(set_name, 1, MAX_NAME_LENGTH)
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meta:set_string("set_name", set_name)
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update_anvil_slots(meta)
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meta:set_string("formspec", get_anvil_formspec(set_name))
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end
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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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local anvildef0 = table.copy(anvildef)
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anvildef0.description = "Anvil"
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anvildef0._doc_items_longdesc =
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[[The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!]]
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anvildef0._doc_items_usagehelp =
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"To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.".."\n"..
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"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"..
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"There are two possibilities to repair tools (and armor):".."\n"..
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"• 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"..
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"• 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"..
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"Armor counts as a tool. It is possible to repair and rename a tool in a single step.".."\n\n"..
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"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. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed."
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local anvildef1 = table.copy(anvildef)
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anvildef1.description = "Slightly Damaged Anvil"
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anvildef1._doc_items_create_entry = false
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anvildef1.groups.not_in_creative_inventory = 1
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anvildef1.groups.anvil = 2
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anvildef1._doc_items_create_entry = false
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anvildef1.tiles = {"mcl_anvils_anvil_top_damaged_1.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"}
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local anvildef2 = table.copy(anvildef)
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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"}
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|
|
|
minetest.register_node("mcl_anvils:anvil", anvildef0)
|
|
minetest.register_node("mcl_anvils:anvil_damage_1", anvildef1)
|
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minetest.register_node("mcl_anvils:anvil_damage_2", anvildef2)
|
|
|
|
if minetest.get_modpath("mcl_core") then
|
|
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" },
|
|
}
|
|
})
|
|
end
|
|
|
|
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
|