mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-12-05 01:03:44 +01:00
6e70c760d6
This should allow renaming items on the anvil when using mobile. This also may improve mobile craftguide experience. Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4456 Co-authored-by: the-real-herowl <wiktor_t-i@proton.me> Co-committed-by: the-real-herowl <wiktor_t-i@proton.me>
621 lines
20 KiB
Lua
621 lines
20 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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local F = minetest.formspec_escape
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local C = minetest.colorize
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local MAX_NAME_LENGTH = 35
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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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---@param set_name? string
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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 table.concat({
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"formspec_version[4]",
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"size[11.75,10.425]",
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"label[4.125,0.375;" .. F(C(mcl_formspec.label_color, S("Repair and Name"))) .. "]",
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"image[0.875,0.375;1.75,1.75;mcl_anvils_inventory_hammer.png]",
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"field[4.125,0.75;7.25,1;name;;" .. F(set_name) .. "]",
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"field_close_on_enter[name;false]",
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"field_enter_after_edit[name;true]",
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"set_focus[name;true]",
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mcl_formspec.get_itemslot_bg_v4(1.625, 2.6, 1, 1),
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"list[context;input;1.625,2.6;1,1;]",
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"image[3.5,2.6;1,1;mcl_anvils_inventory_cross.png]",
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mcl_formspec.get_itemslot_bg_v4(5.375, 2.6, 1, 1),
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"list[context;input;5.375,2.6;1,1;1]",
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"image[6.75,2.6;2,1;mcl_anvils_inventory_arrow.png]",
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mcl_formspec.get_itemslot_bg_v4(9.125, 2.6, 1, 1),
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"list[context;output;9.125,2.6;1,1;]",
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-- Player Inventory
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mcl_formspec.get_itemslot_bg_v4(0.375, 5.1, 9, 3),
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"list[current_player;main;0.375,5.1;9,3;9]",
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mcl_formspec.get_itemslot_bg_v4(0.375, 9.05, 9, 1),
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"list[current_player;main;0.375,9.05;9,1;]",
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-- Listrings
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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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})
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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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---@param tool ItemStack
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---@param material ItemStack
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---@return integer
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local function get_consumed_materials(tool, material)
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local wear = tool:get_wear()
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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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---@param input1 ItemStack
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---@param input2 ItemStack
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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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local r1 = def1._repair_material
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local r2 = def2._repair_material
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if def1.type == "tool" and r1 and type(r1) == "table" and table.indexof(r1, input2) ~= -1 then
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return "tool", input1, input2
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elseif def2.type == "tool" and r2 and type(r2) == "table" and table.indexof(r1, input1) ~= -1 then
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return "material", input2, input1
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elseif def1.type == "tool" and r1 then
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return "tool", input1, input2
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elseif def2.type == "tool" and r2 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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---Helper function to make sure update_anvil_slots NEVER overstacks the output slot
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---@param stack ItemStack
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local function fix_stack_size(stack)
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if not stack or stack == "" then return "" end
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local count = stack:get_count()
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local max_count = stack:get_stack_max()
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if count > max_count then
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stack:set_count(max_count)
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count = max_count
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end
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return count
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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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---@param meta NodeMetaRef
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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 = inv:get_stack("input", 1)
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local input2 = inv:get_stack("input", 2)
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--local 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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local can_combine = mcl_enchanting.combine(input1, input2)
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if can_combine then
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-- Add tool health together plus a small bonus
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if def1.type == "tool" and def2.type == "tool" then
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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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end
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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 repair = tooldef._repair_material
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local has_correct_material = false
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local material_name = material:get_name()
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if type(repair) == "string" then
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if string.sub(repair, 1, 6) == "group:" then
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has_correct_material = minetest.get_item_group(material_name, string.sub(repair, 7)) ~= 0
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elseif material_name == repair then
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has_correct_material = true
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end
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else
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if table.indexof(repair, material_name) ~= -1 then
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has_correct_material = true
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else
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for _, r in pairs(repair) do
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if string.sub(r, 1, 6) == "group:" then
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if minetest.get_item_group(material_name, string.sub(r, 7)) ~= 0 then
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has_correct_material = true
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end
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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 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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-- Save the raw name internally
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meta:set_string("name", new_name)
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-- Rename item handled by tt
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tt.reload_itemstack_description(name_item)
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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 then
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fix_stack_size(new_output)
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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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---@param pos Vector
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---@param meta NodeMetaRef
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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 = vector.offset(pos, math.random(0, 10) / 10 - 0.5, 0, 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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---@param pos Vector
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---@param node node
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local function damage_particles(pos, node)
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minetest.add_particlespawner({
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amount = 30,
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time = 0.1,
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minpos = vector.offset(pos, -0.5, -0.5, -0.5),
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maxpos = vector.offset(pos, 0.5, -0.25, 0.5),
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minvel = vector.new(-0.5, 0.05, -0.5),
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maxvel = vector.new(0.5, 0.3, 0.5),
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minacc = vector.new(0, -9.81, 0),
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maxacc = vector.new(0, -9.81, 0),
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minexptime = 0.1,
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maxexptime = 0.5,
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minsize = 0.4,
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maxsize = 0.5,
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collisiondetection = true,
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vertical = false,
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node = node,
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})
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end
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local function destroy_particles(pos, node)
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minetest.add_particlespawner({
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amount = math.random(20, 30),
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time = 0.1,
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minpos = vector.offset(pos, -0.4, -0.4, -0.4),
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maxpos = vector.offset(pos, 0.4, 0.4, 0.4),
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minvel = vector.new(-0.5, -0.1, -0.5),
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maxvel = vector.new(0.5, 0.2, 0.5),
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minacc = vector.new(0, -9.81, 0),
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maxacc = vector.new(0, -9.81, 0),
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minexptime = 0.2,
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maxexptime = 0.65,
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minsize = 0.8,
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maxsize = 1.2,
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collisiondetection = true,
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vertical = false,
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node = node,
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})
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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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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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damage_particles(pos, node)
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, { pos = pos, max_hear_distance = 16 }, true)
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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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damage_particles(pos, node)
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, { pos = pos, max_hear_distance = 16 }, true)
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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 }, true)
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minetest.remove_node(pos)
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destroy_particles(pos, node)
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minetest.check_single_for_falling(vector.offset(pos, 0, 1, 0))
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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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---@param pos Vector
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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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---@param pos Vector
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---@param distance number
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local function damage_anvil_by_falling(pos, distance)
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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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---@type nodebox
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local anvilbox = {
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type = "fixed",
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fixed = {
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{ -8 / 16, -8 / 16, -6 / 16, 8 / 16, 8 / 16, 6 / 16 },
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},
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}
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---@type node_definition
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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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use_texture_alpha = "opaque",
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_tt_help = S("Repair and rename items"),
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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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{ -6 / 16, -8 / 16, -6 / 16, 6 / 16, -4 / 16, 6 / 16 },
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{ -5 / 16, -4 / 16, -4 / 16, 5 / 16, -3 / 16, 4 / 16 },
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{ -4 / 16, -3 / 16, -2 / 16, 4 / 16, 2 / 16, 2 / 16 },
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{ -8 / 16, 2 / 16, -5 / 16, 8 / 16, 8 / 16, 5 / 16 },
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},
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},
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selection_box = anvilbox,
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collision_box = anvilbox,
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sounds = mcl_sounds.node_sound_metal_defaults(),
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_mcl_blast_resistance = 1200,
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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:to_table()
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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)
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end,
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allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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local name = player:get_player_name()
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if minetest.is_protected(pos, name) then
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minetest.record_protection_violation(pos, name)
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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_put = function(pos, listname, index, stack, player)
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local name = player:get_player_name()
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if minetest.is_protected(pos, name) then
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minetest.record_protection_violation(pos, name)
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return 0
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elseif 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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local name = player:get_player_name()
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if minetest.is_protected(pos, name) then
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minetest.record_protection_violation(pos, name)
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return 0
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elseif 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))
|
|
inv:set_stack("input", i, istack)
|
|
end
|
|
end
|
|
end
|
|
update_anvil_slots(meta)
|
|
|
|
if from_list == "output" then
|
|
local destroyed = damage_anvil_by_using(pos)
|
|
-- 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)
|
|
-- Both slots occupied?
|
|
if not input1:is_empty() and not input2:is_empty() then
|
|
-- Take as many items as needed
|
|
local distinguished, tool, material = distinguish_tool_and_material(input1, input2)
|
|
if distinguished then
|
|
-- Tool + material: Take tool and as many materials as needed
|
|
local materials_used = get_consumed_materials(tool, material)
|
|
material:set_count(material:get_count() - materials_used)
|
|
tool:take_item()
|
|
if distinguished == "tool" then
|
|
input1, input2 = tool, material
|
|
else
|
|
input1, input2 = material, tool
|
|
end
|
|
inv:set_stack("input", 1, input1)
|
|
inv:set_stack("input", 2, input2)
|
|
else
|
|
-- Else take 1 item from each stack
|
|
input1:take_item()
|
|
input2:take_item()
|
|
inv:set_stack("input", 1, input1)
|
|
inv:set_stack("input", 2, input2)
|
|
end
|
|
else
|
|
-- Otherwise: Rename mode. Remove the same amount of items from input
|
|
-- as has been taken from output
|
|
if not input1:is_empty() then
|
|
input1:set_count(math.max(0, input1:get_count() - stack:get_count()))
|
|
inv:set_stack("input", 1, input1)
|
|
end
|
|
if not input2:is_empty() then
|
|
input2:set_count(math.max(0, input2:get_count() - stack:get_count()))
|
|
inv:set_stack("input", 2, input2)
|
|
end
|
|
end
|
|
local destroyed = damage_anvil_by_using(pos)
|
|
-- 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)
|
|
local sender_name = sender:get_player_name()
|
|
if minetest.is_protected(pos, sender_name) then
|
|
minetest.record_protection_violation(pos, sender_name)
|
|
return
|
|
end
|
|
|
|
if fields.name then
|
|
local meta = minetest.get_meta(pos)
|
|
|
|
-- Limit name length
|
|
local set_name = string.sub(fields.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 = S("Anvil")
|
|
anvildef0._doc_items_longdesc =
|
|
S("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!")
|
|
anvildef0._doc_items_usagehelp =
|
|
S("To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.") .. "\n" ..
|
|
S("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" ..
|
|
S("There are two possibilities to repair tools (and armor):") .. "\n" ..
|
|
S("• 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" ..
|
|
S("• 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" ..
|
|
S("Armor counts as a tool. It is possible to repair and rename a tool in a single step.") .. "\n\n" ..
|
|
S("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.")
|
|
|
|
local anvildef1 = table.copy(anvildef)
|
|
anvildef1.description = S("Slightly Damaged Anvil")
|
|
anvildef1._doc_items_create_entry = false
|
|
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 = S("Very Damaged Anvil")
|
|
anvildef2._doc_items_create_entry = false
|
|
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)
|
|
|
|
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
|
|
|
|
-- Legacy
|
|
minetest.register_lbm({
|
|
label = "Update anvil formspecs (0.60.0)",
|
|
name = "mcl_anvils:update_formspec_0_60_0",
|
|
nodenames = { "group:anvil" },
|
|
run_at_every_load = false,
|
|
action = function(pos, node)
|
|
local meta = minetest.get_meta(pos)
|
|
local set_name = meta:get_string("set_name")
|
|
meta:set_string("formspec", get_anvil_formspec(set_name))
|
|
end,
|
|
})
|