Implement renaming with anvils

Wuzzy 2018-02-02 04:14:11 +01:00
parent e754eec3f7
commit a7190a3693

@ -1,3 +1,61 @@
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).."]"..
"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
-- Just rename
if (not input1:is_empty() and input2:is_empty()) or (input1:is_empty() and not input2:is_empty()) then
if new_name ~= nil and new_name ~= "" then
local name_item
if input1:is_empty() then
name_item = input2
else
name_item = input1
end
local meta = name_item:get_meta()
-- Limit name length
new_name = string.sub(new_name, 1, 30)
meta:set_string("description", new_name)
new_output = name_item
else
new_output = ""
end
else
new_output = ""
end
-- Set the new output slot
if new_output ~= nil then
inv:set_stack("output", 1, new_output)
end
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"},
@ -27,10 +85,43 @@ local anvildef = {
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)
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()
inv:set_list("input", {"",""})
end
update_anvil_slots(meta)
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
@ -44,12 +135,28 @@ local anvildef = {
"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;;]"..
"button[7,0.7;2,1;name_button;Set name]"..
"listring[context;output]"..
"listring[current_player;main]"..
"listring[context;input]"..
"listring[current_player;main]"
meta:set_string("formspec", form)
end,
on_receive_fields = function(pos, formname, fields, sender)
if fields.name_button then
local set_name
if fields.name == nil then
set_name = ""
else
set_name = fields.name
end
local meta = minetest.get_meta(pos)
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