melterns/tinkering/nodes/part_builder.lua

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part_builder = {}
function part_builder.get_formspec()
return "size[8,8.5]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"label[0,0;Part Builder]"..
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"list[context;pattern;1,1.5;1,1;]"..
"list[context;input;2,1;1,2;]"..
"list[context;output;6,1.5;1,1;]"..
"image[4,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]"..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"..
"listring[current_player;main]"..
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"listring[context;pattern]"..
"listring[current_player;main]"..
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"listring[context;input]"..
"listring[current_player;main]"..
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"listring[context;output]"..
"listring[current_player;main]"..
default.get_hotbar_bg(0, 4.25)
end
local function get_template_group(groups)
if not groups then return nil end
for g,i in pairs(groups) do
if g:find("tc_") == 1 then
return g:gsub("^tc_", "")
end
end
return nil
end
local function find_buildable(material_name, pattern_name)
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local types = fluidity.melts[material_name]
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if not types then return nil end
local typeres = types[pattern_name]
if not typeres then return nil end
if #typeres > 0 then
return typeres[1]
end
return nil
end
local function find_material_match(type, stack)
local match = nil
for mat,iv in pairs(tinkering.materials) do
if match then break end
if not iv.cast then
if iv.base == "group" and minetest.get_item_group(stack, iv.default) > 0 then
match = mat
elseif stack == iv.default then
match = mat
end
end
end
return match
end
local function get_output(inv)
local pattern = inv:get_stack("pattern", 1):get_name()
local find_pattern = get_template_group(minetest.registered_items[pattern].groups)
if not find_pattern then return nil end
local list = inv:get_list("input")
local material = nil
local total_count = 0
local output = nil
for _,stack in pairs(list) do
if not stack:is_empty() then
local mat = find_material_match(find_pattern, stack:get_name())
-- Both input slots need to be of the same material, unless one of them is empty
if material and mat ~= material then
material = nil
break
end
material = mat
total_count = total_count + stack:get_count()
end
end
if not material then return nil end
local cost = tinkering.patterns[find_pattern].cost
if total_count < cost then return nil end
local output_stack = find_buildable(material, find_pattern)
return output_stack, cost
end
local function handle_take_output(pos, listname)
local inv = minetest.get_meta(pos):get_inventory()
local output, cost = get_output(inv)
local left = cost
local input = inv:get_list("input")
for _,stack in pairs(input) do
if not stack:is_empty() then
local stack_cnt = stack:get_count()
if stack_cnt > left then
stack:set_count(stack_cnt - left)
break
else
if stack_cnt == left then
stack:clear()
break
else
left = left - stack:get_count()
stack:clear()
end
end
end
end
inv:set_list("input", input)
minetest.get_node_timer(pos):start(0.05)
end
local function on_timer(pos, elapsed)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local output = get_output(inv)
if output then
inv:set_list("output", {output})
else
inv:set_list("output", {})
end
return false
end
local function allow_metadata_inventory_put (pos, listname, index, stack, player)
if minetest.is_protected(pos, player:get_player_name()) then
return 0
end
if listname == "output" then
return 0
end
if listname == "pattern" then
if minetest.get_item_group(stack:get_name(), "tinker_pattern") == 0 then
return 0
end
end
return stack:get_count()
end
local function allow_metadata_inventory_move (pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local stack = inv:get_stack(from_list, from_index)
return allow_metadata_inventory_put(pos, to_list, to_index, stack, player)
end
local function allow_metadata_inventory_take (pos, listname, index, stack, player)
if minetest.is_protected(pos, player:get_player_name()) then
return 0
end
return stack:get_count()
end
local function on_construct(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", part_builder.get_formspec())
-- Create inventory
local inv = meta:get_inventory()
inv:set_size('pattern', 1)
inv:set_size('input', 2)
inv:set_size('output', 1)
end
local function on_take(pos, listname, index, stack, player)
local inv = minetest.get_meta(pos):get_inventory()
if listname == "output" then
handle_take_output(pos, "input")
end
minetest.get_node_timer(pos):start(0.02)
end
local function can_dig(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:is_empty("input") and inv:is_empty("output") and inv:is_empty("pattern")
end
local function on_receive_fields(pos, formname, fields, sender)
if sender and minetest.is_protected(pos, sender:get_player_name()) then
return 0
end
minetest.get_node_timer(pos):start(0.02)
end
minetest.register_node("tinkering:part_builder", {
description = "Part Builder",
tiles = {
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"tinkering_blank_pattern.png", "tinkering_bench_bottom.png",
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"tinkering_bench_side.png", "tinkering_bench_side.png",
"tinkering_bench_side.png", "tinkering_bench_side.png"
},
drawtype = "nodebox",
paramtype = "light",
node_box = tinkering.bench,
on_construct = on_construct,
legacy_facedir_simple = true,
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
can_dig = can_dig,
on_timer = on_timer,
on_construct = on_construct,
on_receive_fields = on_receive_fields,
on_metadata_inventory_move = function(pos)
minetest.get_node_timer(pos):start(0.05)
end,
on_metadata_inventory_put = function(pos)
minetest.get_node_timer(pos):start(0.05)
end,
on_metadata_inventory_take = on_take,
allow_metadata_inventory_put = allow_metadata_inventory_put,
allow_metadata_inventory_take = allow_metadata_inventory_take,
allow_metadata_inventory_move = allow_metadata_inventory_move,
groups = {choppy = 2, oddly_breakable_by_hand = 2}
})