2018-04-05 14:40:35 +02:00
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part_builder = {}
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function part_builder.get_formspec()
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return "size[8,8.5]"..
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default.gui_bg..
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default.gui_bg_img..
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default.gui_slots..
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2018-04-05 15:01:06 +02:00
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"label[0,0;Part Builder]"..
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2018-04-05 14:40:35 +02:00
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"list[context;pattern;1,1.5;1,1;]"..
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"list[context;input;2,1;1,2;]"..
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"list[context;output;6,1.5;1,1;]"..
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"image[4,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]"..
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"list[current_player;main;0,4.25;8,1;]"..
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"list[current_player;main;0,5.5;8,3;8]"..
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2018-09-17 15:10:09 +02:00
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"listring[current_player;main]"..
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2018-04-05 14:40:35 +02:00
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"listring[context;pattern]"..
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2018-09-17 15:10:09 +02:00
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"listring[current_player;main]"..
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2018-04-05 14:40:35 +02:00
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"listring[context;input]"..
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2018-09-17 15:10:09 +02:00
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"listring[current_player;main]"..
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2018-04-05 14:40:35 +02:00
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"listring[context;output]"..
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"listring[current_player;main]"..
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default.get_hotbar_bg(0, 4.25)
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end
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local function get_template_group(groups)
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if not groups then return nil end
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for g,i in pairs(groups) do
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if g:find("tc_") == 1 then
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return g:gsub("^tc_", "")
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end
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end
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return nil
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end
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local function find_buildable(material_name, pattern_name)
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2019-03-20 23:33:54 +01:00
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local types = fluidity.melts[material_name]
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2018-04-05 14:40:35 +02:00
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if not types then return nil end
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local typeres = types[pattern_name]
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if not typeres then return nil end
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if #typeres > 0 then
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return typeres[1]
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end
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return nil
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end
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local function find_material_match(type, stack)
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local match = nil
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for mat,iv in pairs(tinkering.materials) do
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if match then break end
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if not iv.cast then
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if iv.base == "group" and minetest.get_item_group(stack, iv.default) > 0 then
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match = mat
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elseif stack == iv.default then
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match = mat
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end
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end
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end
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return match
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end
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local function get_output(inv)
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local pattern = inv:get_stack("pattern", 1):get_name()
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local find_pattern = get_template_group(minetest.registered_items[pattern].groups)
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if not find_pattern then return nil end
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local list = inv:get_list("input")
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local material = nil
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local total_count = 0
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local output = nil
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for _,stack in pairs(list) do
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if not stack:is_empty() then
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local mat = find_material_match(find_pattern, stack:get_name())
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-- Both input slots need to be of the same material, unless one of them is empty
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if material and mat ~= material then
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material = nil
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break
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end
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material = mat
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total_count = total_count + stack:get_count()
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end
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end
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if not material then return nil end
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local cost = tinkering.patterns[find_pattern].cost
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if total_count < cost then return nil end
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local output_stack = find_buildable(material, find_pattern)
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return output_stack, cost
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end
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local function handle_take_output(pos, listname)
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local inv = minetest.get_meta(pos):get_inventory()
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local output, cost = get_output(inv)
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local left = cost
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local input = inv:get_list("input")
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for _,stack in pairs(input) do
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if not stack:is_empty() then
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local stack_cnt = stack:get_count()
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if stack_cnt > left then
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stack:set_count(stack_cnt - left)
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break
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else
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if stack_cnt == left then
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stack:clear()
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break
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else
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left = left - stack:get_count()
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stack:clear()
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end
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end
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end
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end
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inv:set_list("input", input)
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minetest.get_node_timer(pos):start(0.05)
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end
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local function on_timer(pos, elapsed)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local output = get_output(inv)
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if output then
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inv:set_list("output", {output})
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else
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inv:set_list("output", {})
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end
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return false
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end
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local function allow_metadata_inventory_put (pos, listname, index, stack, player)
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if minetest.is_protected(pos, player:get_player_name()) then
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return 0
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end
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if listname == "output" then
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return 0
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end
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if listname == "pattern" then
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if minetest.get_item_group(stack:get_name(), "tinker_pattern") == 0 then
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return 0
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end
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end
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return stack:get_count()
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end
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local function allow_metadata_inventory_move (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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local inv = meta:get_inventory()
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local stack = inv:get_stack(from_list, from_index)
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return allow_metadata_inventory_put(pos, to_list, to_index, stack, player)
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end
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local function allow_metadata_inventory_take (pos, listname, index, stack, player)
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if minetest.is_protected(pos, player:get_player_name()) then
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return 0
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end
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return stack:get_count()
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end
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local function on_construct(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", part_builder.get_formspec())
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-- Create inventory
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local inv = meta:get_inventory()
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inv:set_size('pattern', 1)
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inv:set_size('input', 2)
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inv:set_size('output', 1)
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end
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local function on_take(pos, listname, index, stack, player)
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local inv = minetest.get_meta(pos):get_inventory()
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if listname == "output" then
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handle_take_output(pos, "input")
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end
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minetest.get_node_timer(pos):start(0.02)
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end
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local function can_dig(pos, player)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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return inv:is_empty("input") and inv:is_empty("output") and inv:is_empty("pattern")
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end
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local function on_receive_fields(pos, formname, fields, sender)
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if sender and minetest.is_protected(pos, sender:get_player_name()) then
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return 0
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end
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minetest.get_node_timer(pos):start(0.02)
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end
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minetest.register_node("tinkering:part_builder", {
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description = "Part Builder",
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tiles = {
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2018-04-05 16:11:18 +02:00
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"tinkering_blank_pattern.png", "tinkering_bench_bottom.png",
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2018-04-05 14:40:35 +02:00
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"tinkering_bench_side.png", "tinkering_bench_side.png",
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"tinkering_bench_side.png", "tinkering_bench_side.png"
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},
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drawtype = "nodebox",
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paramtype = "light",
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node_box = tinkering.bench,
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on_construct = on_construct,
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legacy_facedir_simple = true,
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is_ground_content = false,
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sounds = default.node_sound_wood_defaults(),
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can_dig = can_dig,
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on_timer = on_timer,
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on_construct = on_construct,
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on_receive_fields = on_receive_fields,
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on_metadata_inventory_move = function(pos)
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minetest.get_node_timer(pos):start(0.05)
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end,
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on_metadata_inventory_put = function(pos)
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minetest.get_node_timer(pos):start(0.05)
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end,
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on_metadata_inventory_take = on_take,
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allow_metadata_inventory_put = allow_metadata_inventory_put,
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allow_metadata_inventory_take = allow_metadata_inventory_take,
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allow_metadata_inventory_move = allow_metadata_inventory_move,
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groups = {choppy = 2, oddly_breakable_by_hand = 2}
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})
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