2018-04-07 09:51:41 +02:00
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tinkering.tools = {
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pick = {
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description = "Pickaxe",
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groups = {"cracky"},
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fleshy_decrement = 1,
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components = {
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main = "pickaxe_head",
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binding = "tool_binding",
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rod = "tool_rod"
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},
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textures = {
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main = "tinkering_pickaxe_head.png",
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second = "tinkering_overlay_handle_pickaxe.png",
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offset = "1,-1"
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}
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},
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axe = {
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description = "Axe",
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groups = {"choppy"},
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fleshy_increment = 1,
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components = {
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main = "axe_head",
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binding = "tool_binding",
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rod = "tool_rod"
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},
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textures = {
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main = "tinkering_axe_head.png",
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second = "tinkering_overlay_handle_axe.png",
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offset = "1,-3"
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}
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},
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sword = {
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description = "Sword",
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groups = {"snappy"},
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fleshy_decrement = 0,
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components = {
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main = "sword_blade",
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binding = "tool_binding",
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rod = "tool_rod"
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},
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textures = {
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main = "tinkering_sword_blade.png",
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second = "tinkering_overlay_handle_sword.png",
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offset = "0,0"
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}
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},
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shovel = {
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description = "Shovel",
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groups = {"crumbly"},
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fleshy_decrement = 1,
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components = {
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main = "shovel_head",
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binding = "tool_binding",
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rod = "tool_rod"
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},
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textures = {
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main = "tinkering_shovel_head.png",
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second = "tinkering_overlay_handle_shovel.png",
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offset = "3,-3"
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}
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},
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}
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tinkering.components = {
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pickaxe_head = {description = "%s Pickaxe Head", material_cost = 2, image = tinkering.tools.pick.textures.main},
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axe_head = {description = "%s Axe Head", material_cost = 2, image = tinkering.tools.axe.textures.main},
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sword_blade = {description = "%s Sword Blade", material_cost = 2, image = tinkering.tools.sword.textures.main},
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shovel_head = {description = "%s Shovel Head", material_cost = 2, image = tinkering.tools.shovel.textures.main},
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tool_rod = {description = "%s Tool Rod", material_cost = 1, image = "tinkering_tool_rod.png"},
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tool_binding = {description = "%s Tool Binding", material_cost = 2, image = "tinkering_tool_binding.png"}
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}
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-- Create component for material
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2018-05-26 10:52:10 +02:00
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function tinkering.create_material_component(data)
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2018-04-07 09:51:41 +02:00
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local desc = data.description
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local name = data.name
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local mod = data.mod_name
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local groups = {tinker_component = 1}
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groups["tc_"..data.component] = 1
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groups["material_"..data.metal] = 1
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minetest.register_craftitem(mod..":"..name, {
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description = desc,
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groups = groups,
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inventory_image = data.image
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})
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end
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-- Register a tool type
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--
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--data = {
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-- description = "Pickaxe", -- Name (description) of the tool
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-- groups = {"cracky"}, -- Group caps that apply
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-- mod = "tinkering", -- The mod you're registering this tool from
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-- fleshy_decrement = 1, -- Amount removed from base damage group "fleshy". Negative value adds.
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-- components = {
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-- main = "pickaxe_head", -- Name of the primary component
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-- binding = "tool_binding", -- Second component
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-- rod = "tool_rod" -- Mandatory rod component
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-- },
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-- textures = {
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-- main = "tinkering_pickaxe_head.png", -- Head (main) Texture
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-- second = "tinkering_overlay_handle_pickaxe.png", -- Overlay (typically a handle)
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-- offset = "1,-1" -- Head's offset on the texture
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-- }
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--}
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--
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function tinkering.register_tool_type(name, data)
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tinkering.tools[name] = data
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end
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-- Create groups based on materials
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local function apply_modifiers(materials, basegroup, dgroup)
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local tags = {}
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local groups = {}
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local incr = 0.00
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local uses = 0
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local dmg = {}
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-- Apply material modifiers
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for m, v in pairs(materials) do
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local material = tinkering.materials[v]
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local mod = material.modifier
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if m ~= "main" then
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if mod[m] then
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local mp = mod[m]
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if mp.increase then
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incr = incr + mp.increase
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end
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if mp.uses then
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uses = uses + mp.uses
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end
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if mp.damage then
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for g,mod in pairs(mp.damage) do
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if dmg[g] == nil or dmg[g] < mod then
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dmg[g] = mod
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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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-- Apply tags
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if mod.tags then
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for _,t in pairs(mod.tags) do
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if tags[t.name] == nil then
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tags[t.name] = t.description
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end
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end
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end
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end
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-- Apply modified to base groups
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for grp, d in pairs(basegroup) do
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groups[grp] = d
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for id,val in pairs(d.times) do
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groups[grp].times[id] = val + (incr / id)
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end
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groups[grp].uses = d.uses + uses
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end
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-- Apply damage group modifications
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for g,l in pairs(dgroup) do
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if dmg[g] == nil or dmg[g] < l then
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dmg[g] = l
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end
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end
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return groups, dmg, tags
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end
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-- Generate a tool texture based on tool type, main material (head) and rod material (handle).
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function tinkering.compose_tool_texture(tooltype, main, rod)
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local mat_main = tinkering.materials[main]
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local mat_rod = tinkering.materials[rod]
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local tool_data = tinkering.tools[tooltype].textures
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return tinkering.combine_textures(tool_data.main, tool_data.second, mat_main.color, mat_rod.color, tool_data.offset)
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end
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local function quickcopy(t)
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local res = {}
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for i, v in pairs(t) do
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res[i] = v
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end
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return res
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end
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-- Generate tool capabilities based on tool type and materials
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function tinkering.get_tool_capabilities(tool_type, materials)
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if not materials["main"] or not materials["rod"] then
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return nil
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end
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-- Get main material
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local main = tinkering.materials[materials.main]
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if not main then return nil end
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-- Tool data
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local tool_data = tinkering.tools[tool_type]
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-- Name of the tool
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local name = tool_data.description or "Tool"
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-- Group copies
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local groups = {}
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local dgroups = {}
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-- Copy the damage groups
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for g,v in pairs(main.modifier.damagegroups) do
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-- Decrement/increment damage group if tool wants it
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if tool_data[g.."_decrement"] then
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dgroups[g] = v - tool_data[g.."_decrement"]
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elseif tool_data[g.."_increment"] then
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dgroups[g] = v + tool_data[g.."_increment"]
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else
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dgroups[g] = v
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end
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end
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-- Type specific groups and modifiers
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for _,v in pairs(tool_data.groups) do
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if main.modifier[v] then
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groups[v] = quickcopy(main.modifier[v])
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end
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end
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-- Apply all modifiers
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local fg, fd, tags = apply_modifiers(materials, groups, dgroups)
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local tool_caps = {
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full_punch_interval = 1.0,
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max_drop_level = 0,
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groupcaps = fg,
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damage_groups = fd,
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}
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-- Construct the name
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name = main.name.." "..name
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return tool_caps, name, tags
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end
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-- Return tool definition
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function tinkering.tool_definition(tool_type, materials)
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if not materials["main"] or not materials["rod"] then
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return nil
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end
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local capabilities, name, tags = tinkering.get_tool_capabilities(tool_type, materials)
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if not capabilities then return nil end
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local tool_tree = {
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description = name,
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tool_capabilities = capabilities,
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groups = {tinker_tool = 1, ["mainly_"..materials.main] = 1, ["tinker_"..tool_type] = 1, not_in_creative_inventory = 1},
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inventory_image = tinkering.compose_tool_texture(tool_type, materials.main, materials.rod)
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}
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|
2018-05-06 16:20:45 +02:00
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return tool_tree, tags
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2018-04-07 09:51:41 +02:00
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end
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-- Compare provided components to the required components of this tool
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local function compare_components_required(tool_spec, materials)
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local all_match = true
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for i, v in pairs(tool_spec) do
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if not materials[i] then
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all_match = false
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end
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end
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for i, v in pairs(materials) do
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if not tool_spec[i] then
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all_match = false
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end
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end
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return all_match
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end
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-- Create a new tool based on parameters specified.
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function tinkering.create_tool(tool_type, materials, want_tool, custom_name, overrides)
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-- TODO: Add texture as metadata (https://github.com/minetest/minetest/issues/5686)
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-- Not a valid tool type
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if not tinkering.tools[tool_type] then return nil end
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local tool_data = tinkering.tools[tool_type]
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-- Check if the components are correct
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if not compare_components_required(tool_data.components, materials) then return nil end
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-- Get tool definition and other metadata
|
2018-05-06 16:20:45 +02:00
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local tool_def, tags = tinkering.tool_definition(tool_type, materials)
|
2018-04-07 09:51:41 +02:00
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if not tool_def then return nil end
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local mod_name = tool_data.mod or "tinkering"
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-- Apply overrides
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if overrides then
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for i, v in pairs(overrides) do
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tool_def[i] = v
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end
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end
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-- Use custom name
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if custom_name ~= nil and custom_name ~= "" then
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tool_def.description = custom_name
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end
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-- Create internal name
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local internal_name = mod_name..":"..materials.main.."_"..tool_type
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-- Register base tool if it doesnt exist already
|
2018-05-26 10:52:10 +02:00
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if not minetest.registered_items[internal_name] and minetest.get_current_modname() then
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2018-04-07 09:51:41 +02:00
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minetest.register_tool(internal_name, tool_def)
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end
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if not want_tool then return nil end
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|
2018-05-06 16:20:45 +02:00
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-- Store materials to use in metadata
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local mat_names = ""
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local i = 1
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for name, mat in pairs(materials) do
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if i == 1 then
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mat_names = name.."="..mat
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else
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mat_names = mat_names..","..name.."="..mat
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end
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i = i + 1
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end
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-- Add components to description
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local description = tool_def.description
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description = description.."\n"
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for cmp, mat in pairs(materials) do
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local mat = tinkering.materials[mat]
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local comp = tool_data.components[cmp]
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local desc = tinkering.components[comp].description:format(mat.name)
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description = description .. "\n" .. minetest.colorize(mat.color, desc)
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end
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-- Add tags to description
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description = description.."\n"
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for _,tag in pairs(tags) do
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description = description .. "\n" .. tag
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end
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|
2018-04-07 09:51:41 +02:00
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|
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-- Create a new tool instance and apply metadata
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|
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local tool = ItemStack(internal_name)
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local meta = tool:get_meta()
|
2018-05-06 16:20:45 +02:00
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meta:set_string("description", description)
|
2018-04-07 09:51:41 +02:00
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meta:set_string("texture_string", tool_def.inventory_image) -- NOT IMPLEMENTED YET!
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meta:set_tool_capabilities(tool_def.tool_capabilities)
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meta:set_string("materials", mat_names)
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|
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if tool_def["wear"] then
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tool:set_wear(tool_def.wear)
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end
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return tool
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end
|
2018-05-26 10:52:10 +02:00
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|
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|
|
-- Register new tool material
|
|
|
|
function tinkering.register_material_tool(material)
|
|
|
|
for t,_ in pairs(tinkering.tools) do
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|
|
tinkering.create_tool(t, {main=material,binding="wood",rod="wood"}, false, nil)
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end
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end
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|
|
-- Register a new tool component
|
|
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function tinkering.register_component(name, data)
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local mod = data.mod_name or minetest.get_current_modname()
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if not tinkering.components[name] then
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tinkering.components[name] = data
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end
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local comp_desc = data.description:sub(4)
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-- Register cast
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metal_melter.set_spec(name, metal_caster.spec.cast)
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metal_caster.register_cast(name, {
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description = comp_desc,
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mod_name = mod,
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result = name,
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cost = data.material_cost,
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typenames = {name}
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})
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-- Register pattern
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tinkering.register_pattern(name, {
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description = comp_desc,
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cost = data.material_cost,
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mod_name = mod
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})
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-- Register components for all materials
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for m, s in pairs(tinkering.materials) do
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local component = m.."_"..name
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tinkering.create_material_component({
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name = component,
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component = name,
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metal = m,
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mod_name = mod,
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description = data.description:format(s.name),
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image = tinkering.color_filter(data.image, s.color)
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})
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-- Make all components meltable
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metal_melter.register_melt(mod..":"..component, m, name)
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end
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end
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