Add Florbs - Buckets that hold milliBuckets of liquid

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Evert 2018-04-06 15:05:04 +03:00
parent aba2598e32
commit 5df575c7eb
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8 changed files with 342 additions and 56 deletions

162
fluidity/florbs.lua Normal file

@ -0,0 +1,162 @@
fluidity.florbs = {}
local function get_itemdef_field(nodename, fieldname)
if not minetest.registered_items[nodename] then
return nil
end
return minetest.registered_items[nodename][fieldname]
end
function fluidity.florbs.get_is_florb(stack)
return minetest.get_item_group(stack:get_name(), "florb") > 0
end
function fluidity.florbs.get_is_empty_florb(stack)
return minetest.get_item_group(stack:get_name(), "florb_blank") > 0
end
function fluidity.florbs.get_florb_contents(stack)
if not fluidity.florbs.get_is_florb(stack) then return nil end
local fcapacity = get_itemdef_field(stack:get_name(), "_florb_capacity")
local ffluid = get_itemdef_field(stack:get_name(), "_florb_source")
local meta = stack:get_meta()
local contents = meta:get_int("contents")
if not contents then
contents = 0
end
return contents, ffluid, fcapacity
end
local function update_florb(stack)
local def_desc = get_itemdef_field(stack:get_name(), "description")
local meta = stack:get_meta()
local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(stack)
meta:set_string("description", def_desc.."\nContains "..contents.."/"..capacity.." mB")
return stack
end
function fluidity.florbs.add_fluid(stack, source_name, amount)
if not fluidity.florbs.get_is_florb(stack) then return nil end
local source_node = fluidity.get_fluid_node(source_name)
local fluid = fluidity.fluid_name(source_node.description)
local internal = fluidity.fluid_short(fluid)
local florbname = stack:get_name()
if minetest.get_item_group(florbname, "florb_blank") > 0 then
stack = ItemStack(florbname.."_"..internal)
end
local meta = stack:get_meta()
local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(stack)
local remainder = 0
if contents + amount > capacity then
remainder = (contents + amount) - capacity
contents = capacity
else
contents = contents + amount
end
meta:set_int("contents", contents)
stack = update_florb(stack)
return stack, remainder
end
function fluidity.florbs.take_fluid(stack, amount)
if not fluidity.florbs.get_is_florb(stack) then return nil end
local meta = stack:get_meta()
local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(stack)
local blank = get_itemdef_field(stack:get_name(), "_florb_blank")
local leftover = 0
if contents - amount < 0 then
leftover = (contents - amount) * -1
contents = 0
else
contents = contents - amount
end
if contents == 0 then
stack = ItemStack(blank)
else
meta:set_int("contents", contents)
stack = update_florb(stack)
end
return stack, leftover
end
local function register_florbfluid(data)
local source_node = fluidity.get_fluid_node(data.source_name)
local fluid = fluidity.fluid_name(source_node.description)
local internal = fluidity.fluid_short(fluid)
local stationary_name = source_node.tiles[1].name:gsub("_source_animated", "")
-- Register base item
minetest.register_craftitem(data.mod_name..":"..data.florb_name.."_"..internal, {
description = data.florb_description.." ("..fluid..")",
inventory_image = stationary_name.."^[noalpha^"..data.textures[1].."^"..data.textures[2].."^[makealpha:255,0,0,",
_florb_capacity = data.capacity,
_florb_source = data.source_name,
_florb_blank = data.mod_name..":"..data.florb_name,
stack_max = 1,
groups = {florb = 1, not_in_creative_inventory = 1}
})
end
function fluidity.register_florb(data)
local mod_name = data.mod_name or minetest.get_current_modname()
local florb_name = data.florb_name or 'florb'
local florb_desc = data.florb_description or 'Florb'
local textures = data.textures or {"fluidity_florb.png", "fluidity_florb_mask.png"}
local capacity = data.capacity or 1000
-- Register base item
minetest.register_craftitem(mod_name..":"..florb_name, {
description = florb_desc.." (Empty)\nThis item holds percise amount of fluids.",
inventory_image = textures[1],
_florb_capacity = capacity,
_florb_source = nil,
stack_max = 1,
groups = {florb = 1, florb_blank = 1}
})
-- Register for all fluids
if data.fluids then
-- This tank only uses certain fluids
for _, v in pairs(data.fluids) do
register_florbfluid({
mod_name = mod_name,
florb_name = florb_name,
florb_description = florb_desc,
textures = textures,
capacity = capacity,
source_name = v
})
end
else
-- Get all fluids and buckets and cache them
for i, v in pairs(bucket.liquids) do
if (i:find("source") ~= nil) then
-- Add tank
register_florbfluid({
mod_name = mod_name,
florb_name = florb_name,
florb_description = florb_desc,
textures = textures,
capacity = capacity,
source_name = v["source"]
})
end
end
end
end

@ -15,5 +15,8 @@ dofile(mpath.."/molten.lua")
-- Tanks -- Tanks
dofile(mpath.."/tanks.lua") dofile(mpath.."/tanks.lua")
-- Florbs
dofile(mpath.."/florbs.lua")
-- Register everything -- Register everything
dofile(mpath.."/register.lua") dofile(mpath.."/register.lua")

@ -7,11 +7,18 @@ for _,v in pairs(metals) do
fluidity.register_molten_metal(v) fluidity.register_molten_metal(v)
end end
-- Register tanks for all metals -- Register tanks for all fluids
fluidity.register_fluid_tank({ fluidity.register_fluid_tank({
mod_name = "fluidity",
tank_name = "fluid_tank", tank_name = "fluid_tank",
tank_description = "Fluid Tank", tank_description = "Fluid Tank",
capacity = 64, capacity = 64,
tiles = {"default_glass.png", "default_glass_detail.png"} tiles = {"default_glass.png", "default_glass_detail.png"}
}) })
-- Register florbs for all fluids
fluidity.register_florb({
florb_name = "florb",
florb_description = "Florb",
capacity = 1000,
tiles = {"fluidity_florb.png", "fluidity_florb_mask.png"}
})

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@ -112,7 +112,7 @@ local function allow_metadata_inventory_put (pos, listname, index, stack, player
end end
if listname == "bucket_out" then if listname == "bucket_out" then
if stack:get_name() ~= "bucket:bucket_empty" then if stack:get_name() ~= "bucket:bucket_empty" and not fluidity.florbs.get_is_florb(stack) then
return 0 return 0
end end
@ -270,42 +270,95 @@ local function caster_node_timer(pos, elapsed)
end end
-- Handle input bucket, only allow a molten metal -- Handle input bucket, only allow a molten metal
local bucket_in = inv:get_stack("bucket_in", 1):get_name() local bucket_in = inv:get_stack("bucket_in", 1)
if bucket_in:find("bucket") and bucket_in ~= "bucket:bucket_empty" then local bucket_name = bucket_in:get_name()
local bucket_fluid = fluidity.get_fluid_for_bucket(bucket_in) if (bucket_name:find("bucket") and bucket_name ~= "bucket:bucket_empty") or (not fluidity.florbs.get_is_empty_florb(bucket_in) and fluidity.florbs.get_is_florb(bucket_in)) then
local fluid_is_metal = fluidity.get_metal_for_fluid(bucket_fluid) ~= nil local is_florb = fluidity.florbs.get_is_florb(bucket_in)
local empty_bucket = false if is_florb then
local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(bucket_in)
local fluid_metal = fluidity.get_metal_for_fluid(fluid_name)
if fluid_metal and (fluid_name == metal or metal == "") then
local take = 1000
if fluid_is_metal then if metal_count + take > metal_melter.max_metal then
if metal ~= "" and metal == bucket_fluid then take = metal_melter.max_metal - metal_count
if metal_count + 1000 <= metal_caster.max_metal then end
metal_count = metal_count + 1000
-- Attempt to take 1000 millibuckets from the florb
local stack,res = fluidity.florbs.take_fluid(bucket_in, take)
if res > 0 then
take = take - res
end
metal = fluid_name
metal_count = metal_count + take
inv:set_list("bucket_in", {stack})
refresh = true
end
else
local bucket_fluid = fluidity.get_fluid_for_bucket(bucket_name)
local fluid_is_metal = fluidity.get_metal_for_fluid(bucket_fluid) ~= nil
local empty_bucket = false
if fluid_is_metal then
if metal ~= "" and metal == bucket_fluid then
if metal_count + 1000 <= metal_melter.max_metal then
metal_count = metal_count + 1000
empty_bucket = true
end
elseif metal == "" then
metal_count = 1000
metal = bucket_fluid
empty_bucket = true empty_bucket = true
end end
elseif metal == "" then
metal_count = 1000
metal = bucket_fluid
empty_bucket = true
end end
end
if empty_bucket then if empty_bucket then
inv:set_list("bucket_in", {"bucket:bucket_empty"}) inv:set_list("bucket_in", {"bucket:bucket_empty"})
refresh = true refresh = true
end
end end
end end
-- Handle bucket output, only allow empty buckets in this slot -- Handle bucket output, only allow empty buckets in this slot
local bucket_out = inv:get_stack("bucket_out", 1):get_name() local bucket_out = inv:get_stack("bucket_out", 1)
if bucket_out == "bucket:bucket_empty" and metal ~= "" and inv:get_stack("bucket_out", 1):get_count() == 1 then bucket_name = bucket_out:get_name()
local bucket = fluidity.get_bucket_for_fluid(metal) if (bucket_name == "bucket:bucket_empty" or fluidity.florbs.get_is_florb(bucket_out)) and metal ~= "" and bucket_out:get_count() == 1 then
if metal_count >= 1000 then local is_florb = fluidity.florbs.get_is_florb(bucket_out)
metal_count = metal_count - 1000 if is_florb then
inv:set_list("bucket_out", {bucket}) local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(bucket_out)
refresh = true local fluid_metal = fluidity.get_metal_for_fluid(fluid_name)
if not fluid_name or fluid_name == metal then
local take = 1000
if metal_count == 0 then if metal_count < take then
metal = "" take = metal_count
end
-- Attempt to put 1000 millibuckets into the florb
local stack,res = fluidity.florbs.add_fluid(bucket_out, metal, take)
if res > 0 then
take = take - res
end
metal_count = metal_count - take
inv:set_list("bucket_out", {stack})
refresh = true
if metal_count == 0 then
metal = ""
end
end
else
local bucket = fluidity.get_bucket_for_fluid(metal)
if metal_count >= 1000 then
metal_count = metal_count - 1000
inv:set_list("bucket_out", {bucket})
refresh = true
if metal_count == 0 then
metal = ""
end
end end
end end
end end

@ -127,7 +127,7 @@ local function allow_metadata_inventory_put (pos, listname, index, stack, player
end end
if listname == "bucket_out" then if listname == "bucket_out" then
if stack:get_name() ~= "bucket:bucket_empty" then if stack:get_name() ~= "bucket:bucket_empty" and not fluidity.florbs.get_is_florb(stack) then
return 0 return 0
end end
@ -209,42 +209,95 @@ local function melter_node_timer(pos, elapsed)
end end
-- Handle input bucket, only allow a molten metal -- Handle input bucket, only allow a molten metal
local bucket_in = inv:get_stack("bucket_in", 1):get_name() local bucket_in = inv:get_stack("bucket_in", 1)
if bucket_in:find("bucket") and bucket_in ~= "bucket:bucket_empty" then local bucket_name = bucket_in:get_name()
local bucket_fluid = fluidity.get_fluid_for_bucket(bucket_in) if (bucket_name:find("bucket") and bucket_name ~= "bucket:bucket_empty") or (not fluidity.florbs.get_is_empty_florb(bucket_in) and fluidity.florbs.get_is_florb(bucket_in)) then
local fluid_is_metal = fluidity.get_metal_for_fluid(bucket_fluid) ~= nil local is_florb = fluidity.florbs.get_is_florb(bucket_in)
local empty_bucket = false if is_florb then
local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(bucket_in)
local fluid_metal = fluidity.get_metal_for_fluid(fluid_name)
if fluid_metal and (fluid_name == metal or metal == "") then
local take = 1000
if fluid_is_metal then if metal_count + take > metal_melter.max_metal then
if metal ~= "" and metal == bucket_fluid then take = metal_melter.max_metal - metal_count
if metal_count + 1000 <= metal_melter.max_metal then end
metal_count = metal_count + 1000
-- Attempt to take 1000 millibuckets from the florb
local stack,res = fluidity.florbs.take_fluid(bucket_in, take)
if res > 0 then
take = take - res
end
metal = fluid_name
metal_count = metal_count + take
inv:set_list("bucket_in", {stack})
refresh = true
end
else
local bucket_fluid = fluidity.get_fluid_for_bucket(bucket_name)
local fluid_is_metal = fluidity.get_metal_for_fluid(bucket_fluid) ~= nil
local empty_bucket = false
if fluid_is_metal then
if metal ~= "" and metal == bucket_fluid then
if metal_count + 1000 <= metal_melter.max_metal then
metal_count = metal_count + 1000
empty_bucket = true
end
elseif metal == "" then
metal_count = 1000
metal = bucket_fluid
empty_bucket = true empty_bucket = true
end end
elseif metal == "" then
metal_count = 1000
metal = bucket_fluid
empty_bucket = true
end end
end
if empty_bucket then if empty_bucket then
inv:set_list("bucket_in", {"bucket:bucket_empty"}) inv:set_list("bucket_in", {"bucket:bucket_empty"})
refresh = true refresh = true
end
end end
end end
-- Handle bucket output, only allow empty buckets in this slot -- Handle bucket output, only allow empty buckets in this slot
local bucket_out = inv:get_stack("bucket_out", 1):get_name() local bucket_out = inv:get_stack("bucket_out", 1)
if bucket_out == "bucket:bucket_empty" and metal ~= "" and inv:get_stack("bucket_out", 1):get_count() == 1 then bucket_name = bucket_out:get_name()
local bucket = fluidity.get_bucket_for_fluid(metal) if (bucket_name == "bucket:bucket_empty" or fluidity.florbs.get_is_florb(bucket_out)) and metal ~= "" and bucket_out:get_count() == 1 then
if metal_count >= 1000 then local is_florb = fluidity.florbs.get_is_florb(bucket_out)
metal_count = metal_count - 1000 if is_florb then
inv:set_list("bucket_out", {bucket}) local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(bucket_out)
refresh = true local fluid_metal = fluidity.get_metal_for_fluid(fluid_name)
if not fluid_name or fluid_name == metal then
local take = 1000
if metal_count == 0 then if metal_count < take then
metal = "" take = metal_count
end
-- Attempt to put 1000 millibuckets into the florb
local stack,res = fluidity.florbs.add_fluid(bucket_out, metal, take)
if res > 0 then
take = take - res
end
metal_count = metal_count - take
inv:set_list("bucket_out", {stack})
refresh = true
if metal_count == 0 then
metal = ""
end
end
else
local bucket = fluidity.get_bucket_for_fluid(metal)
if metal_count >= 1000 then
metal_count = metal_count - 1000
inv:set_list("bucket_out", {bucket})
refresh = true
if metal_count == 0 then
metal = ""
end
end end
end end
end end

@ -53,3 +53,11 @@ minetest.register_craft({
{'group:tree'}, {'group:tree'},
}, },
}) })
minetest.register_craft({
output = 'fluidity:florb',
recipe = {
{'default:glass'},
{'bucket:bucket_empty'},
},
})