Anvil Formspec

- anvil formspec
- hammer icon
- use new vectors
- add some type annotations
- optimize textures (some of them by 95%)
This commit is contained in:
AFCMS 2022-10-15 12:37:00 +02:00
parent 9831f2c25b
commit ecb4c82600
Signed by: AFCMS
GPG Key ID: 8720389A25B652E3
4 changed files with 117 additions and 71 deletions

View File

@ -1,4 +1,6 @@
local S = minetest.get_translator(minetest.get_current_modname())
local F = minetest.formspec_escape
local C = minetest.colorize
local MAX_NAME_LENGTH = 35
local MAX_WEAR = 65535
@ -10,41 +12,65 @@ local MATERIAL_TOOL_REPAIR_BOOST = {
MAX_WEAR, -- 100%
}
---@param set_name? string
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]"..
"label[0,4.0;"..minetest.formspec_escape(minetest.colorize("#313131", S("Inventory"))).."]"..
"list[current_player;main;0,4.5;9,3;9]"..
mcl_formspec.get_itemslot_bg(0,4.5,9,3)..
"list[current_player;main;0,7.74;9,1;]"..
mcl_formspec.get_itemslot_bg(0,7.74,9,1)..
"list[context;input;1,2.5;1,1;]"..
mcl_formspec.get_itemslot_bg(1,2.5,1,1)..
"list[context;input;4,2.5;1,1;1]"..
mcl_formspec.get_itemslot_bg(4,2.5,1,1)..
"list[context;output;8,2.5;1,1;]"..
mcl_formspec.get_itemslot_bg(8,2.5,1,1)..
"label[3,0.1;"..minetest.formspec_escape(minetest.colorize("#313131", S("Repair and Name"))).."]"..
"field[3.25,1;4,1;name;;"..minetest.formspec_escape(set_name).."]"..
"field_close_on_enter[name;false]"..
"button[7,0.7;2,1;name_button;"..minetest.formspec_escape(S("Set Name")).."]"..
"listring[context;output]"..
"listring[current_player;main]"..
"listring[context;input]"..
"listring[current_player;main]"
return table.concat({
"formspec_version[4]",
"size[11.75,10.425]",
"label[4.125,0.375;" .. F(C(mcl_formspec.label_color, S("Repair and Name"))) .. "]",
"image[0.875,0.375;1.75,1.75;mcl_anvils_inventory_hammer.png]",
"field[4.125,0.75;7.25,1;name;;" .. F(set_name) .. "]",
"field_close_on_enter[name;false]",
"set_focus[name;true]",
mcl_formspec.get_itemslot_bg_v4(1.625, 2.6, 1, 1),
"list[context;input;1.625,2.6;1,1;]",
"image[3.5,2.6;1,1;mcl_anvils_inventory_cross.png]",
mcl_formspec.get_itemslot_bg_v4(5.375, 2.6, 1, 1),
"list[context;input;5.375,2.6;1,1;1]",
"image[6.75,2.6;2,1;mcl_anvils_inventory_arrow.png]",
mcl_formspec.get_itemslot_bg_v4(9.125, 2.6, 1, 1),
"list[context;output;9.125,2.6;1,1;]",
-- Player Inventory
mcl_formspec.get_itemslot_bg_v4(0.375, 5.1, 9, 3),
"list[current_player;main;0.375,5.1;9,3;9]",
mcl_formspec.get_itemslot_bg_v4(0.375, 9.05, 9, 1),
"list[current_player;main;0.375,9.05;9,1;]",
-- Listrings
"listring[context;output]",
"listring[current_player;main]",
"listring[context;input]",
"listring[current_player;main]",
})
end
-- Given a tool and material stack, returns how many items of the material stack
-- needs to be used up to repair the tool.
---@param tool ItemStack
---@param material ItemStack
---@return integer
local function get_consumed_materials(tool, material)
local wear = tool:get_wear()
--local health = (MAX_WEAR - wear)
local matsize = material:get_count()
local materials_used = 0
for m=1, math.min(4, matsize) do
for m = 1, math.min(4, matsize) do
materials_used = materials_used + 1
if (wear - MATERIAL_TOOL_REPAIR_BOOST[m]) <= 0 then
break
@ -53,6 +79,9 @@ local function get_consumed_materials(tool, material)
return materials_used
end
---@param table table
---@param value any
---@return boolean
local function contains(table, value)
for _, i in pairs(table) do
if i == value then
@ -66,6 +95,8 @@ end
-- Returns ("tool", input1, input2) if input1 is tool and input2 is material.
-- Returns ("material", input2, input1) if input1 is material and input2 is tool.
-- Returns nil otherwise.
---@param input1 ItemStack
---@param input2 ItemStack
local function distinguish_tool_and_material(input1, input2)
local def1 = input1:get_definition()
local def2 = input2:get_definition()
@ -84,7 +115,8 @@ local function distinguish_tool_and_material(input1, input2)
end
end
-- Helper function to make sure update_anvil_slots NEVER overstacks the output slot
---Helper function to make sure update_anvil_slots NEVER overstacks the output slot
---@param stack ItemStack
local function fix_stack_size(stack)
if not stack or stack == "" then return "" end
local count = stack:get_count()
@ -99,6 +131,7 @@ end
-- Update the inventory slots of an anvil node.
-- meta: Metadata of anvil node
---@param meta NodeMetaRef
local function update_anvil_slots(meta)
local inv = meta:get_inventory()
local new_name = meta:get_string("set_name")
@ -137,7 +170,7 @@ local function update_anvil_slots(meta)
name_item = input1
new_output = name_item
-- Tool + repair item
-- Tool + repair item
else
-- Any tool can have a repair item. This may be defined in the tool's item definition
-- as an itemstring in the field `_repair_material`. Only if this field is set, the
@ -185,7 +218,7 @@ local function update_anvil_slots(meta)
new_output = ""
end
end
-- Exactly 1 input slot occupied
-- Exactly 1 input slot occupied
elseif (not input1:is_empty() and input2:is_empty()) or (input1:is_empty() and not input2:is_empty()) then
-- Just rename item
if input1:is_empty() then
@ -231,28 +264,32 @@ local function update_anvil_slots(meta)
end
end
-- Drop input items of anvil at pos with metadata meta
---Drop input items of anvil at pos with metadata meta
---@param pos Vector
---@param meta NodeMetaRef
local function drop_anvil_items(pos, meta)
local inv = meta:get_inventory()
for i=1, inv:get_size("input") do
for i = 1, inv:get_size("input") do
local stack = inv:get_stack("input", i)
if not stack:is_empty() then
local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
local p = vector.offset(pos, math.random(0, 10) / 10 - 0.5, 0, math.random(0, 10) / 10 - 0.5)
minetest.add_item(p, stack)
end
end
end
---@param pos Vector
---@param node node
local function damage_particles(pos, node)
minetest.add_particlespawner({
amount = 30,
time = 0.1,
minpos = vector.add(pos, {x=-0.5, y=-0.5, z=-0.5}),
maxpos = vector.add(pos, {x=0.5, y=-0.25, z=0.5}),
minvel = {x=-0.5, y=0.05, z=-0.5},
maxvel = {x=0.5, y=0.3, z=0.5},
minacc = {x=0, y=-9.81, z=0},
maxacc = {x=0, y=-9.81, z=0},
minpos = vector.offset(pos, -0.5, -0.5, -0.5),
maxpos = vector.offset(pos, 0.5, -0.25, 0.5),
minvel = vector.new(-0.5, 0.05, -0.5),
maxvel = vector.new(0.5, 0.3, 0.5),
minacc = vector.new(0, -9.81, 0),
maxacc = vector.new(0, -9.81, 0),
minexptime = 0.1,
maxexptime = 0.5,
minsize = 0.4,
@ -267,12 +304,12 @@ local function destroy_particles(pos, node)
minetest.add_particlespawner({
amount = math.random(20, 30),
time = 0.1,
minpos = vector.add(pos, {x=-0.4, y=-0.4, z=-0.4}),
maxpos = vector.add(pos, {x=0.4, y=0.4, z=0.4}),
minvel = {x=-0.5, y=-0.1, z=-0.5},
maxvel = {x=0.5, y=0.2, z=0.5},
minacc = {x=0, y=-9.81, z=0},
maxacc = {x=0, y=-9.81, z=0},
minpos = vector.offset(pos, -0.4, -0.4, -0.4),
maxpos = vector.offset(pos, 0.4, 0.4, 0.4),
minvel = vector.new(-0.5, -0.1, -0.5),
maxvel = vector.new(0.5, 0.2, 0.5),
minacc = vector.new(0, -9.81, 0),
maxacc = vector.new(0, -9.81, 0),
minexptime = 0.2,
maxexptime = 0.65,
minsize = 0.8,
@ -289,28 +326,29 @@ end
local function damage_anvil(pos)
local node = minetest.get_node(pos)
if node.name == "mcl_anvils:anvil" then
minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_1", param2=node.param2})
minetest.swap_node(pos, { name = "mcl_anvils:anvil_damage_1", param2 = node.param2 })
damage_particles(pos, node)
minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16}, true)
minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, { pos = pos, max_hear_distance = 16 }, true)
return false
elseif node.name == "mcl_anvils:anvil_damage_1" then
minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_2", param2=node.param2})
minetest.swap_node(pos, { name = "mcl_anvils:anvil_damage_2", param2 = node.param2 })
damage_particles(pos, node)
minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16}, true)
minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, { pos = pos, max_hear_distance = 16 }, true)
return false
elseif node.name == "mcl_anvils:anvil_damage_2" then
-- Destroy anvil
local meta = minetest.get_meta(pos)
drop_anvil_items(pos, meta)
minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dug, {pos=pos, max_hear_distance=16}, true)
minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dug, { pos = pos, max_hear_distance = 16 }, true)
minetest.remove_node(pos)
destroy_particles(pos, node)
minetest.check_single_for_falling({x=pos.x, y=pos.y+1, z=pos.z})
minetest.check_single_for_falling(vector.offset(pos, 0, 1, 0))
return true
end
end
-- Roll a virtual dice and damage anvil at a low chance.
---Roll a virtual dice and damage anvil at a low chance.
---@param pos Vector
local function damage_anvil_by_using(pos)
local r = math.random(1, 100)
-- 12% chance
@ -321,25 +359,30 @@ local function damage_anvil_by_using(pos)
end
end
---@param pos Vector
---@param distance number
local function damage_anvil_by_falling(pos, distance)
local r = math.random(1, 100)
if distance > 1 then
if r <= (5*distance) then
if r <= (5 * distance) then
damage_anvil(pos)
end
end
end
---@type nodebox
local anvilbox = {
type = "fixed",
fixed = {
{ -8 / 16, -8 / 16, -6 / 16, 8 / 16, 8 / 16, 6 / 16 },
},
}
---@type node_definition
local anvildef = {
groups = {pickaxey=1, falling_node=1, falling_node_damage=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"},
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
groups = { pickaxey = 1, falling_node = 1, falling_node_damage = 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" },
use_texture_alpha = "opaque",
_tt_help = S("Repair and rename items"),
paramtype = "light",
sunlight_propagates = true,
@ -353,7 +396,7 @@ local anvildef = {
{ -5 / 16, -4 / 16, -4 / 16, 5 / 16, -3 / 16, 4 / 16 },
{ -4 / 16, -3 / 16, -2 / 16, 4 / 16, 2 / 16, 2 / 16 },
{ -8 / 16, 2 / 16, -5 / 16, 8 / 16, 8 / 16, 5 / 16 },
}
},
},
selection_box = anvilbox,
collision_box = anvilbox,
@ -416,7 +459,7 @@ local anvildef = {
local meta = minetest.get_meta(pos)
if from_list == "output" and to_list == "input" then
local inv = meta:get_inventory()
for i=1, inv:get_size("input") do
for i = 1, inv:get_size("input") do
if i ~= to_index then
local istack = inv:get_stack("input", i)
istack:set_count(math.max(0, istack:get_count() - count))
@ -504,22 +547,20 @@ local anvildef = {
minetest.record_protection_violation(pos, sender_name)
return
end
if fields.name_button or fields.name then
local set_name
if fields.name == nil then
set_name = ""
else
set_name = fields.name
end
if fields.name then
local meta = minetest.get_meta(pos)
-- Limit name length
set_name = string.sub(set_name, 1, MAX_NAME_LENGTH)
local set_name = string.sub(fields.name, 1, MAX_NAME_LENGTH)
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
end
@ -529,27 +570,32 @@ anvildef0.description = S("Anvil")
anvildef0._doc_items_longdesc =
S("The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!")
anvildef0._doc_items_usagehelp =
S("To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.").."\n"..
S("To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.").."\n"..
S("There are two possibilities to repair tools (and armor):").."\n"..
S("• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.").."\n"..
S("• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.").."\n"..
S("Armor counts as a tool. It is possible to repair and rename a tool in a single step.").."\n\n"..
S("The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.")
S("To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.") .. "\n" ..
S("To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.")
.. "\n" ..
S("There are two possibilities to repair tools (and armor):") .. "\n" ..
S("• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.")
.. "\n" ..
S("• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.")
.. "\n" ..
S("Armor counts as a tool. It is possible to repair and rename a tool in a single step.") .. "\n\n" ..
S("The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.")
local anvildef1 = table.copy(anvildef)
anvildef1.description = S("Slightly Damaged Anvil")
anvildef1._doc_items_create_entry = false
anvildef1.groups.anvil = 2
anvildef1._doc_items_create_entry = false
anvildef1.tiles = {"mcl_anvils_anvil_top_damaged_1.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"}
anvildef1.tiles = { "mcl_anvils_anvil_top_damaged_1.png^[transformR90", "mcl_anvils_anvil_base.png",
"mcl_anvils_anvil_side.png" }
local anvildef2 = table.copy(anvildef)
anvildef2.description = S("Very Damaged Anvil")
anvildef2._doc_items_create_entry = false
anvildef2.groups.anvil = 3
anvildef2._doc_items_create_entry = false
anvildef2.tiles = {"mcl_anvils_anvil_top_damaged_2.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"}
anvildef2.tiles = { "mcl_anvils_anvil_top_damaged_2.png^[transformR90", "mcl_anvils_anvil_base.png",
"mcl_anvils_anvil_side.png" }
minetest.register_node("mcl_anvils:anvil", anvildef0)
minetest.register_node("mcl_anvils:anvil_damage_1", anvildef1)
@ -562,7 +608,7 @@ if minetest.get_modpath("mcl_core") then
{ "mcl_core:ironblock", "mcl_core:ironblock", "mcl_core:ironblock" },
{ "", "mcl_core:iron_ingot", "" },
{ "mcl_core:iron_ingot", "mcl_core:iron_ingot", "mcl_core:iron_ingot" },
}
},
})
end

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