forked from VoxeLibre/VoxeLibre
454 lines
10 KiB
Lua
454 lines
10 KiB
Lua
-- Pattern crafting. This file contains the code for crafting all the
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-- emblazonings you can put on the banners. It's quite complicated;
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-- normal 08/15 crafting won't work here.
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-- Number of maximum lines in the descriptions for the banner layers.
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-- To avoid huge tooltips.
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local max_layer_lines = 6
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-- Maximum number of layers which can be put on a banner by crafting.
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local max_layers_crafting = 6
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-- List of patterns with crafting rules
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local d = "group:dye" -- dye
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local e = "" -- empty slot (one of them must contain the banner)
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local patterns = {
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["border"] = {
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name = "%s Bordure",
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{ d, d, d },
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{ d, e, d },
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{ d, d, d },
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},
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["bricks"] = {
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name = "%s Bricks",
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type = "shapeless",
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{ e, "mcl_core:brick_block", d },
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},
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["circle"] = {
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name = "%s Roundel",
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{ e, e, e },
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{ e, d, e },
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{ e, e, e },
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},
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["creeper"] = {
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name = "%s Creeper Charge",
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type = "shapeless",
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{ e, "mcl_heads:creeper", d },
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},
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["cross"] = {
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name = "%s Saltire",
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{ d, e, d },
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{ e, d, e },
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{ d, e, d },
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},
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["curly_border"] = {
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name = "%s Intented Bordure",
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type = "shapeless",
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{ e, "mcl_core:vine", d },
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},
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["diagonal_left"] = {
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name = "%s Inverted Per Bend",
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{ e, e, e },
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{ d, e, e },
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{ d, d, e },
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},
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["diagonal_right"] = {
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name = "%s Inverted Per Bend Sinister",
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{ e, e, e },
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{ e, e, d },
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{ e, d, d },
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},
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["diagonal_up_left"] = {
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name = "%s Per Bend",
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{ e, d, d },
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{ e, e, d },
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{ e, e, e },
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},
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["diagonal_up_right"] = {
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name = "%s Per Bend Sinister",
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{ d, d, e },
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{ d, e, e },
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{ e, e, e },
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},
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["flower"] = {
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name = "%s Flower Charge",
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type = "shapeless",
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{ e, "mcl_flowers:oxeye_daisy", d },
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},
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["gradient"] = {
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name = "%s Gradient",
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{ d, e, d },
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{ e, d, e },
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{ e, d, e },
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},
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["gradient_up"] = {
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name = "%s Base Gradient",
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{ e, d, e },
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{ e, d, e },
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{ d, e, d },
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},
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["half_horizontal_bottom"] = {
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name = "%s Inverted Per Fess",
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{ e, e, e },
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{ d, d, d },
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{ d, d, d },
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},
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["half_horizontal"] = {
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name = "%s Per Fess",
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{ d, d, d },
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{ d, d, d },
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{ e, e, e },
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},
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["half_vertical"] = {
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name = "%s Per Pale",
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{ d, d, e },
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{ d, d, e },
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{ d, d, e },
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},
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["half_vertical_right"] = {
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name = "%s Inverted Per Pale",
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{ e, d, d },
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{ e, d, d },
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{ e, d, d },
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},
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["thing"] = {
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-- Symbol used for the “Thing”: U+1F65D 🙝
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name = "%s Thing",
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type = "shapeless",
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-- TODO: Replace with enchanted golden apple
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{ e, "mcl_core:apple_gold", d },
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},
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["rhombus"] = {
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name = "%s Lozenge",
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{ e, d, e },
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{ d, e, d },
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{ e, d, e },
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},
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["skull"] = {
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name = "%s Skull Charge",
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type = "shapeless",
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{ e, "mcl_heads:wither_skeleton", d },
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},
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["small_stripes"] = {
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name = "%s Paly",
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{ d, e, d },
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{ d, e, d },
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{ e, e, e },
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},
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["square_bottom_left"] = {
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name = "%s Base Dexter Canton",
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{ e, e, e },
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{ e, e, e },
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{ d, e, e },
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},
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["square_bottom_right"] = {
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name = "%s Base Sinister Canton",
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{ e, e, e },
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{ e, e, e },
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{ e, e, d },
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},
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["square_top_left"] = {
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name = "%s Chief Dexter Canton",
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{ d, e, e },
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{ e, e, e },
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{ e, e, e },
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},
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["square_top_right"] = {
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name = "%s Chief Sinister Canton",
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{ e, e, d },
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{ e, e, e },
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{ e, e, e },
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},
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["straight_cross"] = {
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name = "%s Cross",
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{ e, d, e },
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{ d, d, d },
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{ e, d, e },
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},
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["stripe_bottom"] = {
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name = "%s Base",
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{ e, e, e },
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{ e, e, e },
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{ d, d, d },
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},
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["stripe_center"] = {
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name = "%s Fess",
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{ e, e, e },
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{ d, d, d },
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{ e, e, e },
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},
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["stripe_downleft"] = {
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name = "%s Bend Sinister",
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{ e, e, d },
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{ e, d, e },
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{ d, e, e },
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},
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["stripe_downright"] = {
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name = "%s Bend",
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{ d, e, e },
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{ e, d, e },
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{ e, e, d },
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},
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["stripe_left"] = {
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name = "%s Pale Dexter",
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{ d, e, e },
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{ d, e, e },
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{ d, e, e },
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},
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["stripe_middle"] = {
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name = "%s Pale",
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{ e, d, e },
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{ e, d, e },
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{ e, d, e },
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},
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["stripe_right"] = {
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name = "%s Pale Sinister",
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{ e, e, d },
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{ e, e, d },
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{ e, e, d },
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},
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["stripe_top"] = {
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name = "%s Chief",
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{ d, d, d },
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{ e, e, e },
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{ e, e, e },
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},
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["triangle_bottom"] = {
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name = "%s Chevron",
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{ e, e, e },
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{ e, d, e },
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{ d, e, d },
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},
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["triangle_top"] = {
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name = "%s Inverted Chevron",
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{ d, e, d },
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{ e, d, e },
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{ e, e, e },
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},
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["triangles_bottom"] = {
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name = "%s Base Indented",
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{ e, e, e },
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{ d, e, d },
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{ e, d, e },
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},
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["triangles_top"] = {
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name = "%s Chief Indented",
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{ e, d, e },
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{ d, e, d },
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{ e, e, e },
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},
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}
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-- Just a simple reverse-lookup table from dye itemstring to banner color ID
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-- to avoid some pointless future iterations.
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local dye_to_colorid_mapping = {}
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for colorid, colortab in pairs(mcl_banners.colors) do
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dye_to_colorid_mapping[colortab[5]] = colorid
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end
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-- Create a banner description containing all the layer names
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mcl_banners.make_advanced_banner_description = function(description, layers)
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if layers == nil or #layers == 0 then
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-- No layers, revert to default
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return ""
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else
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local layerstrings = {}
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for l=1, #layers do
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-- Prevent excess length description
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if l > max_layer_lines then
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break
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end
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-- Layer text line.
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local color = mcl_banners.colors[layers[l].color][6]
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local pattern_name = patterns[layers[l].pattern].name
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-- The pattern name is a format string (e.g. “%s Base”)
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table.insert(layerstrings, string.format(pattern_name, color))
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end
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-- Warn about missing information
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if #layers == max_layer_lines + 1 then
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table.insert(layerstrings, "And one addional layer")
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elseif #layers > max_layer_lines + 1 then
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table.insert(layerstrings, string.format("And %d addional layers", #layers - max_layer_lines))
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end
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-- Final string concatenations: Just a list of strings
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local append = table.concat(layerstrings, "\n")
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description = description .. "\n" .. core.colorize("#8F8F8F", append)
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return description
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end
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end
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-- This is for handling all those complex pattern crafting recipes
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local banner_pattern_craft = function(itemstack, player, old_craft_grid, craft_inv)
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if minetest.get_item_group(itemstack:get_name(), "banner") ~= 1 then
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return
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end
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local banner -- banner item
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local dye -- itemstring of the dye being used
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local banner_index -- crafting inventory index of the banner
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for i = 1, player:get_inventory():get_size("craft") do
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local itemname = old_craft_grid[i]:get_name()
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if minetest.get_item_group(itemname, "banner") == 1 then
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banner = old_craft_grid[i]
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banner_index = i
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-- Check if all dyes are equal
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elseif minetest.get_item_group(itemname, "dye") == 1 then
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if dye == nil then
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dye = itemname
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elseif itemname ~= dye then
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return ItemStack("")
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end
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end
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end
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if not banner then
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return ItemStack("")
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end
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-- Get old layers
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local ometa = banner:get_meta()
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local layers_raw = ometa:get_string("layers")
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local layers = minetest.deserialize(layers_raw)
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if type(layers) ~= "table" then
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layers = {}
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end
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-- Disallow crafting when a certain number of layers is reached or exceeded
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if #layers >= max_layers_crafting then
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return ItemStack("")
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end
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local matching_pattern
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local max_i = player:get_inventory():get_size("craft")
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-- Find the matching pattern
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for pattern_name, pattern in pairs(patterns) do
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-- Shaped / fixed
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if pattern.type == nil then
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local pattern_ok = true
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local inv_i = 1
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-- This complex code just iterates through the pattern slots one-by-one and compares them with the pattern
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for p=1, #pattern do
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local row = pattern[p]
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if inv_i > max_i then
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break
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end
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for r=1, #row do
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local itemname = old_craft_grid[inv_i]:get_name()
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local pitem = row[r]
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if (pitem == d and minetest.get_item_group(itemname, "dye") == 0) or (pitem == e and itemname ~= e and inv_i ~= banner_index) then
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pattern_ok = false
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break
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else
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end
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inv_i = inv_i + 1
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end
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end
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-- Everything matched! We found our pattern!
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if pattern_ok then
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matching_pattern = pattern_name
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break
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end
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elseif pattern.type == "shapeless" then
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local orig = pattern[1]
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local no_mismatches_so_far = true
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-- This code compares the craft grid with the required items
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for o=1, #orig do
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local item_ok = false
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for i=1, max_i do
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local itemname = old_craft_grid[i]:get_name()
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if (orig[o] == e) or -- Empty slot: Always wins
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(orig[o] ~= e and orig[o] == itemname) or -- non-empty slot: Exact item match required
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(orig[o] == d and minetest.get_item_group(itemname, "dye") == 1) then -- Dye slot
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item_ok = true
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break
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end
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end
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-- Sorry, item not found. :-(
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if not item_ok then
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no_mismatches_so_far = false
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break
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end
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end
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-- Ladies and Gentlemen, we have a winner!
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if no_mismatches_so_far then
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matching_pattern = pattern_name
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break
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end
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end
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if matching_pattern then
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break
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end
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end
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if not matching_pattern then
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return ItemStack("")
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end
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-- Add the new layer and update other metadata
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local color = dye_to_colorid_mapping[dye]
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table.insert(layers, {pattern=matching_pattern, color=color})
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local imeta = itemstack:get_meta()
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imeta:set_string("layers", minetest.serialize(layers))
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local odesc = itemstack:get_definition().description
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local description = mcl_banners.make_advanced_banner_description(odesc, layers)
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imeta:set_string("description", description)
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return itemstack
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end
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minetest.register_craft_predict(banner_pattern_craft)
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minetest.register_on_craft(banner_pattern_craft)
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-- Register crafting recipes for all the patterns
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for pattern_name, pattern in pairs(patterns) do
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-- Shaped and fixed recipes
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if pattern.type == nil then
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for colorid, colortab in pairs(mcl_banners.colors) do
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local banner = "mcl_banners:banner_item_"..colortab[1]
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local bannered = false
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local recipe = {}
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for row_id=1, #pattern do
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local row = pattern[row_id]
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local newrow = {}
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for r=1, #row do
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if row[r] == e and not bannered then
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newrow[r] = banner
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bannered = true
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else
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newrow[r] = row[r]
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end
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end
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table.insert(recipe, newrow)
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end
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minetest.register_craft({
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output = banner,
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recipe = recipe,
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})
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end
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-- Shapeless recipes
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elseif pattern.type == "shapeless" then
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for colorid, colortab in pairs(mcl_banners.colors) do
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local banner = "mcl_banners:banner_item_"..colortab[1]
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local orig = pattern[1]
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local recipe = {}
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for r=1, #orig do
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if orig[r] == e then
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recipe[r] = banner
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else
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recipe[r] = orig[r]
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end
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end
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minetest.register_craft({
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type = "shapeless",
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output = banner,
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recipe = recipe,
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})
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end
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end
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end
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