Implement renaming with anvils
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@ -1,3 +1,61 @@
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local function get_anvil_formspec(set_name)
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if not set_name then
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set_name = ""
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end
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return "size[9,8.75]"..
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"background[-0.19,-0.25;9.41,9.49;mcl_anvils_inventory.png]"..
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mcl_vars.inventory_header..
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"list[current_player;main;0,4.5;9,3;9]"..
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"list[current_player;main;0,7.74;9,1;]"..
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"list[context;input;1,2.5;1,1;]"..
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"list[context;input;4,2.5;1,1;1]"..
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"list[context;output;8,2.5;1,1;]"..
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"field[3.25,1;4,1;name;;"..minetest.formspec_escape(set_name).."]"..
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"button[7,0.7;2,1;name_button;Set name]"..
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"listring[context;output]"..
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"listring[current_player;main]"..
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"listring[context;input]"..
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"listring[current_player;main]"
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end
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-- Update the inventory slots of an anvil node.
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-- meta: Metadata of anvil node
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local function update_anvil_slots(meta)
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local inv = meta:get_inventory()
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local new_name = meta:get_string("set_name")
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local input1, input2, output
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input1 = inv:get_stack("input", 1)
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input2 = inv:get_stack("input", 2)
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output = inv:get_stack("output", 1)
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local new_output
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-- Just rename
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if (not input1:is_empty() and input2:is_empty()) or (input1:is_empty() and not input2:is_empty()) then
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if new_name ~= nil and new_name ~= "" then
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local name_item
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if input1:is_empty() then
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name_item = input2
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else
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name_item = input1
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end
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local meta = name_item:get_meta()
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-- Limit name length
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new_name = string.sub(new_name, 1, 30)
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meta:set_string("description", new_name)
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new_output = name_item
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else
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new_output = ""
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end
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else
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new_output = ""
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end
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-- Set the new output slot
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if new_output ~= nil then
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inv:set_stack("output", 1, new_output)
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end
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end
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local anvildef = {
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groups = {pickaxey=1, falling_node=1, crush_after_fall=1, deco_block=1, anvil=1},
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tiles = {"mcl_anvils_anvil_top_damaged_0.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"},
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@ -27,10 +85,43 @@ local anvildef = {
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allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
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if to_list == "output" then
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return 0
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elseif from_list == "output" and to_list == "input" then
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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if inv:get_stack(to_list, to_index):is_empty() then
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return count
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else
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return 0
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end
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else
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return count
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end
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end,
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on_metadata_inventory_put = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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update_anvil_slots(meta)
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end,
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on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
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local meta = minetest.get_meta(pos)
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if from_list == "output" and to_list == "input" then
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local inv = meta:get_inventory()
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inv:set_stack("output", 1, "")
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for i=1, inv:get_size("input") do
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if i ~= to_index then
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inv:set_stack("input", i, "")
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end
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end
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end
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update_anvil_slots(meta)
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end,
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on_metadata_inventory_take = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if listname == "output" then
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local inv = meta:get_inventory()
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inv:set_list("input", {"",""})
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end
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update_anvil_slots(meta)
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end,
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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@ -44,12 +135,28 @@ local anvildef = {
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"list[context;input;1,2.5;1,1;]"..
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"list[context;input;4,2.5;1,1;1]"..
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"list[context;output;8,2.5;1,1;]"..
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"field[3.25,1;4,1;name;;]"..
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"button[7,0.7;2,1;name_button;Set name]"..
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"listring[context;output]"..
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"listring[current_player;main]"..
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"listring[context;input]"..
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"listring[current_player;main]"
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meta:set_string("formspec", form)
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end,
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on_receive_fields = function(pos, formname, fields, sender)
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if fields.name_button then
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local set_name
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if fields.name == nil then
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set_name = ""
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else
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set_name = fields.name
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end
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local meta = minetest.get_meta(pos)
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meta:set_string("set_name", set_name)
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update_anvil_slots(meta)
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meta:set_string("formspec", get_anvil_formspec(set_name))
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end
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end,
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}
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if minetest.get_modpath("screwdriver") then
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anvildef.on_rotate = screwdriver.rotate_simple
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