realtest_mt5/mods/anvil/init.lua

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anvil = {}
realtest.registered_anvil_recipes = {}
function realtest.register_anvil_recipe(RecipeDef)
local recipe = {
type = RecipeDef.type or "forge",
item1 = RecipeDef.item1 or "",
item2 = RecipeDef.item2 or "",
rmitem1 = RecipeDef.rmitem1,
rmitem2 = RecipeDef.rmitem2,
output = RecipeDef.output or "",
level = RecipeDef.level or 0,
instrument = RecipeDef.instrument or "hammer",
material = RecipeDef.material, -- just to make the craft guide more manageable
}
if recipe.rmitem1 == nil then
recipe.rmitem1 = true
end
if recipe.rmitem2 == nil then
recipe.rmitem2 = true
end
if recipe.level < 0 then
recipe.level = 0
end
if recipe.output ~= "" and recipe.item1 ~= "" and (recipe.type == "forge" or recipe.type == "weld") then
table.insert(realtest.registered_anvil_recipes, recipe)
end
end
--Unshaped metals, buckets, double ingots, sheets, hammers, locks and hatches
for i, metal in ipairs(metals.list) do
realtest.register_anvil_recipe({
item1 = "metals:"..metal.."_unshaped",
output = "metals:"..metal.."_ingot",
material = metal,
})
realtest.register_anvil_recipe({
item1 = "metals:"..metal.."_sheet",
item2 = "scribing_table:plan_bucket",
rmitem2 = false,
output = "instruments:bucket_"..metal,
level = metals.levels[i],
material = metal,
})
realtest.register_anvil_recipe({
item1 = "metals:"..metal.."_doubleingot",
output = "metals:"..metal.."_sheet",
level = metals.levels[i] - 1,
material = metal,
})
realtest.register_anvil_recipe({
item1 = "metals:"..metal.."_doubleingot",
output = "metals:"..metal.."_ingot 2",
level = metals.levels[i] - 1,
instrument = "chisel",
material = metal,
})
realtest.register_anvil_recipe({
item1 = "metals:"..metal.."_doublesheet",
output = "metals:"..metal.."_sheet 2",
level = metals.levels[i] - 1,
instrument = "chisel",
material = metal,
})
realtest.register_anvil_recipe({
type = "weld",
item1 = "metals:"..metal.."_ingot",
item2 = "metals:"..metal.."_ingot",
output = "metals:"..metal.."_doubleingot",
level = metals.levels[i] - 1,
material = metal,
})
realtest.register_anvil_recipe({
type = "weld",
item1 = "metals:"..metal.."_sheet",
item2 = "metals:"..metal.."_sheet",
output = "metals:"..metal.."_doublesheet",
level = metals.levels[i] - 1,
material = metal,
})
realtest.register_anvil_recipe({
item1 = "metals:"..metal.."_ingot",
item2 = "scribing_table:plan_lock",
rmitem2 = false,
output = "metals:"..metal.."_lock",
level = metals.levels[i],
material = metal,
})
realtest.register_anvil_recipe({
item1 = "metals:"..metal.."_ingot",
item2 = "scribing_table:plan_hatch",
rmitem2 = false,
output = "hatches:"..metal.."_hatch_closed",
level = metals.levels[i],
material = metal,
})
end
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-- receipe for coin production
realtest.register_anvil_recipe({
item1 = "metals:gold_sheet",
output = "money:coin 15",
instrument = "chisel",
material = "gold",
})
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-- general receipes (for flux production; used for welding)
realtest.register_anvil_recipe({
item1 = "minerals:borax",
output = "minerals:flux 8"
})
realtest.register_anvil_recipe({
item1 = "minerals:sylvite",
output = "minerals:flux 4"
})
--Pig iron --> Wrought iron
realtest.register_anvil_recipe({
item1 = "metals:pig_iron_ingot",
output = "metals:wrought_iron_ingot",
level = 2,
material = "wrought_iron",
})
--Instruments
local anvil_instruments =
{{"axe", "_ingot"},
{"pick", "_ingot"},
{"shovel", "_ingot"},
{"spear", "_ingot"},
{"chisel", "_ingot"},
{"sword", "_doubleingot"},
{"hammer", "_doubleingot"},
{"saw", "_sheet"}
}
for _, instrument in ipairs(anvil_instruments) do
for i, metal in ipairs(metals.list) do
-- the proper way to do that is to check whether we have metal in instruments.metals list or not
-- but who cares?
local output_name = "instruments:"..instrument[1].."_"..metal.."_head"
if minetest.registered_items[output_name] then
realtest.register_anvil_recipe({
item1 = "metals:"..metal..instrument[2],
item2 = "scribing_table:plan_"..instrument[1],
rmitem2 = false,
output = output_name,
level = metals.levels[i],
material = metal,
})
end
end
end
local anvils = {
{'stone', 'Stone', 0, 61*2.3},
{'desert_stone', 'Desert Stone', 0, 61*2.3},
{'copper', 'Copper', 1, 411*2.3},
{'rose_gold', 'Rose Gold', 2, 521*2.3},
{'bismuth_bronze', 'Bismuth Bronze', 2, 581*2.3},
{'black_bronze', 'Black Bronze', 2, 531*2.3},
{'bronze', 'Bronze', 2, 601*2.3},
{'wrought_iron', 'Wrought Iron', 3, 801*2.3},
{'steel', 'Steel', 4, 1101*2.3},
{'black_steel', 'Black Steel', 5, 1501*2.3}
}
minetest.register_craft({
output = 'anvil:anvil_stone',
recipe = {
{'default:stone','default:stone','default:stone'},
{'','default:stone',''},
{'default:stone','default:stone','default:stone'},
}
})
minetest.register_craft({
output = 'anvil:anvil_desert_stone',
recipe = {
{'default:desert_stone','default:desert_stone','default:desert_stone'},
{'','default:desert_stone',''},
{'default:desert_stone','default:desert_stone','default:desert_stone'},
}
})
for _, anvil in ipairs(anvils) do
if anvil[1] ~= "stone" then
minetest.register_craft({
output = "anvil:anvil_"..anvil[1],
recipe = {
{"metals:"..anvil[1].."_doubleingot","metals:"..anvil[1].."_doubleingot","metals:"..anvil[1].."_doubleingot"},
{"","metals:"..anvil[1].."_doubleingot",""},
{"metals:"..anvil[1].."_doubleingot","metals:"..anvil[1].."_doubleingot","metals:"..anvil[1].."_doubleingot"},
}
})
end
end
for _, anvil in ipairs(anvils) do
minetest.register_node("anvil:anvil_"..anvil[1], {
description = anvil[2] .. " Anvil",
tiles = {"anvil_"..anvil[1].."_top.png","anvil_"..anvil[1].."_top.png","anvil_"..anvil[1].."_side.png"},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2},
},
},
groups = {oddly_breakable_by_hand=2, falling_node=1, dig_immediate=1},
sounds = default.node_sound_stone_defaults(),
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
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local inv = meta:get_inventory()
if inv:is_empty("src1") and inv:is_empty("src2") and inv:is_empty("hammer")
and inv:is_empty("output") and inv:is_empty("flux") then
return true
end
return false
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
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meta:set_string("formspec", "size[8,7]"..
-- some (hopefully) helpful buttons
"button[2.0,1.75;1,0.5;guide;Guide]"..
"button_exit[5,1.75;1,0.5;quit;Exit]"..
"label[2.9,-0.2;Input 1:]"..
"label[4.1,-0.2;Input 2:]"..
"label[1.0,1.1;Instrument:]"..
"label[6.0,1.1;Flux:]"..
"label[3.5,2.35;Output]"..
-- the rest of the formspec
"button[0.5,0.25;1.35,1;buttonForge;Forge]"..
"button[1.6,0.25;0.9,1;buttonForge10;x10]"..
"list[current_name;src1;2.9,0.25;1,1;]"..
"image[3.69,0.22;0.54,1.5;anvil_arrow.png]"..
"list[current_name;src2;4.1,0.25;1,1;]"..
"button[5.5,0.25;1.35,1;buttonWeld;Weld]"..
"button[6.6,0.25;0.9,1;buttonWeld10;x10]"..
"list[current_name;hammer;1,1.5;1,1;]"..
"list[current_name;output;3.5,1.5;1,1;]"..
"list[current_name;flux;6,1.5;1,1;]"..
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"list[current_player;main;0,3;8,4;]"..
"listring[current_player;main]"..
"listring[current_name;src1]"..
"listring[current_player;main]"..
"listring[current_name;src2]"..
"listring[current_player;main]"..
"listring[current_name;hammer]"..
"listring[current_player;main]"..
"listring[current_name;output]"..
"listring[current_player;main]"..
"listring[current_name;flux]")
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meta:set_string("infotext", anvil[2].." Anvil")
local inv = meta:get_inventory()
inv:set_size("src1", 1)
inv:set_size("src2", 1)
inv:set_size("hammer", 1)
inv:set_size("output", 1)
inv:set_size("flux", 1)
end,
on_receive_fields = function(pos, formname, fields, sender)
if( fields and fields.guide and sender ) then
-- anvils made from diffrent materials have diffrent capabilities
fields.anvil_typ = anvil[1];
realtest.show_craft_guide_anvil( sender, "realtest:craft_guide_anvil", fields);
return;
end
local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
local src1, src2 = inv:get_stack("src1", 1), inv:get_stack("src2", 1)
local instrument, flux = inv:get_stack("hammer", 1), inv:get_stack("flux", 1)
local output = inv:get_stack("output", 1)
local forge = function()
for _, recipe in ipairs(realtest.registered_anvil_recipes) do
if recipe.type == "forge" and recipe.item1 == src1:get_name() and recipe.item2 == src2:get_name() and
anvil[3] >= recipe.level and
minetest.get_item_group(instrument:get_name(), recipe.instrument) == 1 and
minetest.get_item_group(instrument:get_name(), "material_level") >= recipe.level - 1 then
if inv:room_for_item("output", recipe.output) then
if recipe.rmitem1 then
src1:take_item()
inv:set_stack("src1", 1, src1)
end
if recipe.item2 ~= "" and recipe.rmitem2 then
src2:take_item()
inv:set_stack("src2", 1, src2)
end
output:add_item(recipe.output)
inv:set_stack("output", 1, output)
instrument:add_wear(65535/minetest.get_item_group(instrument:get_name(), "durability"))
inv:set_stack("hammer", 1, instrument)
end
return
end
end
end
local weld = function()
if flux:get_name() == "minerals:flux" then
for _, recipe in ipairs(realtest.registered_anvil_recipes) do
if recipe.type == "weld" and recipe.item1 == src1:get_name() and recipe.item2 == src2:get_name() and
anvil[3] >= recipe.level and
minetest.get_item_group(instrument:get_name(), recipe.instrument) == 1 and
minetest.get_item_group(instrument:get_name(), "material_level") >= recipe.level then
if inv:room_for_item("output", recipe.output) then
if recipe.rmitem1 then
src1:take_item()
inv:set_stack("src1", 1, src1)
end
if recipe.item2 ~= "" and recipe.rmitem2 then
src2:take_item()
inv:set_stack("src2", 1, src2)
end
output:add_item(recipe.output)
inv:set_stack("output", 1, output)
flux:take_item()
inv:set_stack("flux", 1, flux)
instrument:add_wear(65535/minetest.get_item_group(instrument:get_name(), "durability")/2)
inv:set_stack("hammer", 1, instrument)
end
return
end
end
end
end
if fields["buttonForge"] then
forge()
elseif fields["buttonForge10"] then
for i = 0, 9 do
forge()
end
elseif fields["buttonWeld"] then
weld()
elseif fields["buttonWeld10"] then
for i = 0, 9 do
weld()
end
end
end,
})
end
realtest.show_craft_guide_anvil = function( player, formname, fields)
if( formname ~= "realtest:craft_guide_anvil" or not( player ) or fields.quit) then
return;
end
if( not( fields.material )) then
if( fields.old_material ) then
fields.material = fields.old_material;
else
fields.material = metals.list[1];
end
end
-- select the plan that is to be shown
local nr = 1;
for i, v in ipairs(realtest.registered_anvil_recipes ) do
if( v and v.output and fields[ v.output ]) then
nr = i;
end
end
local plan = realtest.registered_anvil_recipes[ nr ];
-- abort if no plan can be found
if( not( plan )) then
return;
end
local stack = ItemStack( plan.output );
local def = stack:get_definition();
local name = "";
if( def ) then
name = def.description;
end
if( not( name )) then
name = plan.output;
end
local how_to = "Forge";
if( plan.type and plan.type=="weld" ) then
how_to = "Weld";
end
local formspec =
"size[12,8]"..
"label[1.5,-0.2;"..how_to.." "..tostring(stack:get_count()).."x "..name.." this way (click on "..how_to.."):]"..
-- extra exit button for those tablet users
"button_exit[5,2.25;1,0.5;quit;Exit]"..
-- labels that describe the general usage of a slot
"label[2.9,0.3;Input 1:]"..
"label[4.1,0.3;Input 2:]"..
"label[1.0,1.6;Instrument:]"..
"label[6.0,1.6;Flux:]"..
"label[3.5,2.85;Output]"..
"label[8,-0.4;Select metal type to work with:]"..
-- buttons that do nothing; they exist just so that the interface looks similar
"button[0.5,0.75;1.35,1;nothing;Forge]"..
"button[1.6,0.75;0.9,1;nothing;x10]"..
"button[5.5,0.75;1.35,1;buttonWeld;Weld]"..
"button[6.6,0.75;0.9,1;buttonWeld10;x10]"..
"image[3.69,0.72;0.54,1.5;anvil_arrow.png]"..
-- background for the inventory slots
"box[2.9,0.75;0.8,0.9;#BBBBBB]"..
"box[4.1,0.75;0.8,0.9;#BBBBBB]"..
"box[3.5,1.99;0.8,0.9;#BBBBBB]"..
"item_image[3.5,2.0;1,1;"..plan.output.."]"..
-- the 4 simulated slots for the instruments
"box[1.0,1.99;0.8,0.9;#BBBBBB]"..
"box[6.0,1.99;0.8,0.9;#BBBBBB]"..
-- hide the material (=selected metal) somewhere
"field[-10,-10;0.1,0.1;old_material;"..fields.material..";"..fields.material.."]"..
-- some receipes output more of the same item than just one
"label[3.0,2.5;"..tostring(stack:get_count()).."x]"..
"label[0,3.5;Select receipe to show:]";
-- show the indigrents
if( plan.item1 and plan.item1 ~= "" and minetest.registered_items[ plan.item1 ]) then
local button = "item_image[2.9,0.75;1,1;"..plan.item1.."]";
for _, v in ipairs(realtest.registered_anvil_recipes) do
if( v.output == plan.item1 ) then
button = "item_image_button[2.9,0.75;1,1;"..v.output..";"..v.output..";]";
end
end
formspec = formspec..button;
end
-- the second slot usually takes a plan
if( plan.item2 and plan.item2 ~= "" and minetest.registered_items[ plan.item2 ]) then
local button = "item_image[4.1,0.75;1,1;"..plan.item2.."]";
for _, v in ipairs(realtest.registered_anvil_recipes) do
if( v.output == plan.item2 ) then
button = "item_image_button[4.1,0.75;1,1;"..v.output..";"..v.output..";]";
end
end
formspec = formspec..button;
end
-- show the instrument needed
if( plan.instrument and plan.instrument ~= "" and minetest.registered_items[ "instruments:"..plan.instrument.."_copper" ]) then
-- find a suitable instrument that can be used to work on this
local found = -1;
for i,v in ipairs( instruments.levels ) do
if( found<1 and plan.level <= v ) then
found = i;
end
end
local instrument_material = "copper"; -- fallback
if( found ) then
instrument_material = instruments.materials[ found ];
end
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-- There is no stone chisel
if plan.instrument == "chisel" and instrument_material == "stone" then
instrument_material = "copper"
end
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-- the instrument may need to be made out of a diffrent material
formspec = formspec.."item_image_button[1.0,2.0;1,1;instruments:"..plan.instrument.."_"..instrument_material..";material;"..instrument_material.."]";
-- show error message for unkown tools
elseif( plan.instrument and plan.instrument ~= "" ) then
formspec = formspec.."label[0.5,2.5;ERROR]";
end
-- welding requires flux
if( plan.type and plan.type=="weld") then
formspec = formspec.."item_image[6.0,2.0;1,1;minerals:flux]";
end
-- show a list of all receipes to select from
local i = 1;
for _, v in ipairs(realtest.registered_anvil_recipes) do
if( v and not( v.material ) or v.material == fields.material) then
formspec = formspec..
"item_image_button["..tostring((i-1)%8)..","..
tostring(4+math.floor((i-1)/8))..";1,1;"..
v.output..";"..v.output..";]";
-- minetest.formspec_escape(v.output).."]";
i = i+1;
end
end
-- show the metals to select from
for i, v in ipairs( metals.list ) do
formspec = formspec..
"image_button["..tostring(8+(i-1)%4)..","..
tostring(math.floor((i-1)/4))..";1,1;"..
"metals_"..v.."_block.png;material;"..
v.."]";
end
-- show the anvils that can do this task
formspec = formspec.."label[0,6.9;The following anvils are strong enough for this task ";
if( plan.type=="weld") then
formspec = formspec.."(welding can be done on all anvils):]";
else
formspec = formspec.." (at least strength "..tostring(plan.level).."):]";
end
for i,anvil in ipairs( anvils ) do
if( anvil[3] >= plan.level or plan.type=="weld") then
formspec = formspec.."item_image_button["..tostring(i-1)..",7.3;1,1;anvil:anvil_"..anvil[1]..";material;"..anvil[1].."]";
end
end
minetest.show_formspec( player:get_player_name(), "realtest:craft_guide_anvil", formspec );
end
-- make sure we receive player input; needed for showing formspecs directly
minetest.register_on_player_receive_fields( realtest.show_craft_guide_anvil );