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+
+--[[
+ color chooser for unifieddyes
+
+ Copyright (C) 2013 Sokomine
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see <http://www.gnu.org/licenses/>.
+--]]
+
+
+
+-- Version 0.6
+
+-- Changelog:
+-- 28.09.15 Added support for cblocks: https://forum.minetest.net/viewtopic.php?f=9&t=13303&view=unread#p192497
+-- 23.05.15 As all dyes can be crafted into other dyes, only white dye is consumed - provided the
+-- other dyes needed for the crafting chain are stored.
+-- 22.05.15 Added support for new homedecor meshnodes.
+-- Added support for nodes that use composed textures (by settig composed=1)
+-- Added support for myroofs: https://forum.minetest.net/viewtopic.php?f=11&t=11416&p=172034
+-- Added support for mydeck: https://forum.minetest.net/viewtopic.php?f=9&t=11729
+-- Added support for mycorners: https://forum.minetest.net/viewtopic.php?f=11&t=11363
+-- Added support for mymulch: https://forum.minetest.net/viewtopic.php?f=9&t=11780
+-- Added support for clothing: https://forum.minetest.net/viewtopic.php?f=9&t=11362&p=179077
+-- Added better handling of diffrent pages for all those blocks in the blocktype menu.
+-- 17.09.14 Added a modified version of Krocks paintroller from his paint_roller mod.
+-- Added additional storage area for dyes (works like a chest for now)
+-- 03.09.14 Added a second block type menu.
+-- Updated dependency list.
+-- Added support for homedecor kitchen chairs, beds and bathroom tiles. Changed sorting order of blocks.
+-- 11.06.14 Added support for clstone; see https://forum.minetest.net/viewtopic.php?f=9&t=9257
+-- Changed dye source for white dye from stone to clay as stone can now be colored.
+-- Added support for colorcubes; see https://forum.minetest.net/viewtopic.php?f=9&t=9486
+-- Updated support for new sea modpack; see https://forum.minetest.net/viewtopic.php?f=11&t=4627
+-- Adjusted support for hardenedclay; see https://forum.minetest.net/viewtopic.php?f=9&t=8232
+-- Added support for new blox blocks; see https://forum.minetest.net/viewtopic.php?id=1960#p24748
+-- Made the formspec a bit wider in order to account for all the new blocks.
+-- 12.03.14 Added support for colouredstonebricks. See https://forum.minetest.net/viewtopic.php?f=9&t=8784
+-- Modified support for hardenedclay due to progress in that mod.
+-- 13.02.14 Added support for chests and locked chests from the kerova mod.
+-- Added support for hardenedclay mod (to a degree; that mod needs to be fixed first)
+-- Added optional obj_postfix support where blocknames are like MODNAME:PREFIX_COLOR_POSTFIX
+-- 01.01.14 Added support for plasticbox mod
+-- 25.08.13 Added support for framedglass from technic.
+-- Added support for shells_dye (lightglass) from the sea mod.
+-- 24.08.13 Changed mainmenu so that it hopefully gets more intuitive.
+-- Added support for coloredblocks (two-colored blocks).
+-- Changed name of superglowglass to super_glow_glass for current moreblocks.
+-- Added config option for new stained_glass version.
+-- 02.08.13 In creative mode, no dyes are consumed, and an entire stack can be painted at once.
+-- Added some more labels in the main menu to make it easier to understand.
+-- 22.07.13 Added textures provided by Vanessae
+-- fixed a bug concerning normal dyes (when unifieddyes is not installed)
+
+-- adds a function to check ownership of a node; taken from VanessaEs homedecor mod
+colormachine = {};
+
+colormachine.colors = {
+ "red",
+ "orange",
+ "yellow",
+ "lime",
+ "green",
+ "aqua",
+ "cyan",
+ "skyblue",
+ "blue",
+ "violet",
+ "magenta",
+ "redviolet"
+}
+
+
+-- set this to 0 if you're using that branch of stained_glass where the node names correspond to those of unified_dyes
+local stained_glass_exception = 0;
+
+-- the names of suitable sources of that color (note: this does not work by group!);
+-- you can add your own color sources here if you want
+colormachine.basic_dye_sources = { "flowers:rose", "flowers:tulip", "flowers:dandelion_yellow",
+ "", "default:cactus", "", "", "", -- no lime, no aqua, no cyan, no skyblue
+ "flowers:geranium", "flowers:viola", "", "", -- no magenta, no redviolet
+ "default:clay_lump", "", "", "", "default:coal_lump" };
+
+-- if flowers is not installed
+colormachine.alternate_basic_dye_sources = {
+ "default:apple", "default:desert_stone", "default:sand",
+ "", "default:cactus", "", "", "",
+ "default:leaves", "", "", "" ,
+ "default:clay_lump", "", "", "", "default:coal_lump" };
+
+
+
+colormachine.dye_mixes = { red = {}, -- base color
+ orange = {1,3}, -- red + yellow
+ yellow = {}, -- base color
+ lime = {3,5}, -- yellow + green
+ green = {3,9}, -- yellow + blue
+ aqua = {5,7}, -- green + cyan
+ cyan = {5,9}, -- green + blue
+ skyblue = {7,9}, -- cyan + blue
+ blue = {}, -- base color
+ violet = {9,11}, -- blue + magenta
+ magenta = {9,1}, -- blue + red
+ redviolet = {11,1}, -- magenta + red
+
+ white = {}, -- base color
+ lightgrey = {13,15}, -- white + grey
+ grey = {13,17}, -- black + white
+ darkgrey = {15,17}, -- grey + black
+ black = {}, -- base color
+ }
+
+
+
+-- construct the formspec for the color selector
+colormachine.prefixes = { 'light_', '', 'medium_', 'dark_' };
+
+-- grey colors are named slightly different
+colormachine.grey_names = { 'white', 'lightgrey', 'grey', 'darkgrey', 'black' };
+
+
+-- practical for handling of the dyes
+colormachine.colors_and_greys = {};
+for i,v in ipairs( colormachine.colors ) do
+ colormachine.colors_and_greys[ i ] = v;
+end
+for i,v in ipairs( colormachine.grey_names ) do
+ colormachine.colors_and_greys[ #colormachine.colors + i ] = v;
+end
+
+-- defines the order in which blocks are shown
+-- nr: the diffrent block types need to be ordered by some system; the number defines that order
+-- modname: some mods define more than one type of colored blocks; the modname is needed
+-- for checking if the mod is installed and for creating colored blocks
+-- shades: some mods (or parts thereof) do not support all possible shades
+-- grey_shades: some mods support only some shades of grey (or none at all)
+-- u: if set to 1, use full unifieddyes-colors; if set to 0, use only normal dye/wool colors
+-- descr: short description of nodes of that type for the main menu
+-- block: unpainted basic block
+-- add: item names are formed by <modname>:<add><colorname> (with colorname beeing variable)
+-- names for the textures are formed by <index><colorname><png> mostly (see colormachine.translate_color_name(..))
+
+colormachine.data = {
+-- the dyes as such
+ unifieddyes_ = { nr=1, modname='unifieddyes', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="ufdye", block="dye:white", add="", p=1 },
+
+-- coloredwood: sticks not supported (they are only craftitems)
+ coloredwood_wood_ = { nr=2, modname='coloredwood', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="planks", block="default:wood", add="wood_", p=2 },
+ coloredwood_fence_ = { nr=3, modname='coloredwood', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="fence", block="default:fence_wood", add="fence_", p=2},
+
+-- unifiedbricks: clay lumps and bricks not supported (they are only craftitems)
+ unifiedbricks_clayblock_ = { nr=4, modname='unifiedbricks', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="clay", block="default:clay", add="clayblock_",p=1 },
+ unifiedbricks_brickblock_ = { nr=5, modname='unifiedbricks', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="brick", block="default:brick", add="brickblock_",p=1},
+ -- the multicolored bricks come in fewer intensities (only 3 shades) and support only 3 insted of 5 shades of grey
+ unifiedbricks_multicolor_ = { nr=6, modname='unifiedbricks', shades={1,0,0,0,1,0,1,0}, grey_shades={0,1,1,1,0}, u=1, descr="mbrick", block="default:brick", add="multicolor_",p=1},
+
+ hardenedclay_ = { nr=3.5, modname='hardenedclay', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="hclay", block="hardenedclay:hardened_clay_white", add="hardened_clay_", p=16},
+ colouredstonebricks_ = { nr=3.6, modname='colouredstonebricks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="cbrick", block="default:stonebrick", add="", p=1},
+
+ clstone_stone_ = { nr=3.7, modname='clstone', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="clstone",block="default:stone", add="", p=1, obj_postfix='_stone' },
+
+ colorcubes_1_ = { nr=3.8, modname='colorcubes', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccubes",block="default:stone", add="", p=1, obj_postfix='_single' },
+ colorcubes_4_ = { nr=3.9, modname='colorcubes', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccube4",block="default:stone", add="", p=1, obj_postfix='_tiled' },
+ colorcubes_inward_ = { nr=3.91,modname='colorcubes', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccubei",block="default:stone", add="", p=1, obj_postfix='_inward' },
+ colorcubes_window_ = { nr=3.93,modname='colorcubes', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="ccubew",block="default:stone", add="", p=1, obj_postfix='_window' },
+
+
+-- stained_glass: has a "faint" and "pastel" version as well (which are kind of additional shades used only by this mod)
+
+ -- no shades of grey for the glass
+ stained_glass_ = { nr=7, modname='stained_glass', shades={1,0,1,1,1,1,1,1}, grey_shades={0,0,0,0,0}, u=1, descr="glass", block="moreblocks:super_glow_glass", add="",p=2},
+ stained_glass_faint_ = { nr=8, modname='stained_glass', shades={0,0,1,0,0,0,0,0}, grey_shades={0,0,0,0,0}, u=1, descr="fglass", block="moreblocks:super_glow_glass", add="",p=2},
+ stained_glass_pastel_ = { nr=9, modname='stained_glass', shades={0,0,1,0,0,0,0,0}, grey_shades={0,0,0,0,0}, u=1, descr="pglass", block="moreblocks:super_glow_glass", add="",p=2},
+
+ -- use 9.5 to insert it between stained glass and cotton
+ framedglass_ = { nr=9.5, modname='framedglass', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="fglass", block="framedglass:steel_framed_obsidian_glass", add="steel_framed_obsidian_glass",p=1},
+
+-- sea-modpack
+ shells_dye_ = { nr=9.6, modname='shells_dye', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="lglass", block="shells_dye:whitelightglass", add="",p=1 },
+-- TODO shells_dye:whitelightglass
+ seaglass_seaglass_ = {nr=9.61, modname='seaglass', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="seagls", block="seaglass:seaglass", add="seaglass_", p=1},
+ seacobble_seacobble_ = {nr=9.62, modname='seacobble', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seacob", block="seacobble:seacobble", add="seacobble_", p=1},
+ seastone_seastone_ = {nr=9.63, modname='seastone', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seasto", block="seastone:seastone", add="seastone_", p=1},
+ seastonebrick_seastonebrick_={nr=9.64,modname='seastonebrick',shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seastb", block="seastonebrick:seastonebrick", add="seastonebrick_", p=1},
+ seagravel_seagravel_ = {nr=9.65, modname='seagravel', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="seagrv", block="seagravel:seagravel", add="seagravel_", p=1},
+
+-- cotton:
+ cotton_ = { nr=10, modname='cotton', shades={1,0,1,1,1,1,1,1}, grey_shades={1,1,1,1,1}, u=1, descr="cotton", block="cotton:white", add="", p=8 },
+
+-- normal wool (from minetest_gmae) - does not support all colors from unifieddyes
+ wool_ = { nr=11, modname='wool', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="wool", block="wool:white", add="", p=16 },
+
+-- normal dye mod (from minetest_game) - supports as many colors as the wool mod
+ dye_ = { nr=12, modname='dye', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="dye", block="dye:white", add="", p=1 },
+
+-- beds_bed_top_top_ = { nr=13, modname='beds', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="beds", block="beds:bed_white", add="bed_bottom_",p=1},
+
+ lrfurn_armchair_front_ = { nr=14, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="armchair",block="lrfurn:armchair_white", add="armchair_",p=1, composed=1 },
+ lrfurn_sofa_right_front_ = { nr=15, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="sofa", block="lrfurn:longsofa_white", add="sofa_right_",p=1, composed=1 },
+ lrfurn_longsofa_middle_front_= { nr=16, modname='lrfurn', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,1,0,1}, u=0, descr="longsofa",block="lrfurn:sofa_white", add="longsofa_right_",p=1, composed=1 },
+
+
+ -- grey variants do not seem to exist, even though the textures arethere (perhaps nobody wants a grey flag!)
+ flags_ = { nr=17, modname='flags', shades={0,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=1, descr="flags", block="flags:white", add="", p=3 },
+
+ blox_stone_ = { nr=18, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SnBlox", block="default:stone", add="stone", p=2 },
+ blox_quarter_ = { nr=19, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="S4Blox", block="default:stone", add="quarter", p=4 },
+ blox_checker_ = { nr=20, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="S8Blox", block="default:stone", add="checker", p=4 },
+ blox_diamond_ = { nr=21, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SDBlox", block="default:stone", add="diamond", p=3},
+ blox_cross_ = { nr=22, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SXBlox", block="default:stone", add="cross", p=6 },
+ blox_square_ = { nr=23, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SQBlox", block="default:stone", add="square", p=4 },
+ blox_loop_ = { nr=24, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SLBlox", block="default:stone", add="loop", p=4 },
+ blox_corner_ = { nr=25, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="SCBlox", block="default:stone", add="corner", p=6 },
+
+ blox_wood_ = { nr=26, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WnBlox", block="default:wood", add="wood", p=2 },
+ blox_quarter_wood_ = { nr=27, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="W4Blox", block="default:wood", add="quarter_wood",p=4 },
+ blox_checker_wood_ = { nr=28, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="W8Blox", block="default:wood", add="checker_wood",p=4},
+ blox_diamond_wood_ = { nr=29, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WDBlox", block="default:wood", add="diamond_wood",p=4},
+ blox_cross_wood_ = { nr=29.1, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WXBlox", block="default:wood", add="cross_wood",p=4},
+ blox_loop_wood_ = { nr=29.3, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WLBlox", block="default:wood", add="loop_wood",p=4},
+ blox_corner_wood_ = { nr=29.4, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="WCBlox", block="default:wood", add="corner_wood",p=4},
+
+ blox_cobble_ = { nr=30, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CnBlox", block="default:cobble", add="cobble",p=2 },
+ blox_quarter_cobble_ = { nr=30.1, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="C4Blox", block="default:cobble", add="quarter_cobble",p=4 },
+ blox_checker_cobble_ = { nr=30.2, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="C8Blox", block="default:cobble", add="checker_cobble",p=4},
+ blox_diamond_cobble_ = { nr=30.3, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CDBlox", block="default:cobble", add="diamond_cobble",p=4},
+ blox_cross_cobble_ = { nr=30.4, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CXBlox", block="default:cobble", add="cross_cobble",p=4},
+ blox_loop_cobble_ = { nr=30.6, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CLBlox", block="default:cobble", add="loop_cobble",p=4},
+ blox_corner_cobble_ = { nr=30.7, modname='blox', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,1}, u=0, descr="CCBlox", block="default:cobble", add="corner_cobble",p=4},
+
+ homedecor_window_shutter_ = { nr=16.1, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="homedec", block="homedecor:shutter_oak", add="shutter_",p=16,composed=1},
+ forniture_armchair_top_ = { nr=16.2, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={0,0,0,0,1}, u=0, descr="armchair", block="homedecor:armchair_black", add="armchair_",p=1,composed=1},
+ forniture_kitchen_chair_sides_ = {nr=16.3, modname='homedecor',shades={1,0,1,0,0,0,1,0}, grey_shades={0,0,0,0,1}, u=0, descr="kchair", block="homedecor:chair", add="chair_",p=1,composed=1},
+ homedecor_bed_ = {nr=16.4, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={1,1,1,1,1}, u=0, descr="hbed", block="homedecor:bed_darkgrey_regular", add="bed_",p=1, obj_postfix='_regular', composed=1},
+ homedecor_bed_kingsize_ = {nr=16.45, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={1,1,1,1,1}, u=0, descr="hbedk", block="homedecor:bed_darkgrey_kingsize", add="bed_",p=1, obj_postfix='_kingsize', composed=1},
+ homedecor_bathroom_tiles_ = {nr=16.5, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={1,1,1,1,1}, u=0, descr="htiles", block="homedecor:tiles_1", add="tiles_",p=1,composed=1},
+ homedecor_curtain_ = { nr=16.6, modname='homedecor', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="curtain", block="homedecor:curtain_white", add="curtain_",composed=1},
+
+ homedecor_curtain_open_ = { nr=16.61, modname='homedecor', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="ocurtain", block="homedecor:curtain_open_white", add="curtain_open_", composed=1},
+
+ homedecor_desk_lamp_ = { nr=16.62, modname='homedecor', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="dlamp", block="homedecor:desk_lamp_blue", add="desk_lamp_", composed=1},
+ homedecor_table_lamp_ = { nr=16.63, modname='homedecor', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="tlamp", block="homedecor:table_lamp_white_off", add="table_lamp_", composed=1, obj_postfix='_off'},
+ homedecor_standing_lamp_ = { nr=16.64, modname='homedecor', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="slamp", block="homedecor:standing_lamp_white_off", add="standing_lamp_", composed=1, obj_postfix='_off'},
+
+ lavalamp_ = { nr=16.644, modname='lavalamp', shades={1,0,1,0,0,0,0,0}, grey_shades={1,0,0,0,0}, u=0, descr="lavalamp", block="lavalamp:blue", add="", composed=1},
+
+ homedecor_table_ = { nr=16,645,modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,0,0}, u=0, descr="htable", block="homedecor:table", add="table_", composed=1},
+ homedecor_book_ = { nr=16.65, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,0,0}, u=0, descr="hbook", block="default:book", add="book_", composed=1},
+ homedecor_bottle_ = { nr=16.66, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,0}, u=0, descr="hbottle", block="vessels:glass_bottle", add="bottle_", composed=1},
+ homedecor_welcome_mat_ = { nr=16.67, modname='homedecor', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,0,0}, u=0, descr="hwmat", block="homedecor:welcome_mat_grey", add="welcome_mat_", composed=1},
+
+
+ plasticbox_ = { nr=16.7, modname='plasticbox', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="plastic", block="plasticbox:plasticbox", add="plasticbox_",p=16},
+
+
+ kerova_chest_front_ = { nr=16.8, modname='kerova', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="kerova", block="default:chest", add="chest_",p=16},
+ kerova_chest_lock_ = { nr=16.9, modname='kerova', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="kerolo", block="default:chest_locked", add="chest_", obj_postfix='_locked',p=16},
+
+ coloredblocks_red_ = { nr=34, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_red", block="coloredblocks:white_white", add="red_",p=1},
+ coloredblocks_yellow_ = { nr=35, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_yel", block="coloredblocks:white_white", add="yellow_",p=1},
+ coloredblocks_green_ = { nr=36, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_gre", block="coloredblocks:white_white", add="green_",p=1},
+ coloredblocks_cyan_ = { nr=37, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_cya", block="coloredblocks:white_white", add="cyan_",p=1},
+ coloredblocks_blue_ = { nr=38, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_blu", block="coloredblocks:white_white", add="blue_",p=1},
+ coloredblocks_magenta_ = { nr=39, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_mag", block="coloredblocks:white_white", add="magenta_",p=1},
+ coloredblocks_brown_ = { nr=40, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bro", block="coloredblocks:white_white", add="brown_",p=1},
+ coloredblocks_white_ = { nr=41, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_whi", block="coloredblocks:white_white", add="white_",p=1},
+ coloredblocks_black_ = { nr=42, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bla", block="coloredblocks:white_white", add="black_",p=1},
+
+
+--[[
+ coloredblocks_red_ = { nr=34, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_red", block="coloredblocks:red", add="red_",p=1},
+ coloredblocks_yellow_ = { nr=35, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_yel", block="coloredblocks:yellow", add="yellow_",p=1},
+ coloredblocks_green_ = { nr=36, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_gre", block="coloredblocks:green", add="green_",p=1},
+ coloredblocks_cyan_ = { nr=37, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_cya", block="coloredblocks:cyan", add="cyan_",p=1},
+ coloredblocks_blue_ = { nr=38, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_blu", block="coloredblocks:blue", add="blue_",p=1},
+ coloredblocks_magenta_ = { nr=39, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_mag", block="coloredblocks:magenta", add="magenta_",p=1},
+ coloredblocks_brown_ = { nr=40, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bro", block="coloredblocks:brown", add="brown_",p=1},
+ coloredblocks_white_ = { nr=41, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_whi", block="coloredblocks:white", add="",p=1},
+ coloredblocks_black_ = { nr=42, modname='coloredblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,0,0,1}, u=0, descr="cb_bla", block="coloredblocks:black", add="black_",p=1},
+--]]
+
+ clothing_inv_hat_ = { nr=43, modname='clothing', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="clhat", block="clothing:hat_white", add="hat_",p=1},
+ clothing_inv_shirt_ = { nr=44, modname='clothing', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="clshirt", block="clothing:shirt_white", add="shirt_",p=1},
+ clothing_inv_pants_ = { nr=45, modname='clothing', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="clpants", block="clothing:pants_white", add="pants_",p=1},
+ clothing_inv_cape_ = { nr=46, modname='clothing', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="clcape", block="clothing:cape_white", add="cape_",p=1},
+
+ cblocks_wood_ = { nr=2.01,modname='cblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="cblwo", block="default:wood", add="wood_",p=1, composed=1},
+ cblocks_stonebrick_ = { nr=2.02,modname='cblocks', shades={1,0,1,0,0,0,1,0}, grey_shades={1,0,1,1,1}, u=0, descr="cblsb", block="default:stonebrick", add="stonebrick_",p=1, composed=1},
+}
+
+
+local mydeck_names = {'deck_boards','deck_beam',
+ 'deck_joists','deck_joists_side','deck_joists_end','deck_joists_side_end','deck_joists_endr','deck_joists_side_endr',
+ 'beam','beam_wbracket',
+ 'joists_beam','joists_beam_wbracket','joists_side_beam','joists_side_beam_wbracket',
+ 'deck_joists_beam','deck_joists_beam_wbracket','deck_joists_side_beam','deck_joists_side_beam_wbracket',
+ 'joists','joists_side','joists_end','joists_side_end','joists_endr','joists_side_endr',
+ 'lattice','pile_wpost','post',
+ 'rail','rail_corner','rail_icorner',
+ 'stairs','stairsb','stairs_ocorner','stairs_icorner','stairs_railr','stairs_raill','stairs_railr_end','stairs_raill_end'};
+for i,v in ipairs( mydeck_names ) do
+ colormachine.data[ v..'s_' ] = {
+ nr= 47.0 + 1/100*i,
+ modname='mydeck',
+ shades={1,0,1,0,0,0,1,0},
+ grey_shades={1,1,1,1,1},
+ u=0,
+ descr="myd"..tostring(i),
+ block="mydeck:"..v,
+ add=v.."s_",
+ composed=1,
+ p=1};
+end
+mydeck_names = nil;
+
+
+local myroofs_names = {'', '_bundle', '_icorner','_ocorner',
+ '_round_bundle', '_round_long', '_round_long_icorner', '_round_long_ocorner',
+ '_long', '_long_icorner', '_long_ocorner'};
+for i,v in ipairs( myroofs_names ) do
+ colormachine.data[ 'myroofs'..v..'_' ] = {
+ nr= 48.0 + 1/100*i,
+ modname='myroofs',
+ shades={1,0,1,0,0,0,1,0},
+ grey_shades={1,1,1,1,1},
+ u=0,
+ descr="myr"..tostring(i),
+ block="myroofs:asphalt_shingle_grey"..v,
+ add='asphalt_shingle_',
+ obj_postfix=v,
+ composed=1,
+ p=1};
+end
+myroof_names = nil;
+
+
+
+local mycorner_names = {'wood','stone','stonebrick'}
+local mycorner_materials = {
+ 'default_sandstone','default_clay','default_cobble','default_stone',
+ 'default_desert_stone','default_wood','default_pinewood','default_brick',
+ 'default_desert_cobble','default_junglewood','default_mossycobble',
+ 'default_sandstone_brick','default_desert_stone_brick','default_stone_brick'};
+for i,v in ipairs( mycorner_names ) do
+ colormachine.data[ 'corners_'..v..'_' ] = {
+ nr= 49.0 + 1/100*i,
+ modname='mycorners',
+ shades={1,0,1,0,0,0,1,0},
+ grey_shades={1,1,1,1,1},
+ u=0,
+ descr="myc"..v,
+ block="mycorners:corner_"..v..'_white',
+ add='corner_'..v..'_',
+ p=1};
+ for j,m in ipairs( mycorner_materials ) do
+ colormachine.data[ 'cornerblock_'..m..'_'..v..'_' ] = {
+ nr= 49.5 + 1/100*i + 1/1000*j,
+ modname='mycorners',
+ shades={1,0,1,0,0,0,1,0},
+ grey_shades={1,1,1,1,1},
+ u=0,
+ descr="myc"..tostring(j)..v,
+ block="mycorners:cornerblock_"..m..'_'..v..'_white',
+ add='cornerblock_'..m..'_'..v..'_',
+ composed=1,
+ p=1};
+ end
+end
+mycorner_materials = nil;
+mycorner_names = nil;
+
+colormachine.data[ 'mymulch_' ] = {
+ nr= 50,
+ modname='mymulch',
+ shades={1,0,1,0,0,0,1,0},
+ grey_shades={1,1,1,1,1},
+ u=0,
+ descr="mymulch",
+ block="mymulch:mulch_tan",
+ add='mulch_',
+ composed=1,
+ p=1};
+
+
+
+colormachine.ordered = {}
+
+
+-- the function that creates the color chooser based on the textures of the nodes offered (texture names have to start with m_prefix)
+colormachine.generate_form = function( m_prefix )
+
+ local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a color:]"..
+ "label[5,8.2;Select a color or]"..
+ "button[7,8.2;2,1;abort;abort selection]"..
+ "label[0.3,1;light]";
+
+ -- not all mods offer all shades (and some offer even more)
+ local supported = colormachine.data[ m_prefix ].shades;
+
+ if( supported[2]==0 ) then
+ form = form..
+ "label[0.3,2;normal]"..
+ "label[0.3,4;medium]"..
+ "label[0.3,6;dark]";
+ else
+ form = form..
+ "label[0.3,3;normal]"..
+ "label[0.3,5;medium]"..
+ "label[0.3,7;dark]";
+ end
+
+ for x,basecolor in ipairs( colormachine.colors ) do
+ local p_offset = 1;
+
+ form = form.."label["..tostring(x)..",0.5;"..tostring( basecolor ).."]";
+
+
+ for y,pre in ipairs( colormachine.prefixes ) do
+
+ if( supported[ y * 2-1 ]==1 ) then
+ form = form..colormachine.print_color_image( nil, m_prefix, tostring( pre )..tostring( basecolor ), x, y*2-1, -1, x, p_offset, 0 );
+ end
+
+ p_offset = p_offset + 1;
+
+ -- these only exist in unifieddyes and need no translation
+ if( supported[ y * 2 ]==1 ) then
+ form = form..colormachine.print_color_image( nil, m_prefix, tostring( pre )..tostring( basecolor )..'_s50', x, y*2, -1, x, p_offset, 0 );
+ end
+
+ -- the first row does not always hold all colors
+ if( y >1 or supported[ y * 2 ]==1) then
+ p_offset = p_offset + 1;
+ end
+ end
+ end
+
+ -- shades of grey
+ form = form.. "label[" ..tostring( #colormachine.colors+1 )..",0.5;grey]";
+ for i,gname in ipairs( colormachine.grey_names ) do
+ if( colormachine.data[ m_prefix ].grey_shades[ i ]==1 ) then
+
+ form = form..colormachine.print_color_image( nil, m_prefix, gname, -1, -1, i, tostring( #colormachine.colors+1 ), tostring( i+1 ), 0 );
+ end
+ end
+ return form;
+end
+
+
+
+colormachine.decode_color_name = function( meta, new_color )
+
+ -- decode the color codes
+ local liste = new_color:split( "_" );
+ if( #liste < 1 or #liste > 3 ) then
+ liste = {'white'};
+ end
+ -- perhaps it's one of the grey colors?
+ for i,v in ipairs( colormachine.grey_names ) do
+ if( v == liste[1] ) then
+ if( meta ) then
+ meta:set_string('selected_shade', -1 ); -- grey-shade
+ meta:set_string('selected_grey_shade', i );
+ meta:set_string('selected_color', -1 ); -- we selected grey
+ meta:set_string('selected_name', new_color );
+ return new_color;
+ else
+ return { s=-1, g=i, c=-1 };
+ end
+ end
+ end
+
+ if( #liste < 1 ) then
+ if( meta ) then
+ return meta:get_string('selected_name');
+ else
+ return nil;
+ end
+ end
+
+ local selected_shade = 2; -- if no other shade is selected, use plain color
+ local vgl = liste[1]..'_';
+ for i,v in ipairs( colormachine.prefixes ) do
+ if( v == vgl or v== liste[1]) then
+ selected_shade = i;
+ table.remove( liste, 1 ); -- this one has been done
+ end
+ end
+
+ if( #liste < 1 ) then
+ if( meta ) then
+ return meta:get_string('selected_name');
+ else
+ return nil;
+ end
+ end
+
+ local selected_color = -1;
+ for i,v in ipairs( colormachine.colors ) do
+ if( v == liste[1] ) then
+ selected_color = i;
+ table.remove( liste, 1 ); -- the color has been selected
+ end
+ end
+
+ -- the color was not found! error! keep the old color
+ if( selected_color == -1 ) then
+ if( meta ) then
+ return meta:get_string('selected_name');
+ else
+ return nil;
+ end
+ end
+
+ if( #liste > 0 and liste[1]=='s50') then
+ selected_shade = selected_shade * 2;
+ else
+ selected_shade = selected_shade * 2 - 1;
+ end
+
+ if( meta ) then
+ meta:set_string('selected_shade', selected_shade ); -- grey-shade
+ meta:set_string('selected_grey_shade', -1 );
+ meta:set_string('selected_color', selected_color ); -- we selected grey
+ meta:set_string('selected_name', new_color );
+ return new_color;
+ else
+ return { s=selected_shade, g=-1, c= selected_color };
+ end
+end
+
+
+
+-- returns "" if the item does not exist;
+-- wrapper for colormachine.translate_color_name(..)
+
+colormachine.print_color_image = function( meta, k, new_color, c, s, g, pos_x, pos_y, change_link )
+
+
+ local translated_node_name = colormachine.translate_color_name( meta, k, new_color, c, s, g, 1 );
+
+ local translated_color = colormachine.translate_color_name( meta, k, new_color, c, s, g, 0 );
+ if( not( translated_color )) then
+ if( translated_node_name and minetest.registered_items[ translated_node_name ] ) then
+ if( minetest.registered_items[ translated_node_name ].inventory_image ) then
+ translated_color = minetest.registered_items[ translated_node_name ].inventory_image;
+ elseif( minetest.registered_items[ translated_node_name ].wield_image ) then
+ translated_color = minetest.registered_items[ translated_node_name ].wield_image;
+ end
+ end
+ end
+ if( not( translated_color )) then
+ return "";
+ end
+
+-- local translated_node_name = colormachine.translate_color_name( meta, k, new_color, c, s, g, 1 );
+ if( not( translated_node_name )) then
+ return "";
+ end
+
+ -- a node or craftitem of that name does not exist
+ if( not( minetest.registered_items[ translated_node_name ])
+ and not( minetest.registered_craftitems[ translated_node_name ])) then
+
+--print("NOT FOUND: "..tostring( translated_node_name ).." image_button["..tostring(pos_x)..","..tostring(pos_y)..";1,1;"..translated_color..";"..tostring(link).."; ]");
+ return "";
+ end
+ -- switch to the color selector for that blocktype
+ local link = new_color;
+ if( change_link==1 ) then
+ link = k;
+ end
+
+ if( colormachine.data[ k ].composed ) then
+ return "item_image_button["..tostring(pos_x)..","..tostring(pos_y)..";1,1;"..translated_node_name..";"..tostring(link).."; ]";
+ else
+ return "image_button["..tostring(pos_x)..","..tostring(pos_y)..";1,1;"..translated_color..";"..tostring(link).."; ]";
+ end
+end
+
+
+-- returns the translated name of the color if necessary (wool/normal dye is named differently than unifieddyes);
+-- either meta or c, s and g together need to be given
+-- mode==0: return texture name
+-- mode==1: return object name for itemstacks etc
+colormachine.translate_color_name = function( meta, k, new_color, c, s, g, as_obj_name )
+
+ if( meta ~= nil ) then
+ c = tonumber(meta:get_string('selected_color'));
+ s = tonumber(meta:get_string('selected_shade'));
+ g = tonumber(meta:get_string('selected_grey_shade'));
+ end
+
+
+ -- is this special shade supported at all?
+ if( ( g > 0 and colormachine.data[k].grey_shades[ g ] ~= 1 )
+ or ( g == -1 and colormachine.data[k].shades[ s ] ~= 1 )) then
+ return nil;
+ end
+
+ local k_orig = k;
+ -- unifieddyes_ does not supply all colors
+ if( k == 'unifieddyes_'
+ and ( (g==-1 and s==3 and (as_obj_name==1 or not(c==4 or c==6 or c==8 or c==12 or c==13 )))
+ or (g==-1 and s==1 and c==1 ) -- pink
+ or (g==-1 and s==7 and c==5 ) -- dark brown
+ or g==1 or g==3 or g==4 or g==5 )) then
+ k = 'dye_';
+ end
+
+ if( k=='homedecor_bathroom_tiles_' and as_obj_name==1 ) then
+ if( g==1 or new_color==colormachine.grey_names[1]) then
+ return 'homedecor:tiles_1';
+ elseif( g==3 or new_color==colormachine.grey_names[3]) then
+ return 'homedecor:tiles_2';
+ elseif( g==4 or new_color==colormachine.grey_names[4]) then
+ return 'homedecor:tiles_4';
+ elseif( g==5 or new_color==colormachine.grey_names[5]) then
+ return 'homedecor:tiles_3';
+ elseif( new_color == 'dark_orange' ) then
+ return 'homedecor:tiles_tan';
+ end
+ end
+
+ if( colormachine.data[k].modname=='myroofs' and as_obj_name==1 ) then
+ if( g==5 or new_color == 'black' ) then
+ return "myroofs:asphalt_shingle_hd_asphalt"..(colormachine.data[k].postfix or '');
+ elseif( new_color=='orange') then
+ return "myroofs:asphalt_shingle_hd_terracotta"..(colormachine.data[k].postfix or '');
+ elseif( new_color=='dark_orange') then
+ return "myroofs:asphalt_shingle_hd_wood"..(colormachine.data[k].postfix or '');
+ end
+ end
+
+ if( (k=='homedecor_book_' or k=='homedecor_bottle_' or k=='homedecor_welcome_mat_' ) and as_obj_name==1) then
+ if( new_color == 'dark_orange' ) then
+ new_color = 'brown';
+ return 'homedecor:'..colormachine.data[k].add..'brown'..(colormachine.data[k].postfix or '');
+ end
+ end
+
+ if( k=='homedecor_table_' and as_obj_name==1 and new_color=='dark_orange' ) then
+ return 'homedecor:'..colormachine.data[k].add..'mahogany'..(colormachine.data[k].postfix or '');
+ end
+
+ if( k=='homedecor_bed_' and as_obj_name==1 and g==4 ) then
+ return 'homedecor:bed_darkgrey_regular';
+ end
+
+ -- this does break the namescheme...
+ if( k=='unifieddyes_' and g==2 and as_obj_name==1 ) then
+ return 'dye:light_grey';
+ end
+
+ -- beds and sofas are available in less colors
+ if( g==-1
+ and (c==7 or c==11)
+ and (k=='beds_bed_top_top_' or k=='lrfurn_sofa_right_front_' or k=='lrfurn_armchair_front_' or k=='lrfurn_longsofa_middle_front_' )) then
+
+ return nil;
+ end
+
+ -- blox has its own naming scheme - but at least the colors supported are of a simple kind (no shades, no lower saturation)
+ if( colormachine.data[k].modname == 'blox' ) then
+
+ local color_used = "";
+ if( s==1 and c==1 ) then
+ color_used = 'pink'; -- in blox, this is called "pink"; normally "light_red"
+ elseif( g>-1 ) then
+ color_used = colormachine.grey_names[ g ];
+ elseif( s ~= 3 ) then
+ return nil; -- only normal saturation supported
+ elseif( c==10 ) then
+ color_used = 'purple'; -- purple and violet are not the same, but what shall we do?
+ elseif( c==4 or c==6 or c==8 or c>10 ) then
+ return nil; -- these colors are not supported
+ elseif( c > 0 ) then
+ color_used = colormachine.colors[ c ];
+ end
+
+ if( as_obj_name == 1 ) then
+ return 'blox:'..( color_used )..( colormachine.data[k].add );
+ else
+ return 'blox_'..( color_used )..( colormachine.data[k].add )..'.png';
+ end
+ end
+
+
+ local postfix = '.png';
+ local prefix = k;
+ -- we want the object name, i.e. default:brick, and not default_brick.png (all with colors inserted...):
+ if( as_obj_name == 1 ) then
+ postfix = '';
+
+ prefix = colormachine.data[ k ].modname..":"..colormachine.data[ k ].add;
+
+ -- stained_glass needs an exception here because it uses a slightly different naming scheme
+ if( colormachine.data[ k ].modname == 'stained_glass' and stained_glass_exception==1) then
+
+ if( g>0 ) then
+ return nil; -- no grey values for them
+ end
+ local h_trans = {yellow=1, lime=2, green=3, aqua=4, cyan=5, skyblue=6, blue=7, violet=8, magenta=9, redviolet=10, red=11,orange=12};
+
+ local h = h_trans[ colormachine.colors[c] ];
+
+ local b = "";
+ local sat = "";
+
+ if( k == 'stained_glass_' ) then
+ prefix = "stained_glass:"..(colormachine.colors[c]).."_";
+ if( s==1 or s==2) then b = "8"; -- light
+ elseif( s==3 or s==4) then b = "5"; -- normal
+ elseif( s==5 or s==6) then b = "4"; -- medium
+ elseif( s==7 or s==8) then b = "3"; -- dark
+ end
+ prefix = prefix.."_";
+
+ sat = "7";
+ if( s==2 or s==4 or s==6 or s==8 ) then -- saturation
+ sat = "6";
+ end
+ if( s==1 ) then
+ sat = "";
+ end
+ return "stained_glass:" .. (h) .. "_" .. (b) .. "_" .. (sat);
+
+ elseif( k == 'stained_glass_faint_' ) then
+ return "stained_glass:"..(h).."_91";
+
+ elseif( k == 'stained_glass_pastel_' ) then
+ return "stained_glass:"..(h).."_9";
+ end
+ end
+ end
+
+ -- homedecors names are slightly different....
+ if( k == 'homedecor_window_shutter_' ) then
+
+ if( s==1 and new_color=='light_blue' ) then -- only light blue is supported
+ return prefix..'light_blue'..postfix;
+
+ elseif( new_color=='dark_green' ) then
+ return prefix..'forest_green'..postfix;
+
+ -- no more light colors, no more cyan or mangenta available; no normal green or blue
+ elseif( s==1 or c==7 or c==11 or c==5 or c==9 ) then
+ return nil;
+
+ elseif( new_color=='dark_orange' ) then
+ return prefix..'mahogany'..postfix;
+
+ elseif( new_color=='orange' ) then
+ return prefix..'oak'..postfix;
+
+ end
+ end
+
+ if( k=='cotton_' and new_color=='grey') then
+ new_color = 'mediumgrey';
+ end
+
+
+ if( k=='framedglass_' and as_obj_name ~= 1) then
+ postfix = 'glass.png';
+ end
+
+ if( k=='shells_dye_' ) then
+ if( as_obj_name == 1 ) then
+ postfix = 'lightglass';
+ else
+ postfix = 'lightglass.png';
+ end
+ end
+
+
+ if( k=='homedecor_bed_' ) then
+ if( as_obj_name == 1 ) then
+ --postfix = '_foot';
+ else
+ postfix = '_inv.png';
+ end
+ end
+
+ -- those have split textures...
+ if( colormachine.data[k].modname == 'coloredblocks') then
+
+
+
+ -- we are looking for the image name
+ if( prefix==k ) then
+
+ if( new_color == 'dark_orange') then
+ new_color = 'brown';
+ end
+
+ -- show the top of the blocks in the individual formspec
+ if( not(meta) ) then
+ return 'coloredblocks_'..new_color..postfix;
+ end
+ -- show the side view in the main menu
+ return string.sub(k, 1, string.len( k )-1)..'half'..postfix;
+-- TODO
+
+--[[
+
+ if( new_color == 'dark_orange') then
+ new_color = 'brown';
+ end
+
+ return 'coloredblocks_'..new_color..postfix;
+
+ elseif( new_color..'_' == colormachine.data[k].add ) then
+
+ prefix = 'coloredblocks:';
+--]]
+ end
+
+ end
+
+ if( colormachine.data[k].modname == 'plasticbox'
+ and new_color == 'dark_green') then
+ return prefix..'darkgreen'..postfix;
+ end
+
+ -- some mods need additional data be added after the color name
+ if( as_obj_name == 1 and colormachine.data[k].obj_postfix ) then
+ postfix = (colormachine.data[k].obj_postfix) ..postfix;
+ end
+
+ -- normal dyes (also used for wool) use a diffrent naming scheme
+ if( colormachine.data[k].u == 0) then
+ if( new_color == 'darkgrey' and k ~= 'framedglass_') then
+ return prefix..'dark_grey'..postfix;
+ elseif( new_color == 'dark_orange' ) then
+ return prefix..'brown'..postfix;
+ elseif( new_color == 'dark_green' ) then
+ return prefix..new_color..postfix;
+ elseif( new_color == 'light_red' ) then
+ return prefix..'pink'..postfix;
+ -- lime, aqua, skyblue and redviolet do not exist as standard wool/dye colors
+ elseif( g == -1 and (c==4 or c==6 or c==8 or c==12) and k_orig ~= 'unifieddyes_') then
+ return nil;
+ -- all other colors of normal dye/wool exist only in normal shade
+ elseif( g == -1 and s~= 3 and k_orig ~= 'unifieddyes_') then
+ return nil;
+ -- colors that are the same in both systems and need no special treatment
+ else
+ return prefix..new_color..postfix;
+ end
+ end
+
+ return prefix..new_color..postfix;
+end
+
+
+-- if a block is inserted, the name of its color is very intresting (for removing color or for setting that color)
+-- (kind of the inverse of translate_color_name)
+colormachine.get_color_from_blockname = function( mod_name, block_name )
+
+ local bname = mod_name..":"..block_name;
+ local found = {};
+ for k,v in pairs( colormachine.data ) do
+ if( mod_name == v.modname ) then
+ table.insert( found, k );
+ end
+ end
+
+ if( #found < 1 ) then
+ return { error_code ="Sorry, this block is not supported by the spray booth.",
+ found_name = "",
+ blocktype = ""};
+ end
+
+ -- another case of special treatment needed; at least the color is given in the tiles
+ if( mod_name =='stained_glass' and stained_glass_exception==1) then
+
+ local original_node = minetest.registered_items[ bname ];
+ if( original_node ~= nil ) then
+ local tile = original_node.tiles[1];
+ local liste2 = string.split( tile, "%.");
+ block_name = liste2[1];
+ end
+ end
+
+ -- this mod does not seperate modname and objectname well enough :-( Naming scheme:- steel_framed_obsidian_glassCOLOR
+ if( mod_name =='framedglass' ) then
+ block_name = string.sub( block_name, 28 );
+ end
+
+ if( mod_name =='shells_dye' ) then
+ block_name = string.sub( block_name, 1, string.len( block_name )-string.len( 'lightglass') );
+ end
+
+ -- blox uses its own naming scheme
+ if( mod_name =='blox' ) then
+ -- the color can be found in the description
+ local original_node = minetest.registered_items[ bname ];
+ if( original_node ~= nil ) then
+
+ local bloxdescr = original_node.description;
+ -- bloxparts[1] will be filled with the name of the color:
+ local bloxparts = string.split( bloxdescr, " ");
+ -- now extract the blocktype information
+ if( bloxparts ~= nil and #bloxparts > 0 ) then
+
+ -- we split with the color name
+ local found_name = bloxparts[1];
+ local blocktype = 'blox_'..string.sub( block_name, string.len( found_name )+1 )..'_';
+
+ -- handle pink and purple
+ if( found_name == 'pink' ) then
+ found_name = 'light_red';
+ elseif( found_name == 'purple' ) then
+ found_name = 'violet';
+ end
+
+ return { error_code = nil,
+ found_name = found_name, -- the name of the color
+ blocktype = blocktype }; -- the blocktype
+ end
+ end
+ -- if this point is reached, the decoding of the blox-block-name has failed
+ return { error_code = "Error: Failed to decode color of this blox-block.",
+ found_name = "",
+ blocktype = "" };
+
+ end
+
+ -- homedecors names are slightly different....
+ if( mod_name == 'homedecor' ) then
+
+ -- change the blockname to the expected color
+ if( block_name == 'shutter_forest_green' ) then
+ block_name = 'shutter_dark_green';
+
+ elseif( block_name == 'shutter_mahogany' ) then
+ block_name = 'shutter_dark_orange';
+
+ -- this is the default, unpainted one..which can also be considered as "orange" in the menu
+-- elseif( blockname == 'shutter_oak' ) then
+-- block_name = 'shutter_orange';
+ end
+ end
+
+ if( mod_name == 'plasticbox' and block_name == 'plasticbox_darkgreen' ) then
+ block_name = 'plasticbox_dark_green';
+ end
+
+ -- even cotton needs an exception...
+ if( mod_name == 'cotton' and block_name=='mediumgrey' ) then
+ block_name = 'grey';
+ end
+
+
+
+ local blocktype = '';
+ -- some mods may have a postfix to their modname (which is pretty annoying)
+ for _,k in ipairs( found ) do
+ if( colormachine.data[k].obj_postfix ) then
+
+ local l = string.len( colormachine.data[k].obj_postfix);
+ if( string.len( block_name ) > l
+ and string.sub( block_name, -1*l ) == colormachine.data[k].obj_postfix ) then
+
+ block_name = string.sub( block_name, 1, (-1*l)-1 );
+ blocktype = k;
+ end
+ end
+ end
+
+ -- try to analyze the name of this color; this works only if the block follows the color scheme
+ local liste = string.split( block_name, "_" );
+ local curr_index = #liste;
+
+ -- handle some special wool- and dye color names
+ -- dark_grey <-> darkgrey
+ if( #liste > 1 and liste[ curr_index ]=='grey' and liste[ curr_index - 1 ] == 'dark' ) then
+ curr_index = curr_index - 1;
+ liste[ curr_index ] = 'darkgrey';
+
+ -- brown <=> dark_orange
+ elseif( #liste > 0 and liste[ curr_index ]=='brown' ) then
+ liste[ curr_index ] = 'dark';
+ table.insert( liste, 'orange' );
+ curr_index = curr_index + 1;
+
+ -- pink <=> light_red
+ elseif( #liste > 0 and liste[ curr_index ]=='pink' ) then
+ liste[ curr_index ] = 'light';
+ table.insert( liste, 'red' );
+ curr_index = curr_index + 1;
+ end
+
+ -- find out the saturation - either "s50" or omitted
+ local sat = 0;
+ if( curr_index > 1 and liste[ curr_index ] == "s50" ) then
+ sat = 1;
+ curr_index = curr_index - 1;
+ end
+
+ -- the next value will be the color
+ local c = 0;
+ if( curr_index > 0 ) then
+ for i,v in ipairs( colormachine.colors ) do
+ if( c==0 and curr_index > 0 and v == liste[ curr_index ] ) then
+ c = i;
+ curr_index = curr_index - 1;
+ end
+ end
+ end
+
+ local g = -1;
+ -- perhaps we are dealing with a grey value
+ if( curr_index > 0 and c==0 ) then
+ for i,v in ipairs(colormachine.grey_names ) do
+ if( g==-1 and curr_index > 0 and v == liste[ curr_index ] ) then
+ g = i;
+ c = -1;
+ curr_index = curr_index - 1;
+ end
+ end
+ end
+
+ -- determine the real shade; 3 stands for normal
+ local s = 3;
+ if( curr_index > 0 and g==-1 and c~=0) then
+ if( liste[ curr_index ] == 'light' ) then
+ s = 1;
+ curr_index = curr_index - 1;
+ elseif( liste[ curr_index ] == 'medium' ) then
+ s = 5;
+ curr_index = curr_index - 1;
+ elseif( liste[ curr_index ] == 'dark' ) then
+ s = 7;
+ curr_index = curr_index - 1;
+ end
+ end
+
+ local found_name = "";
+ if( g ~= -1 ) then
+ found_name = colormachine.grey_names[ g ];
+ elseif( c > 0 ) then
+
+ found_name = colormachine.prefixes[ math.floor((s+1)/2) ] .. colormachine.colors[ c ];
+
+ if( sat==1 ) then
+ s = s+1;
+ found_name = found_name.."_s50";
+ end
+ end
+
+ -- for blocks that do not follow the naming scheme - the color cannot be decoded
+ if( g==-1 and c==0 ) then
+ return { error_code ="This is a colored block: "..tostring( bname )..".",
+ found_name = "",
+ blocktype = ""};
+ end
+
+ -- identify the block type/subname
+ local add = "";
+
+ if( curr_index > 0 ) then
+
+ for k,v in pairs( colormachine.data ) do
+ -- prefix and postfix have to fit
+ if( curr_index > 0 and add=="" and mod_name == v.modname and (liste[ curr_index ].."_") == v.add
+ -- if a postfix exists, we did check for that before and set blocktype accordingly
+ and( not( blocktype ) or blocktype=='' or blocktype==k)) then
+ add = v.add;
+ blocktype = k;
+ curr_index = curr_index - 1;
+ end
+ end
+ end
+
+ if( not( blocktype ) or blocktype == '' ) then
+ blocktype = found[1];
+ end
+
+ if( curr_index > 0 and #liste>0 and liste[1]=='chair' and blocktype == 'homedecor_bed_' ) then
+ return { error_code = nil,
+ found_name = found_name,
+ blocktype = 'forniture_kitchen_chair_sides_'};
+ end
+
+ if( curr_index > 0 ) then
+ local k_help = '';
+ for i=1, curr_index do
+ k_help = k_help..liste[i]..'_';
+ end
+ if( colormachine.data[ k_help ]) then
+ blocktype = k_help;
+ else
+ print( 'colormachine: ERROR: leftover name parts for '..tostring( bname )..": "..minetest.serialize( liste ));
+ end
+ end
+
+ return { error_code = nil,
+ found_name = found_name,
+ blocktype = blocktype};
+end
+
+
+
+-- if the player has selected a color, show all blocks in that color
+colormachine.blocktype_menu = function( meta, new_color, page )
+
+ page = tonumber( page );
+ local per_line = 13;
+ local anz_lines = 3;
+ local per_page = anz_lines * per_line;
+ local start_at_offset = per_page * page;
+
+ new_color = colormachine.decode_color_name( meta, new_color );
+
+ -- keep the same size as with the color selector
+ local form = "size["..tostring( #colormachine.colors+2 )..",10]".."label[5,0;Select a blocktype:]"..
+ "label[0.2,1.2;name]"..
+ "label[0.2,2.2;unpainted]"..
+ "label[0.2,3.2;colored]"..
+ "button[1,0.5;4,1;dye_management;Manage stored dyes]"..
+ "button[5,0.5;4,1;main_menu;Back to main menu]";
+ local x = 1;
+ local y = 2;
+
+ for i,k in ipairs( colormachine.ordered ) do
+
+ -- only installed mods are of intrest
+ if( k ~= nil and colormachine.data[ k ].installed == 1 and i > start_at_offset and i <= (start_at_offset + per_page)) then
+
+ -- that particular mod may not offer this color
+ form = form.."button["..tostring(x)..","..tostring(y-0.8).. ";1,1;"..k..";"..colormachine.data[k].descr.."]"..
+ "item_image["..tostring(x)..","..tostring(y )..";1,1;"..colormachine.data[k].block.."]";
+
+ local button = colormachine.print_color_image( meta, k, new_color, nil, nil, nil, tostring(x), tostring(y+1), 1);-- translated_color as return value for button
+ if( button ~= "" ) then
+ form = form..button;
+ else
+ form = form.."button[".. tostring(x)..","..tostring(y+1)..";1,1;"..k..";n/a]";
+ end
+
+ x = x+1;
+ if( x>per_line ) then
+ x = 1;
+ y = y+anz_lines;
+ if( y < 2+anz_lines*3 ) then
+ form = form..
+ "label[0.2,"..tostring(y-1)..".2;name]"..
+ "label[0.2,"..tostring(y )..".2;unpainted]"..
+ "label[0.2,"..tostring(y+1)..".2;colored]";
+ end
+ end
+ end
+ end
+ if( #colormachine.ordered > per_page ) then
+ local max_page_nr = math.ceil( #colormachine.ordered/per_page );
+ -- add page number
+ form = form.."field[20,20;0.1,0.1;page;;"..math.floor( start_at_offset/(3*13) ).."]"..
+ "label[10.2,0.5;"..tostring( page+1 ).."/"..tostring( max_page_nr ).."]";
+ if( page and page>0 ) then
+ form = form..
+ "button[9.0,0.5;0.5,0.5;first_page;"..minetest.formspec_escape("1|<").."]"..
+ "button[9.6,0.5;0.5,0.5;prev_page;"..tostring(page)..minetest.formspec_escape("<").."]";
+ end
+ if( not( page ) or page+1 < max_page_nr ) then
+ form = form..
+ "button[10.8,0.5;0.5,0.5;next_page;"..minetest.formspec_escape(">")..tostring( math.min( page+2, max_page_nr )).."]"..
+ "button[11.4,0.5;0.5,0.5;last_page;"..minetest.formspec_escape(">|")..tostring( max_page_nr ).."]";
+ end
+ end
+ return form;
+end
+
+
+
+-- this function tries to figure out which block type was inserted and how the color can be decoded
+colormachine.main_menu_formspec = function( pos, option )
+
+ local i = 0;
+ local k = 0;
+ local v = 0;
+
+ local form = "size[14.5,9]"..
+ "list[current_player;main;1,5;8,4;]"..
+-- TODO
+-- "label[3,0.2;Spray booth main menu]"..
+ "button[6.5,0.25;3,1;dye_management;Manage stored dyes]"..
+ "button[6.5,0.75;3,1;blocktype_menu;Show supported blocks]"..
+
+ "label[3,0.0;1. Input - Insert material to paint:]"..
+ "list[current_name;input;4.5,0.5;1,1;]"..
+
+ "label[9.3,-0.5;Additional storage for dyes:]"..
+ "list[current_name;extrastore;9.3,0;5,9]";
+
+ if( minetest.setting_getbool("creative_mode") ) then
+ form = form.."label[0.5,0.25;CREATIVE MODE:]".."label[0.5,0.75;no dyes or input consumed]";
+ end
+
+ local meta = minetest.env:get_meta(pos);
+ local inv = meta:get_inventory();
+
+ -- display the name of the color the machine is set to
+ form = form.."label[1.0,4.3;Current painting color:]"..
+ "label[3.5,4.3;"..(meta:get_string('selected_name') or "?" ).."]"..
+ -- display the owner name
+ "label[7,4.3;Owner: "..(meta:get_string('owner') or "?" ).."]";
+
+ if( inv:is_empty( "input" )) then
+ form = form.."label[2.2,3.0;Insert block to be analyzed.]";
+ return form;
+ end
+
+ local stack = inv:get_stack( "input", 1);
+ local bname = stack:get_name();
+ -- lets find out if this block is one of the unpainted basic blocks calling for paint
+ local found = {};
+ for k,v in pairs( colormachine.data ) do
+ if( bname == v.block and colormachine.data[ k ].installed==1) then
+ table.insert( found, k );
+ end
+ end
+
+ -- make sure all output fields are empty
+ for i = 1, inv:get_size( "output" ) do
+ inv:set_stack( "output", i, "" );
+ end
+
+ local anz_blocks = stack:get_count();
+
+ -- a block that can be colored
+ if( #found > 0 ) then
+
+ local out_offset = 3.5-math.floor( #found / 2 );
+ if( out_offset < 0 ) then
+ out_offset = 0;
+ end
+
+ local anz_found = 0;
+ local p_values = {}; -- how many blocks can be colored with one pigment?
+ for i,v in ipairs( found ) do
+ if( i <= inv:get_size( "output" )) then
+
+ -- offer the description-link
+ form = form.."button["..tostring(out_offset+i)..","..tostring(1.45)..";1,1;"..v..";"..colormachine.data[v].descr.."]";
+
+ -- when clicking here, the color selection menu for that blocktype is presented
+ local button = colormachine.print_color_image( meta, v, meta:get_string('selected_name'), nil, nil, nil, tostring(out_offset+i), tostring(2.0),1 );
+
+ if( button ~= "" ) then
+
+ local block_name = colormachine.translate_color_name( meta, v, meta:get_string('selected_name'), nil, nil, nil, 1 );
+ -- one pigment is enough for factor blocks:
+ local factor = colormachine.data[ v ].p;
+ if( not( factor )) then
+ factor = 1.0;
+ end
+ -- how many of these blocks can we actually paint?
+
+ local can_be_painted = 0;
+ if( not( minetest.setting_getbool("creative_mode") )) then
+ can_be_painted = colormachine.calc_dyes_needed( meta, inv, math.ceil( anz_blocks / factor ), 0 );
+ else
+ can_be_painted = 99; -- an entire stack can be painted in creative mode
+ end
+ inv:set_stack( "output", i, block_name.." "..tostring( math.min( can_be_painted * factor, anz_blocks )));
+
+ p_values[ i ] = factor;
+
+ form = form..button;
+ else
+ inv:set_stack( "output", i, "" );
+
+-- form = form.."button[" ..tostring(2+i)..","..tostring(2.5)..";1,1;"..v..";"..colormachine.data[v].descr.."]";
+ form = form.."button[".. tostring(out_offset+i)..","..tostring(2.0)..";1,1;"..v..";n/a]";
+ end
+ anz_found = anz_found + 1;
+ end
+ end
+ -- so that we can determine the factor when taking blocks from the output slots
+ meta:set_string('p_values', minetest.serialize( p_values ));
+
+ -- this color was not supported
+ if( anz_found == 0 ) then
+ form = form.."label[2.2,3.0;Block is not available in that color.]";
+ return form;
+ end
+
+ form = form.."label[3.0,1.2;2. Select color for any style:]"..
+ "label[3.0,2.9;3. Take output (determines style):]"..
+ "list[current_name;output;"..tostring(out_offset+1)..",3.5;"..tostring( anz_found )..",1;]";
+ return form;
+ end -- end of handling of blocks that can be colored
+
+
+ -- get the modname
+ local parts = string.split(bname,":");
+ if( #parts < 2 ) then
+ form = form.."label[2.2,3.0;ERROR! Failed to analyze the name of this node: "..tostring(bname).."]";
+ return form;
+ end
+
+
+ -- it may be a dye source
+ for i,v in ipairs( colormachine.basic_dye_sources ) do
+ -- we have found the right color!
+ if( bname == v ) then
+ form = form.."label[2.2,3.0;This is a dye source.]"..
+ "button[6,3.0;3,1;turn_into_dye;Add to internal dye storage]";
+ return form;
+ end
+ end
+
+
+ -- it is possible that we are dealing with an already painted block - in that case we have to dertermie the color
+ local found_color_data = colormachine.get_color_from_blockname( parts[1], parts[2] );
+ if( found_color_data.error_code ~= nil ) then
+ form = form.."label[2.2,3.0;"..found_color_data.error_code..".]";
+ return form;
+ end
+
+ -- the previous analyse was necessary in order to determine which block we ought to use
+ if( option == 'remove_paint' ) then
+ -- actually remove the paint from the
+ inv:set_stack( "input", 1, colormachine.data[ found_color_data.blocktype ].block.." "..tostring( anz_blocks ));
+ -- update display (we changed the input!)
+ return colormachine.main_menu_formspec(pos, "analyze");
+ end
+
+
+ if( option == 'adapt_color' ) then
+ -- actually change the color
+ colormachine.decode_color_name( meta, found_color_data.found_name );
+ -- default color changed - update the menu
+ return colormachine.main_menu_formspec(pos, "analyze");
+ end
+
+ -- print color name; select as input color / remove paint
+ form = form.."label[2.2,3.0;This is: "..tostring( found_color_data.found_name )..".]"..
+ "button[6,3.5;3,1;remove_paint;Remove paint]";
+
+ if( found_color_data.found_name ~= meta:get_string( 'selected_name' )) then
+ form = form.."button[6,2.6;3,1;adapt_color;Set as new color]";
+ else
+ form = form.."label[5.5,2.0;This is the selected color.]";
+ end
+
+ return form;
+end
+
+
+-- returns a list of all blocks that can be created by applying dye_node_name to the basic node of old_node_name
+colormachine.get_node_name_painted = function( old_node_name, dye_node_name )
+ local possible_blocks = {};
+ local unpainted_block = "";
+ local old_dye = "";
+ for k,v in pairs( colormachine.data ) do
+ if( old_node_name == v.block and colormachine.data[ k ].installed==1) then
+ table.insert( possible_blocks, k );
+ unpainted_block = old_node_name;
+ end
+ end
+
+ if( unpainted_block == "" ) then
+ local parts = string.split(old_node_name,":");
+ if( #parts < 2 ) then
+ return;
+ end
+ found_color_data_block = colormachine.get_color_from_blockname( parts[1], parts[2] );
+ if( found_color_data_block.error_code ~= nil ) then
+ return;
+ end
+ unpainted_block = colormachine.data[ found_color_data_block.blocktype ].block;
+ old_dye = found_color_data_block.found_name;
+
+ -- figure out how the dye this block was painted with was called
+ local cdata = colormachine.decode_color_name( nil, old_dye );
+ if( cdata ) then
+ old_dye = colormachine.translate_color_name( nil, 'unifieddyes_', old_dye, cdata.c, cdata.s, cdata.g, 1 );
+ if( not( old_dye ) or old_dye == '' ) then
+ old_dye = colormachine.translate_color_name( nil, 'dye_', old_dye, cdata.c, cdata.s, cdata.g, 1 );
+ end
+ else
+ old_dye = '';
+ end
+ end
+ if( unpainted_block ~= "" and #possible_blocks < 1 ) then
+ for k,v in pairs( colormachine.data ) do
+ if( unpainted_block == v.block and colormachine.data[ k ].installed==1) then
+ table.insert( possible_blocks, k );
+ end
+ end
+ end
+
+ -- remove paint
+ if( not( dye_node_name ) or dye_node_name == "") then
+ return {possible={unpainted_block},old_dye = old_dye};
+ end
+
+ -- decode dye name
+ parts = string.split(dye_node_name,":");
+ if( #parts < 2 ) then
+ return;
+ end
+ local found_color_data_color = colormachine.get_color_from_blockname( parts[1], parts[2] );
+
+ if( found_color_data_color.error_code ~= nil ) then
+ return;
+ end
+ local dye_name = found_color_data_color.found_name;
+
+ local cdata = colormachine.decode_color_name( nil, dye_name );
+ if( not( cdata )) then
+ return;
+ end
+
+ -- find out for which block types/patterns this unpainted block is the basic one
+ local found = {};
+ for _,k in ipairs( possible_blocks ) do
+
+ local new_block_name = colormachine.translate_color_name( nil, k, dye_name, cdata.c, cdata.s, cdata.g, 1 );
+ table.insert( found, new_block_name );
+ end
+ if( #found < 1 ) then
+ return;
+ end
+ return { possible=found, old_dye = old_dye };
+end
+
+
+colormachine.check_owner = function( pos, player )
+ -- only the owner can put something in
+ local meta = minetest.env:get_meta(pos);
+
+ if( meta:get_string('owner') ~= player:get_player_name() ) then
+ minetest.chat_send_player( player:get_player_name(),
+ "This spray booth belongs to "..tostring( meta:get_string("owner"))..
+ ". If you want to use one, build your own!");
+ return 0;
+ end
+ return 1;
+end
+
+
+colormachine.allow_inventory_access = function(pos, listname, index, stack, player, mode)
+
+ -- only specific slots accept input or output
+ if( (mode=="put" and listname ~= "input" and listname ~= "refill" and listname ~= "dyes" )
+ or (mode=="take" and listname ~= "input" and listname ~= "refill" and listname ~= "dyes" and listname ~= "output" and listname ~= "paintless" )) then
+
+ if( listname == "extrastore" ) then
+ local parts = string.split(stack:get_name(),":");
+ if( #parts > 1 and (parts[1]=='unifieddyes' or parts[1]=='dye')) then
+ return stack:get_count();
+ end
+ end
+ return 0;
+ end
+
+ local stack_name = stack:get_name();
+ -- the dyes are a bit special - they accept only powder of the correct name
+ if( listname == "dyes"
+ and stack_name ~= ("dye:".. colormachine.colors_and_greys[ index ])
+ and stack_name ~= ("unifieddyes:"..colormachine.colors_and_greys[ index ])
+ and (stack_name ~= "dye:light_grey" or colormachine.colors_and_greys[ index ]~="lightgrey" )
+ and (stack_name ~= "dye:dark_grey" or colormachine.colors_and_greys[ index ]~="darkgrey" )
+ ) then
+
+ minetest.chat_send_player( player:get_player_name(), 'You can only store dye powders of the correct color here.');
+ return 0;
+ end
+
+ if( not( colormachine.check_owner( pos, player ))) then
+ return 0;
+ end
+
+ -- let's check if that type of input is allowed here
+ if( listname == "refill" ) then
+ local str = stack:get_name();
+ for i,v in ipairs( colormachine.basic_dye_sources ) do
+ if( str == v and v ~= "") then
+ return stack:get_count();
+ end
+ end
+ minetest.chat_send_player( player:get_player_name(), 'Please insert dye sources as listed below here (usually plants)!');
+ return 0;
+ end
+
+ return stack:get_count();
+end
+
+
+colormachine.on_metadata_inventory_put = function( pos, listname, index, stack, player )
+
+ local meta = minetest.env:get_meta(pos);
+ local inv = meta:get_inventory();
+
+ -- nothing to do if onnly a dye was inserted
+ if( listname == "dyes" ) then
+ return;
+ end
+
+ -- an unprocessed color pigment was inserted
+ if( listname == "refill" ) then
+ local str = stack:get_name();
+ for i,v in ipairs( colormachine.basic_dye_sources ) do
+ -- we have found the right color!
+ if( str == v ) then
+ local count = stack:get_count();
+
+ -- how much free space do we have in the destination stack?
+ local dye_stack = inv:get_stack( "dyes", i);
+ local free = math.floor(dye_stack:get_free_space()/4);
+ if( free < 1 ) then
+ minetest.chat_send_player( player:get_player_name(), 'Sorry, the storage for that dye is already full.');
+ return 0;
+ end
+ if( count < free ) then
+ free = count;
+ end
+
+ -- consume the inserted material - no more than the input slot can handle
+ inv:remove_item(listname, stack:get_name().." "..tostring( free ));
+
+ color_name = colormachine.colors_and_greys[ i ];
+ -- add four times that much to the storage
+ if( i==4 or i==6 or i==8 or i==12 or i==14 ) then
+
+ if( colormachine.data[ 'unifieddyes_' ].installed == 0 ) then
+ minetest.chat_send_player( player:get_player_name(), 'Sorry, this color requires unifieddyes (which is not installed).');
+ return 0;
+ end
+ inv:set_stack( "dyes", i, ("unifieddyes:"..color_name).." "..tostring( free*4 + dye_stack:get_count()) );
+ else
+ inv:set_stack( "dyes", i, ("dye:" ..color_name).." "..tostring( free*4 + dye_stack:get_count()) );
+ end
+ end
+ end
+ minetest.chat_send_player( player:get_player_name(), 'Please insert dye sources as listed below here (usually plants)!');
+ return 0;
+ end
+
+ if( listname == "input" ) then
+ -- update the main menu accordingly
+ meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
+ return;
+ end
+end
+
+
+colormachine.on_metadata_inventory_take = function( pos, listname, index, stack, player )
+
+ local meta = minetest.env:get_meta(pos);
+ local inv = meta:get_inventory();
+
+
+ if( listname == "output" ) then
+
+ -- in creative mode, no pigments are consumed
+ if( minetest.setting_getbool("creative_mode") ) then
+ -- update the main menu
+ meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
+ return;
+ end
+
+ -- consume color for painted blocks
+ local str = meta:get_string( 'p_values' );
+ local p = 1; -- color more than one block with one pigment
+ if( str and str ~= "" ) then
+ local p_values = minetest.deserialize( str );
+ if( index and p_values[ index ] ) then
+ p = p_values[ index ];
+ end
+ end
+
+ local amount_needed = math.ceil( stack:get_count() / p );
+ local amount_done = colormachine.calc_dyes_needed( meta, inv, amount_needed, 1 );
+--print( ' NEEDED: '..tostring( amount_needed )..' DONE: '..tostring( amount_done )); -- TODO
+ if( amount_done > amount_needed ) then
+-- TODO: leftover color - how to handle?
+ end
+
+ -- calculate how much was taken
+ local anz_taken = stack:get_count();
+ local anz_present = inv:get_stack("input",1):get_count();
+ anz_present = anz_present - anz_taken;
+ if( anz_present <= 0 ) then
+ inv:set_stack( "input", 1, "" ); -- everything used up
+ else
+ inv:set_stack( "input", 1, inv:get_stack("input",1):get_name().." "..tostring( anz_present ));
+ end
+
+ -- the main menu needs to be updated as well
+ meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
+ return;
+ end
+
+
+ if( listname == "input" ) then
+ -- update the main menu accordingly
+ meta:set_string( 'formspec', colormachine.main_menu_formspec( pos, "analyze" ));
+ return;
+ end
+end
+
+
+-- calculate which dyes are needed
+colormachine.calc_dyes_needed = function( meta, inv, amount_needed, do_consume )
+
+ local form = "";
+
+ -- display the name of the currently selected color
+ form = form.."label[8,0.2;"..( meta:get_string( "selected_name" ) or "?" ).."]";
+
+ local s = tonumber(meta:get_string('selected_shade' ));
+ local g = tonumber(meta:get_string('selected_grey_shade' ));
+ local c = tonumber(meta:get_string('selected_color' ));
+
+
+ local needed = {};
+ -- we are dealing with a grey value
+ if( g > -1 ) then
+ needed[ colormachine.grey_names[ g ]] = 1;
+
+ -- we are dealing with a normal color
+ else
+ -- one pigment of the selected color (to get started)
+ needed[ colormachine.colors[ c ]] = 1;
+ -- handle saturation
+ if( s==1 ) then needed[ "white" ]=1; -- light
+-- elseif( s==3 ) then -- normal color - no changes needed
+ elseif( s==4 ) then needed[ "white" ]=2; needed[ "black" ] =1; -- normal, low saturation
+ elseif( s==5 ) then needed[ "black" ] =1; -- medium dark
+ elseif( s==6 ) then needed[ "white" ]=1; needed[ "black" ] =1; -- medium dark, low saturation
+ elseif( s==7 ) then needed[ "black" ] =2; -- dark
+ elseif( s==8 ) then needed[ "white" ]=1; needed[ "black" ] =2; -- dark, low saturation
+ end
+ end
+
+ local anz_pigments = 0;
+ for i,v in pairs( needed ) do
+ anz_pigments = anz_pigments + v;
+ end
+
+
+ -- n: portions of *mixtures* needed
+ local n = 1;
+ -- if the colors are to be consumed, we need to calculate how many we actually need
+ -- (one mixutre consists of anz_pigments pigments each)
+ if( amount_needed > 0) then
+ n = math.ceil( amount_needed / anz_pigments );
+
+ local min_found = 10000; -- high number that cannot be reached
+ -- now we need to check how many pigments of each color we have
+ for i,v in ipairs( colormachine.colors_and_greys ) do
+
+ if( needed[ v ] and needed[ v ]> 0 ) then
+
+ -- find out how many blocks of this type we can actually color
+ local stack = inv:get_stack( "dyes", i );
+ local found = math.floor( stack:get_count() / needed[ v ]);
+ if( found < min_found ) then
+ min_found = found; -- save the new minimum
+ end
+ end
+ end
+
+ -- we do not have enough pigments
+ if( min_found < n ) then
+ n = min_found;
+ end
+ end
+
+ local need_white = math.ceil( amount_needed / anz_pigments );
+ -- the machine does have the required colors stored
+ if( n > 0 ) then
+ local stack_white= inv:get_stack( "dyes", 13 );
+ local anz_white = stack_white:get_count();
+
+ n = math.min( anz_white, need_white );
+ end
+
+
+ -- return how many *could* be colored
+ if( amount_needed > 0 and do_consume ~= 1 ) then
+ return n*anz_pigments;
+ end
+
+ needed = {};
+ needed[ "white" ] = n;
+
+ for i,v in ipairs( colormachine.colors_and_greys ) do
+
+ if( needed[ v ] and needed[ v ]> 0 ) then
+
+ -- show how many pigments of this color are needed for the selected mixture
+ -- normal color
+ if( i <= #colormachine.colors ) then
+ form = form.."label["..tostring(i+0.2)..",2.2;" ..needed[ v ].."x]"..
+ "label["..tostring(i+0.2)..",0.6;" ..needed[ v ].."x]";
+ -- grey value
+ else
+ form = form.."label[11.3,"..tostring(i-#colormachine.colors+4.2)..";"..needed[ v ].."x]"..
+ "label[13.3,"..tostring(i-#colormachine.colors+4.2)..";"..needed[ v ].."x]";
+ end
+
+ -- actually consume the color pigment
+ if( amount_needed > 0 and n > 0 ) then
+ local stack = inv:get_stack( "dyes", i );
+ local found = stack:get_count();
+ --print( ' CONSUMED '..math.floor( n * needed[ v ] )..' of '..tostring( stack:get_name()));
+ if( found > math.floor( n * needed[ v ] )) then
+ inv:set_stack( "dyes", i, stack:get_name()..' '..tostring( math.max( 1, found - math.floor( n * needed[ v ] ))));
+ else
+ inv:set_stack( "dyes", i, "" );
+ end
+ end
+ end
+ end
+
+
+ -- in case pigments where consumed, return how many blocks where colored successfully
+ if( amount_needed > 0 and n > 0 ) then
+--print('Successfully colored: '..tostring( n*anz_pigments ));
+ return n*anz_pigments;
+ end
+
+ -- else return the formspec addition with the information how many of which pigment is needed
+ return form;
+end
+
+
+-- this adds the name of the current color and the amount of needed dyes to the formspec
+colormachine.get_individual_dye_management_formspec = function( meta, inv )
+
+ local form = colormachine.dye_management_formspec;
+
+ -- just add information how many pigments of each color are needed
+ form = form .. colormachine.calc_dyes_needed( meta, inv, 0, 0 )
+ return form;
+end
+
+
+-- mix two colors
+colormachine.mix_colors = function( inv, i, sender )
+
+ local farbe = colormachine.colors_and_greys[ i ];
+ local mix = colormachine.dye_mixes[ farbe ];
+ -- in case the color cannot be mixed
+ if( not( mix ) or #mix < 2 ) then
+ return;
+ end
+
+ local stack1 = inv:get_stack( "dyes", mix[1] );
+ local stack2 = inv:get_stack( "dyes", mix[2] );
+ local stack3 = inv:get_stack( "dyes", i );
+
+
+ if( stack3:get_free_space() > 1 -- we need space for two
+ and stack1:get_count() > 0
+ and stack2:get_count() > 0 ) then
+
+ inv:set_stack( "dyes", mix[1], stack1:get_name()..' '..( stack1:get_count()-1));
+ inv:set_stack( "dyes", mix[2], stack2:get_name()..' '..( stack2:get_count()-1));
+
+ -- handle light/dark grey
+ if( farbe=='lightgrey' ) then
+ farbe = 'light_grey';
+ elseif( farbe=='darkgrey' ) then
+ farbe = 'dark_grey';
+ end
+
+ -- dye or unifieddyes?
+ local name = 'dye:'..farbe;
+ if( not( minetest.registered_craftitems[ name ])) then
+ name = 'unifieddyes:'..farbe;
+ end
+
+ -- print errormessage or add the mixed dye pigment
+ if( not( minetest.registered_craftitems[ name ])) then
+ minetest.chat_send_player( sender:get_player_name(), '[colormachine] ERROR: color '..tostring( farbe )..' could not be mixed (craftitem '..tostring(name)..' not found)');
+ else
+ inv:set_stack( "dyes", i, name..' '..( stack3:get_count() + 2 )); -- two pigments mixed -> we get two pigments result
+ end
+
+ elseif( stack3:get_free_space() > 1 ) then
+ minetest.chat_send_player( sender:get_player_name(), 'Need '..colormachine.colors_and_greys[ mix[1] ]..' and '..
+ colormachine.colors_and_greys[ mix[2] ]..' in order to mix '..farbe..'.');
+ end
+end
+
+
+-- this generates the formspec for all supported mods and the general colormachine.dye_management_formspec
+colormachine.init = function()
+ local liste = {};
+ -- create formspecs for all machines
+ for k,v in pairs( colormachine.data ) do
+
+ if( minetest.get_modpath( colormachine.data[ k ].modname ) ~= nil ) then
+
+ -- generate the formspec for that machine
+ colormachine.data[ k ].formspec = colormachine.generate_form( k );
+ -- remember that the mod is installed
+ colormachine.data[ k ].installed = 1;
+ -- this is helpful for getting an ordered list later
+-- liste[ colormachine.data[ k ].nr ] = k;
+ table.insert( liste, k );
+ else
+ -- the mod is not installed
+ colormachine.data[ k ].installed = 0;
+ end
+ end
+
+ table.sort( liste, function(a,b) return colormachine.data[a].nr < colormachine.data[b].nr end);
+ colormachine.ordered = liste;
+
+ -- if no flowers are present, take dye sources from default (so we only have to depend on dyes)
+ if( minetest.get_modpath( "flowers") == nil ) then
+ for i,v in ipairs( colormachine.alternate_basic_dye_sources ) do
+ colormachine.basic_dye_sources[ i ] = colormachine.alternate_basic_dye_sources[ i ];
+ end
+ end
+
+ local form = "size[14,10]"..
+ "list[current_player;main;1,5;8,4;]"..
+ "label[1,0.2;"..minetest.formspec_escape('Insert dye sources here -->').."]"..
+ "list[current_name;refill;4,0;1,1;]"..
+ "label[6,0.2;Selected color:]"..
+ "label[0.1,1;sources:]"..
+ "label[0.1,2;dyes:]"..
+ "label[0.1,3;storage:]"..
+ "button[1,4;4,1;main_menu;Back to main menu]"..
+ "button[5,4;4,1;blocktype_menu;Show supported blocks]"..
+ "list[current_name;dyes;1,3;"..tostring(#colormachine.colors)..",1;]".. -- normal colors
+
+ -- remaining fields of the dyes inventory: grey colors, arranged vertically
+ -- (not enough space for the "dyes" label)
+ "label[0.1,0.6;need:]"..
+ "label[9.3,4.5;need:]"..
+ "label[10,4.5;sources:]"..
+ "label[12,4.5;storage:]"..
+ "list[current_name;dyes;12,5;1,"..tostring(#colormachine.grey_names)..";"..tostring(#colormachine.colors).."]";
+
+ local needed = {};
+
+ -- align colors horizontal
+ for i,k in ipairs( colormachine.colors ) do
+
+ local prefix = 'dye:';
+ if( i==4 or i==6 or i==8 or i==12 or i==14 ) then
+ if( colormachine.data[ 'unifieddyes_' ].installed == 1 ) then
+ prefix = 'unifieddyes:';
+ else
+ prefix = "";
+ end
+ end
+
+ if( prefix ~= "" ) then
+
+ local source = colormachine.basic_dye_sources[ i ];
+ if( source ~= "" ) then
+ form = form.."item_image["..tostring(i)..",1;1,1;"..source.."]";
+
+ -- even those colors may be additionally mixed
+ if( #colormachine.dye_mixes[ colormachine.colors_and_greys[ i ] ] == 2 ) then
+ form = form.. "button["..tostring(i-0.1)..",1.9;0.8,0.2;mix_"..colormachine.colors_and_greys[ i ]..";mix]";
+ end
+
+ -- a color that can be mixed
+ elseif( #colormachine.dye_mixes[ colormachine.colors_and_greys[ i ] ] == 2 ) then
+
+ local mixes = colormachine.dye_mixes[ colormachine.colors_and_greys[ i ] ];
+
+ local source1 = 'dye:'..colormachine.colors_and_greys[ mixes[1] ];
+ local source2 = 'dye:'..colormachine.colors_and_greys[ mixes[2] ];
+
+ form = form.."item_image["..tostring(i )..",1.0;1,1;"..source1.."]"..
+ "item_image["..tostring(i+0.3)..",1.3;1,1;"..source2.."]"..
+ "button["..tostring(i-0.1)..",1.9;0.8,0.2;mix_"..colormachine.colors_and_greys[ i ]..";mix]";
+ end
+
+ form = form.. "item_image["..tostring(i)..",2;1,1;"..tostring( prefix..colormachine.colors[ i ] ).."]"..
+ "label["..tostring(i)..",3.6;" ..tostring( colormachine.colors_and_greys[ i ] ).."]";
+ else
+ form = form.."label["..tostring(i+0.2)..",3;n/a]";
+ end
+ end
+
+ -- align grey-values vertical
+ for i,k in ipairs( colormachine.grey_names ) do
+
+ if( i ~= 2 or colormachine.data[ 'unifieddyes_' ].installed == 1 ) then
+
+ local source = colormachine.basic_dye_sources[ #colormachine.colors + i ];
+ if( source and source ~= "" ) then
+ form = form.."item_image[10,"..tostring(i+4)..";1,1;"..source.."]";
+
+ elseif( #colormachine.dye_mixes[ colormachine.colors_and_greys[ #colormachine.colors + i ] ] == 2 ) then
+
+ local mixes = colormachine.dye_mixes[ colormachine.colors_and_greys[ #colormachine.colors + i ] ];
+
+ local source1 = 'dye:'..colormachine.colors_and_greys[ mixes[1] ];
+ local source2 = 'dye:'..colormachine.colors_and_greys[ mixes[2] ];
+
+ form = form.."item_image[10.0,"..tostring(i+4.0)..";1,1;"..source1.."]"..
+ "item_image[10.3,"..tostring(i+4.3)..";1,1;"..source2.."]"..
+ "button[9.8," ..tostring(i+4.9)..";0.8,0.2;mix_"..colormachine.colors_and_greys[ #colormachine.colors + i ]..";mix]";
+ end
+
+ local dye_name = 'dye:'..k;
+
+ -- lightgrey exists only in unifieddyes
+ if( i== 2 ) then
+ if( colormachine.data[ 'unifieddyes_' ].installed == 1 ) then
+ dye_name = 'unifieddyes:lightgrey_paint'; --'unifieddyes:'..k;
+ else
+ dye_name = '';
+ end
+
+ -- darkgrey is called slightly diffrent
+ elseif( i==4 ) then
+ dye_name = 'dye:dark_grey';
+ end
+
+ if( dye_name ~= "" ) then
+ form = form.. "item_image[11,"..tostring(i+4)..";1,1;"..tostring( dye_name ).."]"..
+ "label[ 12.9,"..tostring(i+4)..";" ..tostring( colormachine.colors_and_greys[ #colormachine.colors + i ] ).."]";
+ end
+ else
+ form = form.."label[12.2,"..tostring(i+4)..";n/a]";
+ end
+ end
+
+
+ colormachine.dye_management_formspec = form;
+
+end
+
+
+
+-- delay initialization so that modules are hopefully loaded
+minetest.after( 0, colormachine.init );
+
+
+-- flowers: 6 basic colors + black + white
+-- unifieddyes: dye pulver
+-- coloredwood: wood, fence - skip sticks!
+-- unifiedbricks: clay blocks, brick blocks (skip individual clay lumps and bricks!)
+-- multicolor: 3 shades, usual amount of colors
+-- cotton: (by jordach) probably the same as coloredwood
+--
+-- stained_glass: 9 shades/intensities
+
+
+minetest.register_node("colormachine:colormachine", {
+ description = "spray booth",
+
+ tiles = {
+ "colormachine_top.png",
+ "colormachine_bottom.png",
+ "colormachine_side.png",
+ "colormachine_side.png",
+ "colormachine_side.png",
+ "colormachine_front.png",
+ },
+
+ paramtype2 = "facedir",
+ groups = {cracky=2},
+ legacy_facedir_simple = true,
+
+ on_construct = function(pos)
+
+ local meta = minetest.env:get_meta(pos);
+
+ meta:set_string('selected_shade', 3 ); -- grey-shade
+ meta:set_string('selected_grey_shade', 1 );
+ meta:set_string('selected_color', -1 ); -- we selected grey
+ meta:set_string('selected_name', 'white' );
+
+ meta:set_string('owner', '' ); -- protect input from getting stolen
+
+ local inv = meta:get_inventory();
+ inv:set_size("input", 1); -- input slot for blocks that are to be painted
+ inv:set_size("refill", 1); -- input slot for plants and other sources of dye pigments
+ inv:set_size("output", 14); -- output slot for painted blocks - up to 8 alternate coloring schems supported (blox has 8 for stone!)
+ inv:set_size("paintless", 1); -- output slot for blocks with paint scratched off
+ inv:set_size("dyes", 18); -- internal storage for the dye powders
+ inv:set_size("extrastore",5*9); -- additional storage for dyes
+
+ --meta:set_string( 'formspec', colormachine.blocktype_menu( meta, 'white' ));
+ meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") );
+ end,
+
+ after_place_node = function(pos, placer)
+ local meta = minetest.env:get_meta(pos);
+
+ meta:set_string( "owner", ( placer:get_player_name() or "" ));
+ meta:set_string( "infotext", "Spray booth (owned by "..( meta:get_string( "owner" ) or "" )..")");
+ end,
+
+ on_receive_fields = function(pos, formname, fields, sender)
+
+ if( not( colormachine.check_owner( pos, sender ))) then
+ return 0;
+ end
+
+ -- remember the page we where at
+ if( not( fields.page )) then
+ fields.page = 0;
+ end
+
+ local meta = minetest.env:get_meta(pos);
+ for k,v in pairs( fields ) do
+ if( k == 'main_menu' ) then
+ meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze") );
+ return;
+ elseif( k == 'remove_paint' ) then
+ meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "remove_paint") );
+ return;
+ elseif( k == 'adapt_color' ) then
+ meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "adapt_color") );
+ return;
+
+ elseif( k == 'turn_into_dye' ) then
+ local inv = meta:get_inventory();
+
+ local stack = inv:get_stack( 'input', 1 );
+ -- move into refill slot
+ inv:set_stack( 'refill', 1, stack );
+ -- empty input slot
+ inv:set_stack( 'input', 1, '' );
+ -- process the dye
+ colormachine.on_metadata_inventory_put( pos, 'refill', 1, stack, sender )
+ -- call dye management forpsec to show result
+ meta:set_string( 'formspec', colormachine.get_individual_dye_management_formspec( meta, inv ));
+ return;
+
+ elseif( k == 'dye_management' ) then
+ local inv = meta:get_inventory();
+
+ meta:set_string( 'formspec', colormachine.get_individual_dye_management_formspec( meta, inv ));
+ return;
+ elseif( colormachine.data[ k ] ) then
+ -- remember the page we where at
+ meta:set_string( 'formspec', colormachine.data[ k ].formspec..
+ "field[20,20;0.1,0.1;page;;"..tostring(fields.page).."]" );
+ return;
+ elseif( k=='key_escape') then
+ -- nothing to do
+ else
+ local inv = meta:get_inventory();
+
+ -- perhaps we ought to mix colors
+ for i,f in ipairs( colormachine.colors_and_greys ) do
+ if( k==("mix_"..f )) then
+ colormachine.mix_colors( inv, i, sender );
+
+ local inv = meta:get_inventory();
+ meta:set_string( 'formspec', colormachine.get_individual_dye_management_formspec( meta, inv ));
+
+ return; -- formspec remains the dye-management one
+ end
+ end
+
+ -- if no input is present, show the block selection menu
+ if( k=="blocktype_menu" or inv:is_empty( "input" )
+ or k=='first_page' or k=='prev_page' or k=='next_page' or k=='last_page') then
+ if( not( fields.page ) or k=='first_page') then
+ fields.page = 0;
+ elseif( k=='prev_page') then
+ fields.page = math.max(0,fields.page-1);
+ elseif( k=='next_page') then
+ fields.page = math.min(fields.page+1, math.ceil(#colormachine.ordered/(3*13)-1));
+ elseif( k=='last_page') then
+ fields.page = math.ceil(#colormachine.ordered/(3*13)-1);
+ end
+
+ meta:set_string( 'formspec', colormachine.blocktype_menu( meta, k, fields.page ));
+
+ else
+
+ -- else set the selected color and go back to the main menu
+ colormachine.decode_color_name( meta, k );
+ meta:set_string( 'formspec', colormachine.main_menu_formspec(pos, "analyze")..
+ "field[20,20;0.1,0.1;page;;"..tostring(fields.page).."]" );
+ end
+ end
+ end
+ end,
+
+ -- there is no point in moving inventory around
+ allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
+ return 0;
+ end,
+
+
+ allow_metadata_inventory_put = function(pos, listname, index, stack, player)
+ return colormachine.allow_inventory_access(pos, listname, index, stack, player, "put" );
+ end,
+
+
+ allow_metadata_inventory_take = function(pos, listname, index, stack, player)
+ return colormachine.allow_inventory_access(pos, listname, index, stack, player, "take" );
+ end,
+
+ on_metadata_inventory_put = function(pos, listname, index, stack, player)
+ return colormachine.on_metadata_inventory_put( pos, listname, index, stack, player );
+ end,
+
+ on_metadata_inventory_take = function(pos, listname, index, stack, player)
+ return colormachine.on_metadata_inventory_take( pos, listname, index, stack, player );
+ end,
+
+ can_dig = function(pos,player)
+
+ local meta = minetest.env:get_meta(pos);
+ local inv = meta:get_inventory()
+
+ if( not( colormachine.check_owner( pos, player ))) then
+ return 0;
+ end
+
+ if( not( inv:is_empty("input"))
+ or not( inv:is_empty("refill"))) then
+ minetest.chat_send_player( player:get_player_name(), "Please remove the material in the input- and/or refill slot first!");
+ meta:set_string( 'formspec', colormachine.blocktype_menu( meta, meta:get_string('selected_name'), 0));
+ return false;
+ end
+ if( not( inv:is_empty("dyes"))) then
+ minetest.chat_send_player( player:get_player_name(), "Please remove the stored dyes first!");
+ meta:set_string( 'formspec', colormachine.blocktype_menu( meta, meta:get_string('selected_name'), 0 ));
+ return false;
+ end
+
+ return true
+ end
+})
+
+minetest.register_craft({
+ output = 'colormachine:colormachine',
+ recipe = {
+ { 'default:gold_ingot', 'default:glass', 'default:gold_ingot', },
+ { 'default:mese', 'default:glass', 'default:mese' },
+ { 'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot' }
+ }
+})
+
+dofile( minetest.get_modpath('colormachine')..'/paint_roller.lua');