From 907e8bf6a64215a516fdf16869dd81248aeaa2f6 Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz Date: Fri, 17 Mar 2017 16:53:18 -0400 Subject: update digilines, technic, unified inventory, and switched castles to the new modpack form --- anvil/init.lua | 366 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 366 insertions(+) create mode 100644 anvil/init.lua (limited to 'anvil/init.lua') diff --git a/anvil/init.lua b/anvil/init.lua new file mode 100644 index 0000000..1567894 --- /dev/null +++ b/anvil/init.lua @@ -0,0 +1,366 @@ +--------------------------------------------------------------------------------------- +-- simple anvil that can be used to repair tools +--------------------------------------------------------------------------------------- +-- * can be used to repair tools +-- * the hammer gets dammaged a bit at each repair step +--------------------------------------------------------------------------------------- + +minetest.register_alias("castle:anvil", "anvil:anvil") + +-- internationalization boilerplate +local MP = minetest.get_modpath(minetest.get_current_modname()) +local S, NS = dofile(MP.."/intllib.lua") + +local item_displacement = 7/16 + +-- the hammer for the anvil +minetest.register_tool("anvil:hammer", { + description = S("Steel blacksmithing hammer"), + _doc_items_longdesc = S("A tool for repairing other tools at a blacksmith's anvil."), + _doc_items_usagehelp = S("Use this hammer to strike blows upon an anvil bearing a damaged tool and you can repair it. It can also be used for smashing stone, but it is not well suited to this task."), + image = "anvil_tool_steelhammer.png", + inventory_image = "anvil_tool_steelhammer.png", + + tool_capabilities = { + full_punch_interval = 0.8, + max_drop_level=1, + groupcaps={ + -- about equal to a stone pick (it's not intended as a tool) + cracky={times={[2]=2.00, [3]=1.20}, uses=30, maxlevel=1}, + }, + damage_groups = {fleshy=6}, + } +}) + +local tmp = {} + +minetest.register_entity("anvil:item",{ + hp_max = 1, + visual="wielditem", + visual_size={x=.33,y=.33}, + collisionbox = {0,0,0,0,0,0}, + physical=false, + textures={"air"}, + on_activate = function(self, staticdata) + if tmp.nodename ~= nil and tmp.texture ~= nil then + self.nodename = tmp.nodename + tmp.nodename = nil + self.texture = tmp.texture + tmp.texture = nil + else + if staticdata ~= nil and staticdata ~= "" then + local data = staticdata:split(';') + if data and data[1] and data[2] then + self.nodename = data[1] + self.texture = data[2] + end + end + end + if self.texture ~= nil then + self.object:set_properties({textures={self.texture}}) + end + end, + get_staticdata = function(self) + if self.nodename ~= nil and self.texture ~= nil then + return self.nodename .. ';' .. self.texture + end + return "" + end, +}) + +local remove_item = function(pos, node) + local objs = minetest.env:get_objects_inside_radius({x = pos.x, y = pos.y + item_displacement, z = pos.z}, .5) + if objs then + for _, obj in ipairs(objs) do + if obj and obj:get_luaentity() and obj:get_luaentity().name == "anvil:item" then + obj:remove() + end + end + end +end + +local update_item = function(pos, node) + local meta = minetest.env:get_meta(pos) + local inv = meta:get_inventory() + if not inv:is_empty("input") then + pos.y = pos.y + item_displacement + tmp.nodename = node.name + tmp.texture = inv:get_stack("input", 1):get_name() + local e = minetest.env:add_entity(pos,"anvil:item") + local yaw = math.pi*2 - node.param2 * math.pi/2 + e:setyaw(yaw) + end +end + +local metal_sounds +-- Apparently node_sound_metal_defaults is a newer thing, I ran into games using an older version of the default mod without it. +if default.node_sound_metal_defaults ~= nil then + metal_sounds = default.node_sound_metal_defaults() +else + metal_sounds = default.node_sound_stone_defaults() +end + +minetest.register_node("anvil:anvil", { + drawtype = "nodebox", + description = S("Anvil"), + _doc_items_longdesc = S("A tool for repairing other tools in conjunction with a blacksmith's hammer."), + _doc_items_usagehelp = S("Right-click on this anvil with a damaged tool to place the damaged tool upon it. You can then repair the damaged tool by striking it with a blacksmith's hammer. Repeated blows may be necessary to fully repair a badly worn tool. To retrieve the tool either punch or right-click the anvil with an empty hand."), + tiles = {"default_stone.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {cracky=2}, + sounds = metal_sounds, + -- the nodebox model comes from realtest + 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}, + } + }, + on_construct = function(pos) + local meta = minetest.get_meta(pos) + local inv = meta:get_inventory() + inv:set_size("input", 1) + end, + + after_place_node = function(pos, placer) + local meta = minetest.get_meta(pos) + meta:set_string("owner", placer:get_player_name() or "") + end, + + can_dig = function(pos,player) + local meta = minetest.get_meta(pos) + local inv = meta:get_inventory() + + if not inv:is_empty("input") then + return false + end + return true + end, + + allow_metadata_inventory_put = function(pos, listname, index, stack, player) + local meta = minetest.get_meta(pos) + if listname~="input" then + return 0 + end + if (listname=='input' + and(stack:get_wear() == 0 + or stack:get_name() == "technic:water_can" + or stack:get_name() == "technic:lava_can" )) then + + minetest.chat_send_player( player:get_player_name(), S('This anvil is for damaged tools only.')) + return 0 + end + + if meta:get_inventory():room_for_item("input", stack) then + return stack:get_count() + end + return 0 + end, + + allow_metadata_inventory_take = function(pos, listname, index, stack, player) + if listname~="input" then + return 0 + end + return stack:get_count() + end, + + on_rightclick = function(pos, node, clicker, itemstack) + if itemstack:get_count() == 0 then + local meta = minetest.env:get_meta(pos) + local inv = meta:get_inventory() + if not inv:is_empty("input") then + local return_stack = inv:get_stack("input", 1) + inv:set_stack("input", 1, nil) + clicker:get_inventory():add_item("main", return_stack) + remove_item(pos, node) + return return_stack + end + end + local this_def = minetest.registered_nodes[node.name] + if this_def.allow_metadata_inventory_put(pos, "input", 1, itemstack:peek_item(), clicker) > 0 then + local s = itemstack:take_item() + local meta = minetest.env:get_meta(pos) + local inv = meta:get_inventory() + inv:add_item("input", s) + update_item(pos,node) + end + return itemstack + end, + + on_punch = function(pos, node, puncher) + if( not( pos ) or not( node ) or not( puncher )) then + return + end + + local wielded = puncher:get_wielded_item() + local meta = minetest.get_meta(pos) + local inv = meta:get_inventory() + + if wielded:get_count() == 0 then + if not inv:is_empty("input") then + local return_stack = inv:get_stack("input", 1) + inv:set_stack("input", 1, nil) + puncher:get_inventory():add_item("main", return_stack) + remove_item(pos, node) + end + end + + -- only punching with the hammer is supposed to work + if wielded:get_name() ~= 'anvil:hammer' then + return + end + + local input = inv:get_stack('input',1) + + -- only tools can be repaired + if( not( input ) + or input:is_empty() + or input:get_name() == "technic:water_can" + or input:get_name() == "technic:lava_can" ) then + return + end + + -- 65535 is max damage + local damage_state = 40-math.floor(input:get_wear()/1638) + + local tool_name = input:get_name() + + local hud2 = nil + local hud3 = nil + if( input:get_wear()>0 ) then + hud2 = puncher:hud_add({ + hud_elem_type = "statbar", + text = "default_cloud.png^[colorize:#ff0000:256", + number = 40, + direction = 0, -- left to right + position = {x=0.5, y=0.65}, + alignment = {x = 0, y = 0}, + offset = {x = -320, y = 0}, + size = {x=32, y=32}, + }) + hud3 = puncher:hud_add({ + hud_elem_type = "statbar", + text = "default_cloud.png^[colorize:#00ff00:256", + number = damage_state, + direction = 0, -- left to right + position = {x=0.5, y=0.65}, + alignment = {x = 0, y = 0}, + offset = {x = -320, y = 0}, + size = {x=32, y=32}, + }) + end + minetest.after(2, function() + if( puncher ) then + puncher:hud_remove(hud2) + puncher:hud_remove(hud3) + end + end) + + -- tell the player when the job is done + if( input:get_wear() == 0 ) then + local tool_desc + if minetest.registered_items[tool_name] and minetest.registered_items[tool_name].description then + tool_desc = minetest.registered_items[tool_name].description + else + tool_desc = tool_name + end + minetest.chat_send_player( puncher:get_player_name(), S('Your @1 has been repaired successfully.', tool_desc)) + return + else + pos.y = pos.y + item_displacement + minetest.sound_play({name="anvil_clang"}, {pos=pos}) + minetest.add_particlespawner({ + amount = 10, + time = 0.1, + minpos = pos, + maxpos = pos, + minvel = {x=2, y=3, z=2}, + maxvel = {x=-2, y=1, z=-2}, + minacc = {x=0, y= -10, z=0}, + maxacc = {x=0, y= -10, z=0}, + minexptime = 0.5, + maxexptime = 1, + minsize = 1, + maxsize = 1, + collisiondetection = true, + vertical = false, + texture = "anvil_spark.png", + }) + end + + -- do the actual repair + input:add_wear( -5000 ) -- equals to what technic toolshop does in 5 seconds + inv:set_stack("input", 1, input) + + -- damage the hammer slightly + wielded:add_wear( 100 ) + puncher:set_wielded_item( wielded ) + end, + is_ground_content = false, +}) + +-- automatically restore entities lost due to /clearobjects or similar +minetest.register_lbm({ + name = "anvil:anvil_item_restoration", + nodenames = { "anvil:anvil" }, + run_at_every_load = true, + action = function(pos, node, active_object_count, active_object_count_wider) + local test_pos = {x=pos.x, y=pos.y + item_displacement, z=pos.z} + if #minetest.get_objects_inside_radius(test_pos, 0.5) > 0 then return end + update_item(pos, node) + end +}) + +-- Transfer the hammer from the old hammer storage slot to the main slot, or else drop it in world +minetest.register_lbm({ + name = "anvil:hammer_ejection", + nodenames = "anvil:anvil", + run_at_every_load = false, + action = function(pos, node) + local meta = minetest.get_meta(pos) + local inv = meta:get_inventory() + if not inv:is_empty("hammer") then + local hammer = inv:get_stack("hammer", 1) + inv:set_stack("hammer", 1, nil) + inv:set_size("hammer", 0) + if inv:is_empty("input") then + inv:set_stack("input", 1, hammer) -- the abm will ensure there's an entity showing the hammer is here + else + minetest.add_item({x=pos.x, y=pos.y+1, z=pos.z}, hammer) + end + end + end +}) + +--------------------------------------------------------------------------------------- +-- crafting receipes +--------------------------------------------------------------------------------------- +minetest.register_craft({ + output = "anvil:anvil", + recipe = { + {"default:steel_ingot","default:steel_ingot","default:steel_ingot"}, + {'', "default:steel_ingot",'' }, + {"default:steel_ingot","default:steel_ingot","default:steel_ingot"} }, +}) + +minetest.register_craft({ + output = "anvil:hammer", + recipe = { + {"default:steel_ingot","default:steel_ingot","default:steel_ingot"}, + {"default:steel_ingot","default:steel_ingot","default:steel_ingot"}, + {'', "group:stick", '' } } +}) + -- cgit v1.2.3