From da66780a569712c23ae4f2996cfb4608a9f9d69d Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz Date: Fri, 1 Apr 2016 20:02:19 -0400 Subject: copy all standard Dreambuilder mods in from the old subgame (exactly as last supplied there, updates to these mods will follow later) --- colormachine/README.md | 15 + colormachine/depends.txt | 24 + colormachine/init.lua | 2160 ++++++++++++++++++++ colormachine/paint_roller.lua | 62 + colormachine/textures/colormachine_bottom.png | Bin 0 -> 2178 bytes colormachine/textures/colormachine_front.png | Bin 0 -> 2431 bytes .../textures/colormachine_front_active.png | Bin 0 -> 2429 bytes colormachine/textures/colormachine_side.png | Bin 0 -> 2229 bytes colormachine/textures/colormachine_top.png | Bin 0 -> 2310 bytes colormachine/textures/colormachine_top_active.png | Bin 0 -> 2303 bytes colormachine/textures/paint_roller.png | Bin 0 -> 417 bytes 11 files changed, 2261 insertions(+) create mode 100644 colormachine/README.md create mode 100644 colormachine/depends.txt create mode 100644 colormachine/init.lua create mode 100644 colormachine/paint_roller.lua create mode 100644 colormachine/textures/colormachine_bottom.png create mode 100644 colormachine/textures/colormachine_front.png create mode 100644 colormachine/textures/colormachine_front_active.png create mode 100644 colormachine/textures/colormachine_side.png create mode 100644 colormachine/textures/colormachine_top.png create mode 100644 colormachine/textures/colormachine_top_active.png create mode 100644 colormachine/textures/paint_roller.png (limited to 'colormachine') diff --git a/colormachine/README.md b/colormachine/README.md new file mode 100644 index 0000000..3a58ac7 --- /dev/null +++ b/colormachine/README.md @@ -0,0 +1,15 @@ +If any menu shows something unexpected, please go to another menu page +and come back from there. This ought to update the first menu page. + +depends on: dye + +supports: +unifieddyes +coloredwood +unifiedbricks +stained_glass +cotton +wool +flags +blox + diff --git a/colormachine/depends.txt b/colormachine/depends.txt new file mode 100644 index 0000000..deb2ecc --- /dev/null +++ b/colormachine/depends.txt @@ -0,0 +1,24 @@ +dye +default? +unifieddyes? +coloredwood? +unifiedbricks? +stained_glass? +cotton? +wool? +flags? +blox? +homedecor? +plasticbox? +kerova? +hardenedclay? +clstone? +colorcubes? +colouredstonebricks? +lavalamp? +myroofs? +mydeck? +mycorners? +mymulch? +clothing? +cblocks? diff --git a/colormachine/init.lua b/colormachine/init.lua new file mode 100644 index 0000000..13ee5db --- /dev/null +++ b/colormachine/init.lua @@ -0,0 +1,2160 @@ + +--[[ + 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 . +--]] + + + +-- 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 : (with colorname beeing variable) +-- names for the textures are formed by 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'); diff --git a/colormachine/paint_roller.lua b/colormachine/paint_roller.lua new file mode 100644 index 0000000..4214e65 --- /dev/null +++ b/colormachine/paint_roller.lua @@ -0,0 +1,62 @@ +-- This is based upon the paint_roller mod by Krock. + +minetest.register_tool("colormachine:paint_roller", { + description = "Paint roller", + inventory_image = "paint_roller.png", + on_use = function(itemstack, placer, pointed_thing) + if pointed_thing.type ~= "node" then + return + end + local idx = placer:get_wield_index() + 1 + if idx > 7 then --copied from explorer tools moo-ha-ha + return + end + if minetest.is_protected(pointed_thing.under, placer:get_player_name()) then + minetest.record_protection_violation(pointed_thing.under, placer:get_player_name()) + return + end + local node = minetest.get_node(pointed_thing.under); + local node_name = node.name + + local inv = placer:get_inventory() + local stack = inv:get_stack("main", idx) --dye + local stack_name = stack:get_name() + + local res = colormachine.get_node_name_painted( node_name, stack_name ); + + if( not( res) or not( res.possible ) or #res.possible < 1 or (#res.possible==1 and res.possible[1]==node_name)) then + return; + end + local index = 1; + for i,v in ipairs( res.possible ) do + if( v==node_name and i < #res.possible and #res.possible[i+1]) then + index = i+1; + end + end + + -- return the old dye + if( res.old_dye and res.old_dye ~= stack_name ) then + inv:add_item( 'main', res.old_dye..' 1' ); + end + + -- consume one dye + if( stack_name and stack_name ~= '' and (not(res.old_dye) or res.old_dye~=stack_name)) then + inv:remove_item( 'main', stack_name..' 1'); + end + + -- paint the node + minetest.set_node(pointed_thing.under, {name=res.possible[ index ], param2=node.param2}) + + --itemstack:add_wear( 65535 / 30 ); + return itemstack + end +}) + +minetest.register_craft({ + output = "colormachine:paint_roller", + recipe = { + {"wool:white", "wool:white", "default:steel_ingot"}, + {"", "default:steel_ingot", ""}, + {"", "default:steel_ingot", ""}, + } +}) diff --git a/colormachine/textures/colormachine_bottom.png b/colormachine/textures/colormachine_bottom.png new file mode 100644 index 0000000..7c429f9 Binary files /dev/null and b/colormachine/textures/colormachine_bottom.png differ diff --git a/colormachine/textures/colormachine_front.png b/colormachine/textures/colormachine_front.png new file mode 100644 index 0000000..7a4dadb Binary files /dev/null and b/colormachine/textures/colormachine_front.png differ diff --git a/colormachine/textures/colormachine_front_active.png b/colormachine/textures/colormachine_front_active.png new file mode 100644 index 0000000..745095a Binary files /dev/null and b/colormachine/textures/colormachine_front_active.png differ diff --git a/colormachine/textures/colormachine_side.png b/colormachine/textures/colormachine_side.png new file mode 100644 index 0000000..cdcc981 Binary files /dev/null and b/colormachine/textures/colormachine_side.png differ diff --git a/colormachine/textures/colormachine_top.png b/colormachine/textures/colormachine_top.png new file mode 100644 index 0000000..3de0266 Binary files /dev/null and b/colormachine/textures/colormachine_top.png differ diff --git a/colormachine/textures/colormachine_top_active.png b/colormachine/textures/colormachine_top_active.png new file mode 100644 index 0000000..8eded03 Binary files /dev/null and b/colormachine/textures/colormachine_top_active.png differ diff --git a/colormachine/textures/paint_roller.png b/colormachine/textures/paint_roller.png new file mode 100644 index 0000000..45b9b28 Binary files /dev/null and b/colormachine/textures/paint_roller.png differ -- cgit v1.2.3