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path: root/anvil/init.lua
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---------------------------------------------------------------------------------------
-- 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
---------------------------------------------------------------------------------------

anvil = {
  setting = {
    item_displacement = 7/16,
  }
}

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")

-- 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.get_objects_inside_radius({x = pos.x, y = pos.y + anvil.setting.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.get_meta(pos)
	local inv = meta:get_inventory()
	if not inv:is_empty("input") then
		pos.y = pos.y + anvil.setting.item_displacement
		tmp.nodename = node.name
		tmp.texture = inv:get_stack("input", 1):get_name()
		local e = minetest.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 minetest.get_item_group(stack:get_name(), "not_repaired_by_anvil") ~= 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.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)
				local wield_index = clicker:get_wield_index()
				clicker:get_inventory():set_stack("main", wield_index, 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.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)
				local wield_index = puncher:get_wield_index()
				puncher:get_inventory():set_stack("main", wield_index, 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 + anvil.setting.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 + anvil.setting.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",      ''                   } }
})