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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
---------------------------------------------------------------------------------------
minetest.register_alias("castle:anvil", "anvil:anvil")
-- internationalization boilerplate
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
local item_displacement = 7/16
-- the hammer for the anvil
minetest.register_tool("anvil:hammer", {
description = S("Steel blacksmithing hammer"),
_doc_items_longdesc = S("A tool for repairing other tools at a blacksmith's anvil."),
_doc_items_usagehelp = S("Use this hammer to strike blows upon an anvil bearing a damaged tool and you can repair it. It can also be used for smashing stone, but it is not well suited to this task."),
image = "anvil_tool_steelhammer.png",
inventory_image = "anvil_tool_steelhammer.png",
tool_capabilities = {
full_punch_interval = 0.8,
max_drop_level=1,
groupcaps={
-- about equal to a stone pick (it's not intended as a tool)
cracky={times={[2]=2.00, [3]=1.20}, uses=30, maxlevel=1},
},
damage_groups = {fleshy=6},
}
})
local tmp = {}
minetest.register_entity("anvil:item",{
hp_max = 1,
visual="wielditem",
visual_size={x=.33,y=.33},
collisionbox = {0,0,0,0,0,0},
physical=false,
textures={"air"},
on_activate = function(self, staticdata)
if tmp.nodename ~= nil and tmp.texture ~= nil then
self.nodename = tmp.nodename
tmp.nodename = nil
self.texture = tmp.texture
tmp.texture = nil
else
if staticdata ~= nil and staticdata ~= "" then
local data = staticdata:split(';')
if data and data[1] and data[2] then
self.nodename = data[1]
self.texture = data[2]
end
end
end
if self.texture ~= nil then
self.object:set_properties({textures={self.texture}})
end
end,
get_staticdata = function(self)
if self.nodename ~= nil and self.texture ~= nil then
return self.nodename .. ';' .. self.texture
end
return ""
end,
})
local remove_item = function(pos, node)
local objs = minetest.env:get_objects_inside_radius({x = pos.x, y = pos.y + item_displacement, z = pos.z}, .5)
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "anvil:item" then
obj:remove()
end
end
end
end
local update_item = function(pos, node)
local meta = minetest.env:get_meta(pos)
local inv = meta:get_inventory()
if not inv:is_empty("input") then
pos.y = pos.y + item_displacement
tmp.nodename = node.name
tmp.texture = inv:get_stack("input", 1):get_name()
local e = minetest.env:add_entity(pos,"anvil:item")
local yaw = math.pi*2 - node.param2 * math.pi/2
e:setyaw(yaw)
end
end
local metal_sounds
-- Apparently node_sound_metal_defaults is a newer thing, I ran into games using an older version of the default mod without it.
if default.node_sound_metal_defaults ~= nil then
metal_sounds = default.node_sound_metal_defaults()
else
metal_sounds = default.node_sound_stone_defaults()
end
minetest.register_node("anvil:anvil", {
drawtype = "nodebox",
description = S("Anvil"),
_doc_items_longdesc = S("A tool for repairing other tools in conjunction with a blacksmith's hammer."),
_doc_items_usagehelp = S("Right-click on this anvil with a damaged tool to place the damaged tool upon it. You can then repair the damaged tool by striking it with a blacksmith's hammer. Repeated blows may be necessary to fully repair a badly worn tool. To retrieve the tool either punch or right-click the anvil with an empty hand."),
tiles = {"default_stone.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {cracky=2},
sounds = metal_sounds,
-- the nodebox model comes from realtest
node_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.3,0.5,-0.4,0.3},
{-0.35,-0.4,-0.25,0.35,-0.3,0.25},
{-0.3,-0.3,-0.15,0.3,-0.1,0.15},
{-0.35,-0.1,-0.2,0.35,0.1,0.2},
}
},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("input", 1)
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "")
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if not inv:is_empty("input") then
return false
end
return true
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if listname~="input" then
return 0
end
if (listname=='input'
and(stack:get_wear() == 0
or 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.env:get_meta(pos)
local inv = meta:get_inventory()
if not inv:is_empty("input") then
local return_stack = inv:get_stack("input", 1)
inv:set_stack("input", 1, nil)
clicker:get_inventory():add_item("main", return_stack)
remove_item(pos, node)
return return_stack
end
end
local this_def = minetest.registered_nodes[node.name]
if this_def.allow_metadata_inventory_put(pos, "input", 1, itemstack:peek_item(), clicker) > 0 then
local s = itemstack:take_item()
local meta = minetest.env:get_meta(pos)
local inv = meta:get_inventory()
inv:add_item("input", s)
update_item(pos,node)
end
return itemstack
end,
on_punch = function(pos, node, puncher)
if( not( pos ) or not( node ) or not( puncher )) then
return
end
local wielded = puncher:get_wielded_item()
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if wielded:get_count() == 0 then
if not inv:is_empty("input") then
local return_stack = inv:get_stack("input", 1)
inv:set_stack("input", 1, nil)
puncher:get_inventory():add_item("main", return_stack)
remove_item(pos, node)
end
end
-- only punching with the hammer is supposed to work
if wielded:get_name() ~= 'anvil:hammer' then
return
end
local input = inv:get_stack('input',1)
-- only tools can be repaired
if( not( input )
or input:is_empty()
or input:get_name() == "technic:water_can"
or input:get_name() == "technic:lava_can" ) then
return
end
-- 65535 is max damage
local damage_state = 40-math.floor(input:get_wear()/1638)
local tool_name = input:get_name()
local hud2 = nil
local hud3 = nil
if( input:get_wear()>0 ) then
hud2 = puncher:hud_add({
hud_elem_type = "statbar",
text = "default_cloud.png^[colorize:#ff0000:256",
number = 40,
direction = 0, -- left to right
position = {x=0.5, y=0.65},
alignment = {x = 0, y = 0},
offset = {x = -320, y = 0},
size = {x=32, y=32},
})
hud3 = puncher:hud_add({
hud_elem_type = "statbar",
text = "default_cloud.png^[colorize:#00ff00:256",
number = damage_state,
direction = 0, -- left to right
position = {x=0.5, y=0.65},
alignment = {x = 0, y = 0},
offset = {x = -320, y = 0},
size = {x=32, y=32},
})
end
minetest.after(2, function()
if( puncher ) then
puncher:hud_remove(hud2)
puncher:hud_remove(hud3)
end
end)
-- tell the player when the job is done
if( input:get_wear() == 0 ) then
local tool_desc
if minetest.registered_items[tool_name] and minetest.registered_items[tool_name].description then
tool_desc = minetest.registered_items[tool_name].description
else
tool_desc = tool_name
end
minetest.chat_send_player( puncher:get_player_name(), S('Your @1 has been repaired successfully.', tool_desc))
return
else
pos.y = pos.y + item_displacement
minetest.sound_play({name="anvil_clang"}, {pos=pos})
minetest.add_particlespawner({
amount = 10,
time = 0.1,
minpos = pos,
maxpos = pos,
minvel = {x=2, y=3, z=2},
maxvel = {x=-2, y=1, z=-2},
minacc = {x=0, y= -10, z=0},
maxacc = {x=0, y= -10, z=0},
minexptime = 0.5,
maxexptime = 1,
minsize = 1,
maxsize = 1,
collisiondetection = true,
vertical = false,
texture = "anvil_spark.png",
})
end
-- do the actual repair
input:add_wear( -5000 ) -- equals to what technic toolshop does in 5 seconds
inv:set_stack("input", 1, input)
-- damage the hammer slightly
wielded:add_wear( 100 )
puncher:set_wielded_item( wielded )
end,
is_ground_content = false,
})
-- automatically restore entities lost due to /clearobjects or similar
minetest.register_lbm({
name = "anvil:anvil_item_restoration",
nodenames = { "anvil:anvil" },
run_at_every_load = true,
action = function(pos, node, active_object_count, active_object_count_wider)
local test_pos = {x=pos.x, y=pos.y + item_displacement, z=pos.z}
if #minetest.get_objects_inside_radius(test_pos, 0.5) > 0 then return end
update_item(pos, node)
end
})
-- Transfer the hammer from the old hammer storage slot to the main slot, or else drop it in world
minetest.register_lbm({
name = "anvil:hammer_ejection",
nodenames = "anvil:anvil",
run_at_every_load = false,
action = function(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if not inv:is_empty("hammer") then
local hammer = inv:get_stack("hammer", 1)
inv:set_stack("hammer", 1, nil)
inv:set_size("hammer", 0)
if inv:is_empty("input") then
inv:set_stack("input", 1, hammer) -- the abm will ensure there's an entity showing the hammer is here
else
minetest.add_item({x=pos.x, y=pos.y+1, z=pos.z}, hammer)
end
end
end
})
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "anvil:anvil",
recipe = {
{"default:steel_ingot","default:steel_ingot","default:steel_ingot"},
{'', "default:steel_ingot",'' },
{"default:steel_ingot","default:steel_ingot","default:steel_ingot"} },
})
minetest.register_craft({
output = "anvil:hammer",
recipe = {
{"default:steel_ingot","default:steel_ingot","default:steel_ingot"},
{"default:steel_ingot","default:steel_ingot","default:steel_ingot"},
{'', "group:stick", '' } }
})
|