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|
---------------------------------------------------------------------
-- a barrel and a tub - plus a function that makes 'round' objects
---------------------------------------------------------------------
-- IMPORTANT NOTE: The barrel requires a lot of nodeboxes. That may be
-- too much for weak hardware!
---------------------------------------------------------------------
-- Functionality: right-click to open/close a barrel;
-- punch a barrel to change between vertical/horizontal
---------------------------------------------------------------------
-- Changelog:
-- 24.03.13 Can no longer be opended/closed on rightclick because that is now used for a formspec;
-- instead, it can be filled with liquids.
-- Filled barrels will always be closed, while empty barrels will always be open.
-- pipes: table with the following entries for each pipe-part:
-- f: radius factor; if 1, it will have a radius of half a nodebox and fill the entire nodebox
-- h1, h2: height at witch the nodebox shall start and end; usually -0.5 and 0.5 for a full nodebox
-- b: make a horizontal part/shelf
-- horizontal: if 1, then x and y coordinates will be swapped
-- TODO: option so that it works without nodeboxes
local S = cottages.S
barrel = {};
-- prepare formspec
barrel.on_construct = function( pos )
local meta = minetest.get_meta(pos);
local percent = math.random( 1, 100 ); -- TODO: show real filling
meta:set_string( 'formspec',
"size[8,9]"..
"image[2.6,2;2,3;default_sandstone.png^[lowpart:"..
(100-percent)..":default_desert_stone.png]".. -- TODO: better images
"label[2.2,0;"..S("Pour:").."]"..
"list[current_name;input;3,0.5;1,1;]"..
"label[5,3.3;"..S("Fill:").."]"..
"list[current_name;output;5,3.8;1,1;]"..
"list[current_player;main;0,5;8,4;]");
meta:set_string( 'liquid_type', '' ); -- which liquid is in the barrel?
meta:set_int( 'liquid_level', 0 ); -- how much of the liquid is in there?
local inv = meta:get_inventory()
inv:set_size("input", 1); -- to fill in new liquid
inv:set_size("output", 1); -- to extract liquid
end
-- can only be digged if there are no more vessels/buckets in any of the slots
-- TODO: allow digging of a filled barrel? this would disallow stacking of them
barrel.can_dig = function( pos, player )
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return ( inv:is_empty('input')
and inv:is_empty('output'));
end
-- the barrel received input; either a new liquid that is to be poured in or a vessel that is to be filled
barrel.on_metadata_inventory_put = function( pos, listname, index, stack, player )
end
-- right-click to open/close barrel; punch to switch between horizontal/vertical position
minetest.register_node("cottages:barrel", {
description = S("barrel (closed)"),
paramtype = "light",
drawtype = "mesh",
mesh = "cottages_barrel_closed.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2
},
drop = "cottages:barrel",
-- on_rightclick = function(pos, node, puncher)
-- minetest.add_node(pos, {name = "cottages:barrel_open", param2 = node.param2})
-- end,
-- TODO: on_rightclick is no longer available - maybe open if empty and closed if full?
on_punch = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = node.param2})
end,
on_construct = function( pos )
return barrel.on_construct( pos );
end,
can_dig = function(pos,player)
return barrel.can_dig( pos, player );
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
return barrel.on_metadata_inventory_put( pos, listname, index, stack, player );
end,
is_ground_content = false,
})
-- this barrel is opened at the top
minetest.register_node("cottages:barrel_open", {
description = S("barrel (open)"),
paramtype = "light",
drawtype = "mesh",
mesh = "cottages_barrel.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1,
},
drop = "cottages:barrel",
-- on_rightclick = function(pos, node, puncher)
-- minetest.add_node(pos, {name = "cottages:barrel", param2 = node.param2})
-- end,
on_punch = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = node.param2})
end,
is_ground_content = false,
})
-- horizontal barrel
minetest.register_node("cottages:barrel_lying", {
description = S("barrel (closed), lying somewhere"),
paramtype = "light",
paramtype2 = "facedir",
drawtype = "mesh",
mesh = "cottages_barrel_closed_lying.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1,
},
drop = "cottages:barrel",
on_rightclick = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = node.param2})
end,
on_punch = function(pos, node, puncher)
if( node.param2 < 4 ) then
minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = (node.param2+1)})
else
minetest.add_node(pos, {name = "cottages:barrel", param2 = 0})
end
end,
is_ground_content = false,
})
-- horizontal barrel, open
minetest.register_node("cottages:barrel_lying_open", {
description = S("barrel (opened), lying somewhere"),
paramtype = "light",
paramtype2 = "facedir",
drawtype = "mesh",
mesh = "cottages_barrel_lying.obj",
tiles = {"cottages_barrel.png" },
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1,
},
drop = "cottages:barrel",
on_rightclick = function(pos, node, puncher)
minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = node.param2})
end,
on_punch = function(pos, node, puncher)
if( node.param2 < 4 ) then
minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = (node.param2+1)})
else
minetest.add_node(pos, {name = "cottages:barrel_open", param2 = 0})
end
end,
is_ground_content = false,
})
-- let's hope "tub" is the correct english word for "bottich"
minetest.register_node("cottages:tub", {
description = S("tub"),
paramtype = "light",
drawtype = "mesh",
mesh = "cottages_tub.obj",
tiles = {"cottages_barrel.png" },
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5,-0.1, 0.5},
}},
collision_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5,-0.1, 0.5},
}},
groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2
},
is_ground_content = false,
})
minetest.register_craft({
output = "cottages:barrel",
recipe = {
{cottages.craftitem_wood, "", cottages.craftitem_wood },
{cottages.craftitem_steel, "", cottages.craftitem_steel},
{cottages.craftitem_wood, cottages.craftitem_wood, cottages.craftitem_wood },
},
})
minetest.register_craft({
output = "cottages:tub 2",
recipe = {
{"cottages:barrel"},
},
})
minetest.register_craft({
output = "cottages:barrel",
recipe = {
{"cottages:tub"},
{"cottages:tub"},
},
})
|