3 screwdriver = screwdriver or {}
4 local min, ceil = math.min, math.ceil
5 local registered_nodes = minetest.registered_nodes
7 -- Nodes allowed to be cut
8 -- Only the regular, solid blocks without metas or explosivity can be cut
10 for node, def in pairs(registered_nodes) do
11 if (def.drawtype == "normal" or def.drawtype:sub(1,5) == "glass") and
12 (def.groups.cracky or def.groups.choppy) and
13 not def.on_construct and
14 not def.after_place_node and
15 not def.on_rightclick and
17 not def.allow_metadata_inventory_take and
18 not (def.groups.not_in_creative_inventory == 1) and
19 not (def.groups.not_cuttable == 1) and
20 not def.groups.wool and
21 (def.tiles and type(def.tiles[1]) == "string" and not
22 def.tiles[1]:find("default_mineral")) and
25 def.description ~= "" and
28 nodes[#nodes+1] = node
32 -- Optionally, you can register custom cuttable nodes in the workbench
33 WB.custom_nodes_register = {
38 __concat = function(t1, t2)
46 nodes = nodes..WB.custom_nodes_register
48 -- Nodeboxes definitions
50 -- Name Yield X Y Z W H L
51 {"nanoslab", 16, { 0, 0, 0, 8, 1, 8 }},
52 {"micropanel", 16, { 0, 0, 0, 16, 1, 8 }},
53 {"microslab", 8, { 0, 0, 0, 16, 1, 16 }},
54 {"thinstair", 8, { 0, 7, 0, 16, 1, 8 },
55 { 0, 15, 8, 16, 1, 8 }},
56 {"cube", 4, { 0, 0, 0, 8, 8, 8 }},
57 {"panel", 4, { 0, 0, 0, 16, 8, 8 }},
59 {"doublepanel", 2, { 0, 0, 0, 16, 8, 8 },
60 { 0, 8, 8, 16, 8, 8 }},
61 {"halfstair", 2, { 0, 0, 0, 8, 8, 16 },
62 { 0, 8, 8, 8, 8, 8 }},
63 {"outerstair", 1, { 0, 0, 0, 16, 8, 16 },
64 { 0, 8, 8, 8, 8, 8 }},
66 {"innerstair", 1, { 0, 0, 0, 16, 8, 16 },
67 { 0, 8, 8, 16, 8, 8 },
71 -- Tools allowed to be repaired
72 function workbench:repairable(stack)
73 local tools = {"pick", "axe", "shovel", "sword", "hoe", "armor", "shield"}
74 for _, t in pairs(tools) do
75 if stack:find(t) then return true end
80 function workbench:get_output(inv, input, name)
82 for i=1, #self.defs do
83 local nbox = self.defs[i]
84 local count = min(nbox[2] * input:get_count(), input:get_stack_max())
85 local item = name.."_"..nbox[1]
86 item = nbox[3] and item or "stairs:"..nbox[1].."_"..name:match(":(.*)")
87 output[#output+1] = item.." "..count
89 inv:set_list("forms", output)
94 [[ label[0.9,1.23;Cut]
95 label[0.9,2.23;Repair]
96 box[-0.05,1;2.05,0.9;#555555]
97 box[-0.05,2;2.05,0.9;#555555]
98 button[0,0;2,1;craft;Crafting]
99 button[2,0;2,1;storage;Storage]
100 image[3,1;1,1;gui_furnace_arrow_bg.png^[transformR270]
101 image[0,1;1,1;worktable_saw.png]
102 image[0,2;1,1;worktable_anvil.png]
103 image[3,2;1,1;hammer_layout.png]
104 list[context;input;2,1;1,1;]
105 list[context;tool;2,2;1,1;]
106 list[context;hammer;3,2;1,1;]
107 list[context;forms;4,0;4,3;]
108 listring[current_player;main]
109 listring[context;tool]
110 listring[current_player;main]
111 listring[context;hammer]
112 listring[current_player;main]
113 listring[context;forms]
114 listring[current_player;main]
115 listring[context;input] ]],
117 [[ image[5,1;1,1;gui_furnace_arrow_bg.png^[transformR270]
118 button[0,0;1.5,1;back;< Back]
119 list[current_player;craft;2,0;3,3;]
120 list[current_player;craftpreview;6,1;1,1;]
121 listring[current_player;main]
122 listring[current_player;craft] ]],
124 [[ list[context;storage;0,1;8,2;]
125 button[0,0;1.5,1;back;< Back]
126 listring[context;storage]
127 listring[current_player;main] ]]
130 function workbench:set_formspec(meta, id)
131 meta:set_string("formspec",
132 "size[8,7;]list[current_player;main;0,3.25;8,4;]"..
133 formspecs[id]..xbg..default.get_hotbar_bg(0,3.25))
136 function workbench.construct(pos)
137 local meta = minetest.get_meta(pos)
138 local inv = meta:get_inventory()
140 inv:set_size("tool", 1)
141 inv:set_size("input", 1)
142 inv:set_size("hammer", 1)
143 inv:set_size("forms", 4*3)
144 inv:set_size("storage", 8*2)
146 meta:set_string("infotext", "Work Bench")
147 workbench:set_formspec(meta, 1)
150 function workbench.fields(pos, _, fields)
151 if fields.quit then return end
152 local meta = minetest.get_meta(pos)
153 local id = fields.back and 1 or
154 fields.craft and 2 or
156 if not id then return end
157 workbench:set_formspec(meta, id)
160 function workbench.dig(pos)
161 local inv = minetest.get_meta(pos):get_inventory()
162 return inv:is_empty("input") and inv:is_empty("hammer") and
163 inv:is_empty("tool") and inv:is_empty("storage")
166 function workbench.timer(pos)
167 local timer = minetest.get_node_timer(pos)
168 local inv = minetest.get_meta(pos):get_inventory()
169 local tool = inv:get_stack("tool", 1)
170 local hammer = inv:get_stack("hammer", 1)
172 if tool:is_empty() or hammer:is_empty() or tool:get_wear() == 0 then
177 -- Tool's wearing range: 0-65535 | 0 = new condition
181 inv:set_stack("tool", 1, tool)
182 inv:set_stack("hammer", 1, hammer)
186 function workbench.put(_, listname, _, stack)
187 local stackname = stack:get_name()
188 if (listname == "tool" and stack:get_wear() > 0 and
189 workbench:repairable(stackname)) or
190 (listname == "input" and registered_nodes[stackname.."_cube"]) or
191 (listname == "hammer" and stackname == "xdecor:hammer") or
192 listname == "storage" then
193 return stack:get_count()
198 function workbench.move(_, from_list, _, to_list, _, count)
199 return (to_list == "storage" and from_list ~= "forms") and count or 0
202 function workbench.on_put(pos, listname, _, stack)
203 local inv = minetest.get_meta(pos):get_inventory()
204 if listname == "input" then
205 local input = inv:get_stack("input", 1)
206 workbench:get_output(inv, input, stack:get_name())
207 elseif listname == "tool" or listname == "hammer" then
208 local timer = minetest.get_node_timer(pos)
213 function workbench.on_take(pos, listname, index, stack, player)
214 local inv = minetest.get_meta(pos):get_inventory()
215 local input = inv:get_stack("input", 1)
216 local inputname = input:get_name()
217 local stackname = stack:get_name()
219 if listname == "input" then
220 if stackname == inputname then
221 workbench:get_output(inv, input, stackname)
223 inv:set_list("forms", {})
225 elseif listname == "forms" then
226 local fromstack = inv:get_stack(listname, index)
227 if not fromstack:is_empty() and fromstack:get_name() ~= stackname then
228 local player_inv = player:get_inventory()
229 if player_inv:room_for_item("main", fromstack) then
230 player_inv:add_item("main", fromstack)
234 input:take_item(ceil(stack:get_count() / workbench.defs[index][2]))
235 inv:set_stack("input", 1, input)
236 workbench:get_output(inv, input, inputname)
240 xdecor.register("workbench", {
241 description = "Work Bench",
242 groups = {cracky=2, choppy=2, oddly_breakable_by_hand=1},
243 sounds = default.node_sound_wood_defaults(),
244 tiles = {"xdecor_workbench_top.png", "xdecor_workbench_top.png",
245 "xdecor_workbench_sides.png", "xdecor_workbench_sides.png",
246 "xdecor_workbench_front.png", "xdecor_workbench_front.png"},
247 on_rotate = screwdriver.rotate_simple,
248 can_dig = workbench.dig,
249 on_timer = workbench.timer,
250 on_construct = workbench.construct,
251 on_receive_fields = workbench.fields,
252 on_metadata_inventory_put = workbench.on_put,
253 on_metadata_inventory_take = workbench.on_take,
254 allow_metadata_inventory_put = workbench.put,
255 allow_metadata_inventory_move = workbench.move
258 for _, d in pairs(workbench.defs) do
260 local node = nodes[i]
261 local def = registered_nodes[node]
266 groups.not_in_creative_inventory = 1
268 for k, v in pairs(def.groups) do
269 if k ~= "wood" and k ~= "stone" and k ~= "level" then
275 if #def.tiles > 1 and (def.drawtype:sub(1,5) ~= "glass") then
278 tiles = {def.tiles[1]}
281 tiles = {def.tile_images[1]}
284 if not registered_nodes["stairs:slab_"..node:match(":(.*)")] then
285 stairs.register_stair_and_slab(node:match(":(.*)"), node,
286 groups, tiles, def.description.." Stair",
287 def.description.." Slab", def.sounds)
290 minetest.register_node(":"..node.."_"..d[1], {
291 description = def.description.." "..d[1]:gsub("^%l", string.upper),
293 paramtype2 = "facedir",
294 drawtype = "nodebox",
298 -- `unpack` has been changed to `table.unpack` in newest Lua versions
299 node_box = xdecor.pixelbox(16, {unpack(d, 3)}),
300 sunlight_propagates = true,
301 on_place = minetest.rotate_node