local material = { "cloud", -- Only used for the formspec display. "wood", "junglewood", "pinewood", "tree", "jungletree", "pinetree", "cobble", "mossycobble", "desert_cobble", "stone", "sandstone", "desert_stone", "obsidian", "stonebrick", "sandstonebrick", "desert_stonebrick", "obsidianbrick", "coalblock", "copperblock", "bronzeblock", "goldblock", "steelblock", "diamondblock", "clay", "ice", "meselamp", "glass", "obsidian_glass" } local def = { -- Node name, yield, nodebox shape. { "nanoslab", "16", {-0.5, -0.5, -0.5, 0, -0.4375, 0} }, { "micropanel", "16", {-0.5, -0.5, -0.5, 0.5, -0.4375, 0} }, { "microslab", "8", {-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5} }, { "panel", "4", {-0.5, -0.5, -0.5, 0.5, 0, 0} }, { "slab", "2", {-0.5, -0.5, -0.5, 0.5, 0, 0.5} }, { "outerstair", "1", { {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, {-0.5, 0, 0, 0, 0.5, 0.5} } }, { "stair", "1", { {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, {-0.5, 0, 0, 0.5, 0.5, 0.5} } }, { "innerstair", "1", { {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, {-0.5, 0, 0, 0.5, 0.5, 0.5}, {-0.5, 0, -0.5, 0, 0.5, 0} } } } local function xconstruct(pos) local meta = minetest.get_meta(pos) local nodebtn = {} for i=1, #def do nodebtn[#nodebtn+1] = "item_image_button["..(i-1).. ",0.5;1,1;xdecor:"..def[i][1].."_cloud;"..def[i][1]..";]" end nodebtn = table.concat(nodebtn) meta:set_string("formspec", "size[8,7;]"..xdecor.fancy_gui.. "label[0,0;Cut your material into...]".. nodebtn.. "label[0,1.5;Input]".. "list[current_name;input;0,2;1,1;]".. "image[1,2;1,1;xdecor_saw.png]".. "label[2,1.5;Output]".. "list[current_name;output;2,2;1,1;]".. "label[4.5,1.5;Damaged tool]".. "list[current_name;src;5,2;1,1;]".. "image[6,2;1,1;xdecor_anvil.png]".. "label[6.8,1.5;Hammer]]".. "list[current_name;fuel;7,2;1,1;]".. "list[current_player;main;0,3.25;8,4;]") meta:set_string("infotext", "Work Table") local inv = meta:get_inventory() inv:set_size("output", 1) inv:set_size("input", 1) inv:set_size("src", 1) inv:set_size("fuel", 1) end local function xfields(pos, formname, fields, sender) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local inputstack = inv:get_stack("input", 1) local outputstack = inv:get_stack("output", 1) local shape, get = {}, {} local anz = 0 for m=1, #material do for n=1, #def do local v = material[m] local w = def[n] if (inputstack:get_name() == "default:"..v) and (outputstack:get_count() < 99) and fields[w[1]] then shape = "xdecor:"..w[1].."_"..v anz = w[2] get = shape.." "..anz inv:add_item("output", get) inputstack:take_item() inv:set_stack("input", 1, inputstack) end end end end local function xdig(pos, player) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if not inv:is_empty("input") or not inv:is_empty("output") or not inv:is_empty("fuel") or not inv:is_empty("src") then return false end return true end local function xput(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if listname == "output" then return 0 end if listname == "fuel" then if stack:get_name() == "xdecor:hammer" then return stack:get_count() else return 0 end end return stack:get_count() end xdecor.register("worktable", { description = "Work Table", groups = {snappy=3}, sounds = xdecor.wood, tiles = { "xdecor_worktable_top.png", "xdecor_worktable_top.png", "xdecor_worktable_sides.png", "xdecor_worktable_sides.png", "xdecor_worktable_front.png", "xdecor_worktable_front.png" }, on_construct = xconstruct, on_receive_fields = xfields, can_dig = xdig, allow_metadata_inventory_put = xput }) local function light(mat) if (mat == "meselamp") then return 12 else return 0 end end local function sound(mat) if string.find(mat, "glass") or string.find(mat, "lamp") or string.find(mat, "ice") then return default.node_sound_glass_defaults() elseif string.find(mat, "wood") or string.find(mat, "tree") then return default.node_sound_wood_defaults() else return default.node_sound_stone_defaults() end end local function name(mat) if string.find(mat, "block") then local newname = string.gsub(mat, "(block)", "_%1") return "default_"..newname..".png" elseif string.find(mat, "brick") then local newname = string.gsub(mat, "(brick)", "_%1") return "default_"..newname..".png" elseif string.find(mat, "tree") then local newname = string.gsub(mat, "(tree)", "%1_top") return "default_"..newname..".png" else return "default_"..mat..".png" end end for m=1, #material do local v = material[m] local light = light(v) local sound = sound(v) local tile = name(v) for n=1, #def do local w = def[n] xdecor.register(w[1].."_"..v, { description = string.sub(string.upper(w[1]), 0, 1).. string.sub(w[1], 2), light_source = light, sounds = sound, tiles = {tile}, groups = {snappy=2, cracky=2, not_in_creative_inventory=1}, node_box = { type = "fixed", fixed = w[3] }, on_place = minetest.rotate_node }) end end minetest.register_abm({ -- Repair Tool's code by Krock, modified by kilbith. nodenames = {"xdecor:worktable"}, interval = 5, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local src = inv:get_stack("src", 1) local wear = src:get_wear() local repair = -1400 if (src:is_empty() or wear == 0 or wear == 65535) then return end local fuel = inv:get_stack("fuel", 1) if (fuel:is_empty() or fuel:get_name() ~= "xdecor:hammer") then return end if (wear + repair < 0) then src:add_wear(repair + wear) else src:add_wear(repair) end inv:set_stack("src", 1, src) inv:remove_item("fuel", "xdecor:hammer 1") end })