local worktable = {} local material = { "cloud", -- Only used for the formspec display. "wood", "junglewood", "pinewood", "acacia_wood", "tree", "jungletree", "pinetree", "acacia_tree", "cobble", "mossycobble", "desert_cobble", "stone", "sandstone", "desert_stone", "obsidian", "stonebrick", "sandstonebrick", "desert_stonebrick", "obsidianbrick", "coalblock", "copperblock", "steelblock", "goldblock", "bronzeblock", "mese", "diamondblock", "brick", "cactus", "ice", "meselamp", "glass", "obsidian_glass" } local def = { -- Node name, yield, nodebox shape. {"nanoslab", "16", {-.5,-.5,-.5,0,-.4375,0}}, {"micropanel", "16", {-.5,-.5,-.5,.5,-.4375,0}}, {"microslab", "8", {-.5,-.5,-.5,.5,-.4375,.5}}, {"panel", "4", {-.5,-.5,-.5,.5,0,0}}, {"slab", "2", {-.5,-.5,-.5,.5,0,.5}}, {"outerstair", "1", {{-.5,-.5,-.5,.5,0,.5},{-.5,0,0,0,.5,.5}}}, {"stair", "1", {{-.5,-.5,-.5,.5,0,.5},{-.5,0,0,.5,.5,.5}}}, {"innerstair", "1", {{-.5,-.5,-.5,.5,0,.5},{-.5,0,0,.5,.5,.5},{-.5,0,-.5,0,.5,0}}} } function worktable.construct(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) local xbg = default.gui_bg..default.gui_bg_img..default.gui_slots meta:set_string("formspec", "size[8,7;]"..xbg.. "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[5,1.5;Tool]".."list[current_name;tool;5,2;1,1;]".. "image[6,2;1,1;xdecor_anvil.png]".. "label[6.8,1.5;Hammer]".."list[current_name;hammer;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("tool", 1) inv:set_size("hammer", 1) end function worktable.fields(pos, _, fields, _) 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 outputcount = outputstack:get_count() local inputname = inputstack:get_name() local outputname = outputstack:get_name() local shape, get, outputshape = {}, {}, {} local anz = 0 for i = 1, #def do local d = def[i] local nb, anz = d[1], d[2] if outputcount < 99 and fields[nb] then outputshape = outputname:match(nb) if nb ~= outputshape and outputcount > 0 then break end shape = "xdecor:"..nb.."_"..inputname:sub(9) get = shape.." "..anz if minetest.registered_nodes[shape] then inv:add_item("output", get) inputstack:take_item() inv:set_stack("input", 1, inputstack) end end end end function worktable.dig(pos, _) 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("hammer") or not inv:is_empty("tool") then return false end return true end function worktable.put(_, listname, _, stack, _) local stackname = stack:get_name() local count = stack:get_count() local mat = minetest.serialize(material) if listname == "output" then return 0 end if listname == "input" then if stackname:find("default:") and mat:match(stackname:sub(9)) then return count else return 0 end end if listname == "hammer" then if not (stackname == "xdecor:hammer") then return 0 end end if listname == "tool" then local tdef = minetest.registered_tools[stackname] local twear = stack:get_wear() if not (tdef and twear > 0) then return 0 end end return count end xdecor.register("worktable", { description = "Work Table", groups = {cracky=2, choppy=2}, sounds = default.node_sound_wood_defaults(), 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" }, can_dig = worktable.dig, on_construct = worktable.construct, on_receive_fields = worktable.fields, allow_metadata_inventory_put = worktable.put, allow_metadata_inventory_move = function(_,_,_,_,_,_,_) return 0 end }) local function description(m, w) if m == "cloud" then return "" end return m:gsub("%l", string.upper, 1).." "..w:gsub("%l", string.upper, 1) end local function groups(m) if m:find("tree") or m:find("wood") or m == "cactus" then return {choppy=3, not_in_creative_inventory=1} end return {cracky=3, not_in_creative_inventory=1} end local function shady(w) if w:find("stair") or w == "slab" then return false end return true end for n = 1, #def do for m = 1, #material do local w, x = def[n], material[m] local nodename = "default:"..x local ndef = minetest.registered_nodes[nodename] if not ndef then break end xdecor.register(w[1].."_"..x, { description = description(x, w[1]), light_source = ndef.light_source, sounds = ndef.sounds, tiles = ndef.tiles, groups = groups(x), node_box = {type = "fixed", fixed = w[3]}, sunlight_propagates = shady(w[1]), on_place = minetest.rotate_node }) end end minetest.register_abm({ nodenames = {"xdecor:worktable"}, interval = 3, chance = 1, action = function(pos, _, _, _) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local tool = inv:get_stack("tool", 1) local hammer = inv:get_stack("hammer", 1) local wear = tool:get_wear() if tool:is_empty() or hammer:is_empty() or wear == 0 then return end tool:add_wear(-500) -- Tool's repairing factor (0-65535 -- 0 = new condition). hammer:add_wear(250) -- Hammer's wearing factor (0-65535 -- 0 = new condition). inv:set_stack("tool", 1, tool) inv:set_stack("hammer", 1, hammer) end })