"cobble", "mossycobble", "desert_cobble",
"stone", "sandstone", "desert_stone", "obsidian",
"stonebrick", "sandstonebrick", "desert_stonebrick", "obsidianbrick",
- "snowblock", "coalblock", "copperblock", "steelblock", "goldblock",
+ "coalblock", "copperblock", "steelblock", "goldblock",
"bronzeblock", "mese", "diamondblock",
- "brick", "cactus", "clay", "ice", "meselamp",
+ "brick", "cactus", "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}}}
+ {"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
+ 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;]"..
+ 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;]"..
+ "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;]"..
+ "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")
inv:set_size("hammer", 1)
end
-function worktable.fields(pos, formname, fields, sender)
+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 shape, get = {}, {}
+ local outputname = outputstack:get_name()
+ local shape, get, outputshape = {}, {}, {}
local anz = 0
- for _, d in pairs(def) do
+ for i = 1, #def do
+ local d = def[i]
local nb, anz = d[1], d[2]
if outputcount < 99 and fields[nb] then
- shape = "xdecor:"..nb.."_"..string.sub(inputname, 9)
+ outputshape = outputname:match(nb)
+ if nb ~= outputshape and outputcount > 0 then break end
+ shape = "xdecor:"..nb.."_"..inputname:sub(9)
get = shape.." "..anz
- if not minetest.registered_nodes[shape] then return end
- inv:add_item("output", get)
- inputstack:take_item()
- inv:set_stack("input", 1, inputstack)
+ 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, player)
+function worktable.dig(pos, _)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return true
end
-function worktable.put(pos, listname, index, stack, player)
+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 string.find(stackname, "default:") then return count
+ if stackname:find("default:") and mat:match(stackname:sub(9)) then
+ return count
else return 0 end
end
if listname == "hammer" then
xdecor.register("worktable", {
description = "Work Table",
- groups = {cracky=2},
- sounds = xdecor.wood,
+ 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,
- can_dig = worktable.dig,
- allow_metadata_inventory_put = worktable.put
+ allow_metadata_inventory_put = worktable.put,
+ allow_metadata_inventory_move = function(_,_,_,_,_,_,_) return 0 end
})
-for _, m in pairs(material) do
-for n=1, #def do
- local w = def[n]
- local nodename = "default:"..m
+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 return end
+ if not ndef then break end
- xdecor.register(w[1].."_"..m, {
- description = string.gsub(w[1], "%l", string.upper, 1),
+ xdecor.register(w[1].."_"..x, {
+ description = description(x, w[1]),
light_source = ndef.light_source,
sounds = ndef.sounds,
tiles = ndef.tiles,
- groups = {snappy=3, not_in_creative_inventory=1},
+ groups = groups(x),
node_box = {type = "fixed", fixed = w[3]},
+ sunlight_propagates = shady(w[1]),
on_place = minetest.rotate_node
})
end
minetest.register_abm({
nodenames = {"xdecor:worktable"},
interval = 3, chance = 1,
- action = function(pos, node, active_object_count, active_object_count_wider)
+ 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()
- local wear2 = hammer:get_wear()
-
- local repair = -500 -- Tool's repairing factor (0-65535 -- 0 = new condition).
- local wearhammer = 250 -- Hammer's wearing factor (0-65535 -- 0 = new condition).
if tool:is_empty() or hammer:is_empty() or wear == 0 then return end
- tool:add_wear(repair)
- hammer:add_wear(wearhammer)
+ 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)