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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.
-- 15.07.2018 The barrels finally work, and hold 50 buckets of any liquid
-- 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 = {};
local barrel_max = 50
local liquids = {
lava = { name = "Lava", bucket = "bucket:bucket_lava" },
water = { name = "Water", bucket = "bucket:bucket_water" },
rwater = { name = "River water", bucket = "bucket:bucket_river_water" },
cactus = { name = "Cactus pulp", bucket = "ethereal:bucket_cactus" },
milk = { name = "Milk", bucket = "mobs:bucket_milk" },
}
barrel.prepare_formspec = function(fill, contents)
local label = "nothing"
local item = "air"
local hint = ""
local percent = 0
if contents then
hint = liquids[contents].name
label = contents
item = liquids[contents].bucket
end
if fill then
percent = 100 * fill / barrel_max
end
local formspec = "size[8,9]"..
"image[2.6,2;2,3;default_wood.png^[lowpart:"..
percent .. ":cottages_water_indicator.png]"..
"label[2.2,0;"..S("Pour:").."]"..
"list[context;input;3,0.5;1,1;]"..
"item_image_button[5,2;1,1;" .. item .. ";" .. label .. ";" .. hint .. "]" ..
"label[5,3.3;"..S("Fill:").."]"..
"list[context;output;5,3.8;1,1;]"..
"list[current_player;main;0,5;8,4;]"
return (formspec)
end
-- prepare formspec
barrel.on_construct = function( pos )
local meta = minetest.get_meta(pos);
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
meta:set_string('formspec', barrel.prepare_formspec())
meta:set_string('infotext', S("Empty barrel"))
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()
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return false
end
return ( inv:is_empty('input')
and inv:is_empty('output')
and meta:get_int('liquid_level') == 0);
end
-- allow to put into "pour": if barrel is empty or has the same type AND we know the bucket type
-- allow to put into "fill": if empty bucket and barrel is not empty
barrel.allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local iname = stack:get_name()
local meta = minetest.get_meta(pos)
if listname == "input" then
local ltype = nil
for l,d in pairs(liquids) do
if d.bucket == iname then
ltype = l
break
end
end
if not ltype then
return 0
end
local lt = meta:get_string('liquid_type')
if lt == "" or (ltype == lt and meta:get_int('liquid_level') < barrel_max) then
return 1
else
return 0
end
end
if listname == "output" then
if iname == "bucket:bucket_empty" and meta:get_int('liquid_level') > 0 then
return 1
else
return 0
end
end
return 0
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 )
local iname = stack:get_name()
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local node = minetest.get_node(pos)
if listname == "input" then
local liquid = ""
for l,d in pairs(liquids) do
if d.bucket == iname then
liquid = d.bucket
inv:set_stack("input", 1, {name = "bucket:bucket_empty"})
local level = meta:get_int("liquid_level") + 1
meta:set_int("liquid_level", level)
meta:set_string("liquid_type", l)
meta:set_string('formspec', barrel.prepare_formspec(level, l))
if level == 1 then
minetest.swap_node(pos, {name = node.name:gsub("_open$",""), param2 = node.param2})
meta:set_string('infotext', S("Barrel with ") .. d.name)
end
break
end
end
end
if listname == "output" then
local lt = meta:get_string("liquid_type")
inv:set_stack("output", 1, {name = liquids[lt].bucket})
local level = meta:get_int("liquid_level") - 1
if level == 0 then
minetest.swap_node(pos, {name = node.name .. "_open", param2 = node.param2})
meta:set_string('infotext', S("Empty barrel"))
meta:set_string("liquid_type", "")
meta:set_int("liquid_level", 0)
lt = nil
else
meta:set_int("liquid_level", level)
end
meta:set_string('formspec', barrel.prepare_formspec(level, lt))
end
end
-- Barrels: default = open = empty // closed = has contents
-- this barrel is closed
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, not_in_creative_inventory = 1 },
drop = "cottages:barrel_open",
on_construct = function( pos )
return barrel.on_construct( pos );
end,
can_dig = function(pos,player)
return barrel.can_dig( pos, player );
end,
allow_metadata_inventory_put = barrel.allow_metadata_inventory_put,
on_metadata_inventory_put = barrel.on_metadata_inventory_put,
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},
drop = "cottages:barrel_open",
on_construct = function( pos )
return barrel.on_construct( pos );
end,
can_dig = function(pos,player)
return barrel.can_dig( pos, player );
end,
allow_metadata_inventory_put = barrel.allow_metadata_inventory_put,
on_metadata_inventory_put = barrel.on_metadata_inventory_put,
is_ground_content = false,
})
-- horizontal barrel
minetest.register_node("cottages:barrel_lying", {
description = S("Barrel (closed), lying somewhere"),
paramtype = "light",
paramtype2 = "wallmounted",
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_lying_open",
on_construct = function( pos )
return barrel.on_construct( pos );
end,
can_dig = function(pos,player)
return barrel.can_dig( pos, player );
end,
allow_metadata_inventory_put = barrel.allow_metadata_inventory_put,
on_metadata_inventory_put = barrel.on_metadata_inventory_put,
is_ground_content = false,
})
-- horizontal barrel, open
minetest.register_node("cottages:barrel_lying_open", {
description = S("Barrel (opened), lying somewhere"),
paramtype = "light",
paramtype2 = "wallmounted",
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, },
drop = "cottages:barrel_lying_open",
on_construct = function( pos )
return barrel.on_construct( pos );
end,
can_dig = function(pos,player)
return barrel.can_dig( pos, player );
end,
allow_metadata_inventory_put = barrel.allow_metadata_inventory_put,
on_metadata_inventory_put = barrel.on_metadata_inventory_put,
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_open",
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:barrel_lying_open",
recipe = {
{ cottages.craftitem_wood, cottages.craftitem_steel, cottages.craftitem_wood },
{ cottages.craftitem_wood, "", "" },
{ cottages.craftitem_wood, cottages.craftitem_steel, cottages.craftitem_wood },
},
})
minetest.register_craft({
output = "cottages:tub 2",
recipe = {
{"cottages:barrel_open"},
},
})
minetest.register_craft({
output = "cottages:barrel_open",
recipe = {
{"cottages:tub"},
{"cottages:tub"},
},
})
|