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Anvil Formspec

- anvil formspec
- hammer icon
- use new vectors
- add some type annotations
- optimize textures (some of them by 95%)
Optimize_backgrounds_jpg
AFCMS 2022-10-15 12:37:00 +02:00
parent 9831f2c25b
commit ecb4c82600
No known key found for this signature in database
GPG Key ID: 8720389A25B652E3
4 changed files with 117 additions and 71 deletions

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@ -1,4 +1,6 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator(minetest.get_current_modname())
local F = minetest.formspec_escape
local C = minetest.colorize
local MAX_NAME_LENGTH = 35 local MAX_NAME_LENGTH = 35
local MAX_WEAR = 65535 local MAX_WEAR = 65535
@ -10,35 +12,59 @@ local MATERIAL_TOOL_REPAIR_BOOST = {
MAX_WEAR, -- 100% MAX_WEAR, -- 100%
} }
---@param set_name? string
local function get_anvil_formspec(set_name) local function get_anvil_formspec(set_name)
if not set_name then if not set_name then
set_name = "" set_name = ""
end end
return "size[9,8.75]"..
"background[-0.19,-0.25;9.41,9.49;mcl_anvils_inventory.png]".. return table.concat({
"label[0,4.0;"..minetest.formspec_escape(minetest.colorize("#313131", S("Inventory"))).."]".. "formspec_version[4]",
"list[current_player;main;0,4.5;9,3;9]".. "size[11.75,10.425]",
mcl_formspec.get_itemslot_bg(0,4.5,9,3)..
"list[current_player;main;0,7.74;9,1;]".. "label[4.125,0.375;" .. F(C(mcl_formspec.label_color, S("Repair and Name"))) .. "]",
mcl_formspec.get_itemslot_bg(0,7.74,9,1)..
"list[context;input;1,2.5;1,1;]".. "image[0.875,0.375;1.75,1.75;mcl_anvils_inventory_hammer.png]",
mcl_formspec.get_itemslot_bg(1,2.5,1,1)..
"list[context;input;4,2.5;1,1;1]".. "field[4.125,0.75;7.25,1;name;;" .. F(set_name) .. "]",
mcl_formspec.get_itemslot_bg(4,2.5,1,1).. "field_close_on_enter[name;false]",
"list[context;output;8,2.5;1,1;]".. "set_focus[name;true]",
mcl_formspec.get_itemslot_bg(8,2.5,1,1)..
"label[3,0.1;"..minetest.formspec_escape(minetest.colorize("#313131", S("Repair and Name"))).."]".. mcl_formspec.get_itemslot_bg_v4(1.625, 2.6, 1, 1),
"field[3.25,1;4,1;name;;"..minetest.formspec_escape(set_name).."]".. "list[context;input;1.625,2.6;1,1;]",
"field_close_on_enter[name;false]"..
"button[7,0.7;2,1;name_button;"..minetest.formspec_escape(S("Set Name")).."]".. "image[3.5,2.6;1,1;mcl_anvils_inventory_cross.png]",
"listring[context;output]"..
"listring[current_player;main]".. mcl_formspec.get_itemslot_bg_v4(5.375, 2.6, 1, 1),
"listring[context;input]".. "list[context;input;5.375,2.6;1,1;1]",
"listring[current_player;main]"
"image[6.75,2.6;2,1;mcl_anvils_inventory_arrow.png]",
mcl_formspec.get_itemslot_bg_v4(9.125, 2.6, 1, 1),
"list[context;output;9.125,2.6;1,1;]",
-- Player Inventory
mcl_formspec.get_itemslot_bg_v4(0.375, 5.1, 9, 3),
"list[current_player;main;0.375,5.1;9,3;9]",
mcl_formspec.get_itemslot_bg_v4(0.375, 9.05, 9, 1),
"list[current_player;main;0.375,9.05;9,1;]",
-- Listrings
"listring[context;output]",
"listring[current_player;main]",
"listring[context;input]",
"listring[current_player;main]",
})
end end
-- Given a tool and material stack, returns how many items of the material stack -- Given a tool and material stack, returns how many items of the material stack
-- needs to be used up to repair the tool. -- needs to be used up to repair the tool.
---@param tool ItemStack
---@param material ItemStack
---@return integer
local function get_consumed_materials(tool, material) local function get_consumed_materials(tool, material)
local wear = tool:get_wear() local wear = tool:get_wear()
--local health = (MAX_WEAR - wear) --local health = (MAX_WEAR - wear)
@ -53,6 +79,9 @@ local function get_consumed_materials(tool, material)
return materials_used return materials_used
end end
---@param table table
---@param value any
---@return boolean
local function contains(table, value) local function contains(table, value)
for _, i in pairs(table) do for _, i in pairs(table) do
if i == value then if i == value then
@ -66,6 +95,8 @@ end
-- Returns ("tool", input1, input2) if input1 is tool and input2 is material. -- Returns ("tool", input1, input2) if input1 is tool and input2 is material.
-- Returns ("material", input2, input1) if input1 is material and input2 is tool. -- Returns ("material", input2, input1) if input1 is material and input2 is tool.
-- Returns nil otherwise. -- Returns nil otherwise.
---@param input1 ItemStack
---@param input2 ItemStack
local function distinguish_tool_and_material(input1, input2) local function distinguish_tool_and_material(input1, input2)
local def1 = input1:get_definition() local def1 = input1:get_definition()
local def2 = input2:get_definition() local def2 = input2:get_definition()
@ -84,7 +115,8 @@ local function distinguish_tool_and_material(input1, input2)
end end
end end
-- Helper function to make sure update_anvil_slots NEVER overstacks the output slot ---Helper function to make sure update_anvil_slots NEVER overstacks the output slot
---@param stack ItemStack
local function fix_stack_size(stack) local function fix_stack_size(stack)
if not stack or stack == "" then return "" end if not stack or stack == "" then return "" end
local count = stack:get_count() local count = stack:get_count()
@ -99,6 +131,7 @@ end
-- Update the inventory slots of an anvil node. -- Update the inventory slots of an anvil node.
-- meta: Metadata of anvil node -- meta: Metadata of anvil node
---@param meta NodeMetaRef
local function update_anvil_slots(meta) local function update_anvil_slots(meta)
local inv = meta:get_inventory() local inv = meta:get_inventory()
local new_name = meta:get_string("set_name") local new_name = meta:get_string("set_name")
@ -231,28 +264,32 @@ local function update_anvil_slots(meta)
end end
end end
-- Drop input items of anvil at pos with metadata meta ---Drop input items of anvil at pos with metadata meta
---@param pos Vector
---@param meta NodeMetaRef
local function drop_anvil_items(pos, meta) local function drop_anvil_items(pos, meta)
local inv = meta:get_inventory() local inv = meta:get_inventory()
for i = 1, inv:get_size("input") do for i = 1, inv:get_size("input") do
local stack = inv:get_stack("input", i) local stack = inv:get_stack("input", i)
if not stack:is_empty() then if not stack:is_empty() then
local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5} local p = vector.offset(pos, math.random(0, 10) / 10 - 0.5, 0, math.random(0, 10) / 10 - 0.5)
minetest.add_item(p, stack) minetest.add_item(p, stack)
end end
end end
end end
---@param pos Vector
---@param node node
local function damage_particles(pos, node) local function damage_particles(pos, node)
minetest.add_particlespawner({ minetest.add_particlespawner({
amount = 30, amount = 30,
time = 0.1, time = 0.1,
minpos = vector.add(pos, {x=-0.5, y=-0.5, z=-0.5}), minpos = vector.offset(pos, -0.5, -0.5, -0.5),
maxpos = vector.add(pos, {x=0.5, y=-0.25, z=0.5}), maxpos = vector.offset(pos, 0.5, -0.25, 0.5),
minvel = {x=-0.5, y=0.05, z=-0.5}, minvel = vector.new(-0.5, 0.05, -0.5),
maxvel = {x=0.5, y=0.3, z=0.5}, maxvel = vector.new(0.5, 0.3, 0.5),
minacc = {x=0, y=-9.81, z=0}, minacc = vector.new(0, -9.81, 0),
maxacc = {x=0, y=-9.81, z=0}, maxacc = vector.new(0, -9.81, 0),
minexptime = 0.1, minexptime = 0.1,
maxexptime = 0.5, maxexptime = 0.5,
minsize = 0.4, minsize = 0.4,
@ -267,12 +304,12 @@ local function destroy_particles(pos, node)
minetest.add_particlespawner({ minetest.add_particlespawner({
amount = math.random(20, 30), amount = math.random(20, 30),
time = 0.1, time = 0.1,
minpos = vector.add(pos, {x=-0.4, y=-0.4, z=-0.4}), minpos = vector.offset(pos, -0.4, -0.4, -0.4),
maxpos = vector.add(pos, {x=0.4, y=0.4, z=0.4}), maxpos = vector.offset(pos, 0.4, 0.4, 0.4),
minvel = {x=-0.5, y=-0.1, z=-0.5}, minvel = vector.new(-0.5, -0.1, -0.5),
maxvel = {x=0.5, y=0.2, z=0.5}, maxvel = vector.new(0.5, 0.2, 0.5),
minacc = {x=0, y=-9.81, z=0}, minacc = vector.new(0, -9.81, 0),
maxacc = {x=0, y=-9.81, z=0}, maxacc = vector.new(0, -9.81, 0),
minexptime = 0.2, minexptime = 0.2,
maxexptime = 0.65, maxexptime = 0.65,
minsize = 0.8, minsize = 0.8,
@ -305,12 +342,13 @@ local function damage_anvil(pos)
minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dug, { pos = pos, max_hear_distance = 16 }, true) minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dug, { pos = pos, max_hear_distance = 16 }, true)
minetest.remove_node(pos) minetest.remove_node(pos)
destroy_particles(pos, node) destroy_particles(pos, node)
minetest.check_single_for_falling({x=pos.x, y=pos.y+1, z=pos.z}) minetest.check_single_for_falling(vector.offset(pos, 0, 1, 0))
return true return true
end end
end end
-- Roll a virtual dice and damage anvil at a low chance. ---Roll a virtual dice and damage anvil at a low chance.
---@param pos Vector
local function damage_anvil_by_using(pos) local function damage_anvil_by_using(pos)
local r = math.random(1, 100) local r = math.random(1, 100)
-- 12% chance -- 12% chance
@ -321,6 +359,8 @@ local function damage_anvil_by_using(pos)
end end
end end
---@param pos Vector
---@param distance number
local function damage_anvil_by_falling(pos, distance) local function damage_anvil_by_falling(pos, distance)
local r = math.random(1, 100) local r = math.random(1, 100)
if distance > 1 then if distance > 1 then
@ -330,16 +370,19 @@ local function damage_anvil_by_falling(pos, distance)
end end
end end
---@type nodebox
local anvilbox = { local anvilbox = {
type = "fixed", type = "fixed",
fixed = { fixed = {
{ -8 / 16, -8 / 16, -6 / 16, 8 / 16, 8 / 16, 6 / 16 }, { -8 / 16, -8 / 16, -6 / 16, 8 / 16, 8 / 16, 6 / 16 },
}, },
} }
---@type node_definition
local anvildef = { local anvildef = {
groups = { pickaxey = 1, falling_node = 1, falling_node_damage = 1, crush_after_fall = 1, deco_block = 1, anvil = 1 }, groups = { pickaxey = 1, falling_node = 1, falling_node_damage = 1, crush_after_fall = 1, deco_block = 1, anvil = 1 },
tiles = { "mcl_anvils_anvil_top_damaged_0.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png" }, tiles = { "mcl_anvils_anvil_top_damaged_0.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png" },
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false, use_texture_alpha = "opaque",
_tt_help = S("Repair and rename items"), _tt_help = S("Repair and rename items"),
paramtype = "light", paramtype = "light",
sunlight_propagates = true, sunlight_propagates = true,
@ -353,7 +396,7 @@ local anvildef = {
{ -5 / 16, -4 / 16, -4 / 16, 5 / 16, -3 / 16, 4 / 16 }, { -5 / 16, -4 / 16, -4 / 16, 5 / 16, -3 / 16, 4 / 16 },
{ -4 / 16, -3 / 16, -2 / 16, 4 / 16, 2 / 16, 2 / 16 }, { -4 / 16, -3 / 16, -2 / 16, 4 / 16, 2 / 16, 2 / 16 },
{ -8 / 16, 2 / 16, -5 / 16, 8 / 16, 8 / 16, 5 / 16 }, { -8 / 16, 2 / 16, -5 / 16, 8 / 16, 8 / 16, 5 / 16 },
} },
}, },
selection_box = anvilbox, selection_box = anvilbox,
collision_box = anvilbox, collision_box = anvilbox,
@ -504,22 +547,20 @@ local anvildef = {
minetest.record_protection_violation(pos, sender_name) minetest.record_protection_violation(pos, sender_name)
return return
end end
if fields.name_button or fields.name then
local set_name if fields.name then
if fields.name == nil then
set_name = ""
else
set_name = fields.name
end
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
-- Limit name length -- Limit name length
set_name = string.sub(set_name, 1, MAX_NAME_LENGTH) local set_name = string.sub(fields.name, 1, MAX_NAME_LENGTH)
meta:set_string("set_name", set_name) meta:set_string("set_name", set_name)
update_anvil_slots(meta) update_anvil_slots(meta)
meta:set_string("formspec", get_anvil_formspec(set_name)) meta:set_string("formspec", get_anvil_formspec(set_name))
end end
end, end,
} }
if minetest.get_modpath("screwdriver") then if minetest.get_modpath("screwdriver") then
anvildef.on_rotate = screwdriver.rotate_simple anvildef.on_rotate = screwdriver.rotate_simple
end end
@ -530,10 +571,13 @@ anvildef0._doc_items_longdesc =
S("The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!") S("The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!")
anvildef0._doc_items_usagehelp = anvildef0._doc_items_usagehelp =
S("To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.") .. "\n" .. S("To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.") .. "\n" ..
S("To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.").."\n".. S("To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.")
.. "\n" ..
S("There are two possibilities to repair tools (and armor):") .. "\n" .. S("There are two possibilities to repair tools (and armor):") .. "\n" ..
S("• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.").."\n".. S("• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.")
S("• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.").."\n".. .. "\n" ..
S("• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.")
.. "\n" ..
S("Armor counts as a tool. It is possible to repair and rename a tool in a single step.") .. "\n\n" .. S("Armor counts as a tool. It is possible to repair and rename a tool in a single step.") .. "\n\n" ..
S("The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.") S("The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.")
@ -542,14 +586,16 @@ anvildef1.description = S("Slightly Damaged Anvil")
anvildef1._doc_items_create_entry = false anvildef1._doc_items_create_entry = false
anvildef1.groups.anvil = 2 anvildef1.groups.anvil = 2
anvildef1._doc_items_create_entry = false anvildef1._doc_items_create_entry = false
anvildef1.tiles = {"mcl_anvils_anvil_top_damaged_1.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"} anvildef1.tiles = { "mcl_anvils_anvil_top_damaged_1.png^[transformR90", "mcl_anvils_anvil_base.png",
"mcl_anvils_anvil_side.png" }
local anvildef2 = table.copy(anvildef) local anvildef2 = table.copy(anvildef)
anvildef2.description = S("Very Damaged Anvil") anvildef2.description = S("Very Damaged Anvil")
anvildef2._doc_items_create_entry = false anvildef2._doc_items_create_entry = false
anvildef2.groups.anvil = 3 anvildef2.groups.anvil = 3
anvildef2._doc_items_create_entry = false anvildef2._doc_items_create_entry = false
anvildef2.tiles = {"mcl_anvils_anvil_top_damaged_2.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"} anvildef2.tiles = { "mcl_anvils_anvil_top_damaged_2.png^[transformR90", "mcl_anvils_anvil_base.png",
"mcl_anvils_anvil_side.png" }
minetest.register_node("mcl_anvils:anvil", anvildef0) minetest.register_node("mcl_anvils:anvil", anvildef0)
minetest.register_node("mcl_anvils:anvil_damage_1", anvildef1) minetest.register_node("mcl_anvils:anvil_damage_1", anvildef1)
@ -562,7 +608,7 @@ if minetest.get_modpath("mcl_core") then
{ "mcl_core:ironblock", "mcl_core:ironblock", "mcl_core:ironblock" }, { "mcl_core:ironblock", "mcl_core:ironblock", "mcl_core:ironblock" },
{ "", "mcl_core:iron_ingot", "" }, { "", "mcl_core:iron_ingot", "" },
{ "mcl_core:iron_ingot", "mcl_core:iron_ingot", "mcl_core:iron_ingot" }, { "mcl_core:iron_ingot", "mcl_core:iron_ingot", "mcl_core:iron_ingot" },
} },
}) })
end end

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