local coins_per_ingot = 8
local max_components
for i=0,99 do
if i * coins_per_ingot <= 99 then
max_components = i
else break end
end
local u = sorcery.lib
local register_coin = function(metal,gem)
local m = sorcery.data.metals[metal]
local g = sorcery.data.gems[gem]
local desc = (m.desc or metal) .. ' Coin'
local coinimg = u.image('sorcery_coin.png'):multiply(u.color(m.tone))
local id = 'sorcery:coin_' .. metal
if gem then
desc = (g.desc or gem) .. '-' .. desc
coinimg = u.image('sorcery_coin_gem.png'):multiply(u.color(g.tone)):blit(coinimg)
id = id .. '_' .. gem
end
minetest.register_craftitem(id, {
description = u.str.capitalize(desc);
inventory_image = coinimg:render();
groups = { sorcery_coin = 1 };
})
end
for metal in pairs(sorcery.data.metals) do
register_coin(metal)
for gem in pairs(sorcery.data.gems) do
register_coin(metal,gem)
end
end
local update_press_output = function(meta)
local inv = meta:get_inventory()
local slot_ingot = inv:get_stack('ingot',1)
local slot_gem = inv:get_stack('gem',1)
local metalname, gemname
local coincount
if not inv:is_empty('ingot') then
local id = slot_ingot:get_name()
for name,metal in pairs(sorcery.data.metals) do
if id == metal.ingot then
metalname = name
coincount = slot_ingot:get_count()
goto foundmetal
end
end
end
inv:set_stack('output',1,ItemStack(nil))
do return end
::foundmetal:: if not inv:is_empty('gem') then
local id = slot_gem:get_name()
for name,gem in pairs(sorcery.data.gems) do
if gem.foreign then
if id == gem.foreign then gemname = name
else goto skip end
else
if id == 'sorcery:gem_' .. name then gemname = name
else goto skip end
end
coincount = math.min(coincount, slot_gem:get_count())
do break end
::skip::end
end
coincount = coincount * coins_per_ingot
local coinname = 'sorcery:coin_' .. metalname ..
((gemname and '_' .. gemname) or '')
inv:set_stack('output',1,ItemStack {
name = coinname;
count = coincount;
})
end
do local hitbox = {
type = 'fixed';
fixed = {
-0.5, -0.5, -0.5;
0.5, 0.3, 0.5;
};
} minetest.register_node('sorcery:coin_press', {
description = "Coin Press";
drawtype = 'mesh';
mesh = 'sorcery-coinpress.obj';
sunlight_propagates = true;
paramtype = 'light';
paramtype2 = 'facedir';
groups = { cracky = 2; oddly_breakable_by_hand = 2; };
tiles = {
'default_wood.png';
'default_stone.png';
'default_copper_block.png';
'default_steel_block.png';
};
selection_box = hitbox;
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size('ingot',1)
inv:set_size('gem',1)
inv:set_size('output',1)
meta:set_string('formspec', [[
size[8,6]
list[context;ingot;2,0.5;1,1;]
image[2,0.5;1,1;sorcery_ingot_outline.png]
list[context;gem;3,0.5;1,1;]
image[3,0.5;1,1;sorcery_diamond_outline.png]
list[context;output;5,0.5;1,1;]
list[current_player;main;0,2;8,4;]
listring[context;output]
listring[current_player;main]
listring[context;ingot]
listring[current_player;main]
listring[context;gem]
listring[current_player;main]
]])
end;
allow_metadata_inventory_put = function(pos,list,idx,stack,user)
local id = stack:get_name()
if list == 'ingot' then
for name,metal in pairs(sorcery.data.metals) do
if id == metal.ingot then goto okay end
end
elseif list == 'gem' then
for name,gem in pairs(sorcery.data.gems) do
if gem.foreign then
if id == gem.foreign then goto okay end
else
if id == 'sorcery:gem_' .. name then goto okay end
end
end
end
do return 0 end
::okay:: return max_components
end;
-- mercifully there is never any case where moving between the
-- inventories of the node is allowable
allow_metadata_inventory_move = function() return 0 end;
allow_metadata_inventory_take = function(pos,list,idx,stack,user)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:get_stack(list,idx):get_count()
end;
on_metadata_inventory_put = function(pos,list,idx,stack,user)
update_press_output(minetest.get_meta(pos))
end;
on_metadata_inventory_take = function(pos,list,idx,stack,user)
local meta = minetest.get_meta(pos)
if list == 'output' then
local items_used = math.floor(stack:get_count() / coins_per_ingot)
local inv = meta:get_inventory()
local reduce_slot = function(slot)
local i = inv:get_stack(slot,1)
i:take_item(items_used) inv:set_stack(slot,1,i)
end
reduce_slot('ingot')
if not inv:is_empty('gem') then reduce_slot('gem') end
end
update_press_output(meta)
end;
}) end
minetest.register_craft {
output = 'sorcery:coin_press';
recipe = {
{'group:wood','group:wood','group:wood'};
{'basic_materials:steel_bar','default:steel_ingot','basic_materials:steel_bar'};
{'default:copper_ingot','default:stone','default:copper_ingot'};
};
}