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local R = sorcery.lathe.recipes
sorcery.lathe.get = function(pos,idx,howmany)
local inv = minetest.get_meta(pos):get_inventory()
local tool = inv:get_stack('tool',1)
local tech = sorcery.lathe.tooltech(tool)
if not tech then return nil end
local wkpc = inv:get_stack('workpiece',1)
local rec = R[wkpc:get_name()][tech][idx]
local outn = ItemStack(rec.output):get_count()
local q = howmany / outn
return {
tool = tool, wkpc = wkpc;
cost = rec.cost * q;
qty = q, outn = outn;
tech = tech;
rec = rec;
inv = inv;
}
end
sorcery.lathe.update = function(pos)
................................................................................
local tmat = sorcery.itemclass.get(tool:get_name(),'material')
local wmat = sorcery.itemclass.get(wkpc:get_name(),'material')
-- obey level restrictions. TODO honor Rend
if (wmat and wmat.data.level or 0) > (tmat and (tmat.data.maxlevel or tmat.data.level) or 0) then
return
end
local tech = sorcery.lathe.tooltech(tool)
local rec = R[wkpc:get_name()][tech]
tech = sorcery.lathe.techs[tech]
-- fill in the preview slots
local j = 1
for i=1, inv:get_size('preview') do
local stk
if rec[i] and minetest.registered_items[ItemStack(rec[i].output):get_name()] then
local max = wkpc:get_count()
if tech.dmg then
-- TODO count remaining tool uses
elseif tech.consume then
max = math.min(max, tool:get_count())
end
if max > 0 then
stk = ItemStack(rec[i].output)
stk:set_count(stk:get_count() * max)
inv:set_stack('preview',i,stk)
end
end
j = j + 1
end
-- make sure remaining slots are clear
for i = j, inv:get_size('preview') do
inv:set_stack('preview',i,ItemStack())
end
................................................................................
local lfac = 1
if mat then
local dur = mat.data.durability or dur
lfac = (mmat and mmat.data.level or 1) /
(mat.data.maxlevel or mat.data.level or 1)
end
local ch = 65535 / dur
l.tool:add_wear(4 * ch * l.cost * lfac)
end
l.wkpc:take_item(l.qty)
l.inv:set_stack('tool', 1, l.tool)
l.inv:set_stack('workpiece', 1, l.wkpc)
minetest.sound_play('sorcery_clank', { pos = pos, gain = 0.9 })
end
sorcery.lathe.update(pos)
end;
})
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local R = sorcery.lathe.recipes
sorcery.lathe.get = function(pos,idx,howmany)
local inv = minetest.get_meta(pos):get_inventory()
local tool = inv:get_stack('tool',1)
local tech = sorcery.lathe.tooltech(tool)
if not tech then return nil end
local wkpc = inv:get_stack('workpiece',1)
howmany = howmany or wkpc:get_count()
local rec = R[wkpc:get_name()][tech][idx]
local outn = ItemStack(rec.output):get_count()
local ntimes = math.floor(howmany / (rec.mass or 1))
return {
tool = tool, wkpc = wkpc;
cost = rec.cost * ntimes;
ntimes = ntimes;
tqty = math.floor(howmany / outn), outn = outn;
gqty = ntimes * outn;
tech = tech;
rec = rec;
inv = inv;
}
end
sorcery.lathe.update = function(pos)
................................................................................
local tmat = sorcery.itemclass.get(tool:get_name(),'material')
local wmat = sorcery.itemclass.get(wkpc:get_name(),'material')
-- obey level restrictions. TODO honor Rend
if (wmat and wmat.data.level or 0) > (tmat and (tmat.data.maxlevel or tmat.data.level) or 0) then
return
end
local tech = sorcery.lathe.tooltech(tool)
local rec = R[wkpc:get_name()][tech]
tech = sorcery.lathe.techs[tech]
-- fill in the preview slots
local j = 1
for i=1, inv:get_size 'preview' do
local stk = ItemStack()
if rec[i] and minetest.registered_items[ItemStack(rec[i].output):get_name()] and (rec[i].mass == nil or rec[i].mass <= wkpc:get_count()) then
local l = sorcery.lathe.get(pos, i, wkpc:get_count())
local max = l.ntimes --math.floor(wkpc:get_count() / (rec[i].mass or 1))
if tech.dmg then
-- TODO count remaining tool uses
elseif tech.consume then
max = math.min(max, tool:get_count())
end
if max > 0 then
stk = ItemStack(rec[i].output)
stk:set_count(stk:get_count() * max)
end
end
inv:set_stack('preview',i,stk)
j = j + 1
end
-- make sure remaining slots are clear
for i = j, inv:get_size('preview') do
inv:set_stack('preview',i,ItemStack())
end
................................................................................
local lfac = 1
if mat then
local dur = mat.data.durability or dur
lfac = (mmat and mmat.data.level or 1) /
(mat.data.maxlevel or mat.data.level or 1)
end
local ch = 65535 / dur
l.tool:add_wear(ch * l.cost * lfac)
end
l.wkpc:take_item(l.tqty)
l.inv:set_stack('tool', 1, l.tool)
l.inv:set_stack('workpiece', 1, l.wkpc)
if l.rec.leftover then
sorcery.lib.node.insert(ItemStack(l.rec.leftover), 'workpiece', pos, user, l.inv)
end
minetest.sound_play('sorcery_clank', { pos = pos, gain = 0.9 })
end
sorcery.lathe.update(pos)
end;
})
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