-- the math basically needs to be rewritten from scratch by someone who isn't
-- dyscalculic but
sorcery.lathe = {
techs = {
cut = {dmg = true};
intaglio = {consume = true};
};
tools = {
sword = 'cut', knife = 'cut', blade = 'cut';
};
recipes = {};
register = function(def)
local recipes = sorcery.lathe.recipes
if not recipes[def.input] then recipes[def.input] = {} end
local rs = recipes[def.input][def.tech]
if not rs
then recipes[def.input][def.tech] = { def }
else rs[#rs+1] = def
end
end;
tooltech = function(tool)
if type(tool) ~= 'string' then tool = tool:get_name() end
for g,t in pairs(sorcery.lathe.tools) do
if minetest.get_item_group(tool, g) ~= 0 then
return t
end
end
end;
}
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) * (rec.mass or 1), outn = outn;
gqty = ntimes * outn;
tech = tech;
rec = rec;
inv = inv;
}
end
sorcery.lathe.update = function(pos)
local inv = minetest.get_meta(pos):get_inventory()
local tool = inv:get_stack('tool',1)
local wkpc = inv:get_stack('workpiece',1)
if tool:is_empty() or wkpc:is_empty() then
if not inv:is_empty('preview') then
for i=1, inv:get_size('preview') do
inv:set_stack('preview',i,ItemStack())
end
end
return
end
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
end
local box = {
type='fixed';
fixed = {
-0.7, -0.5, -0.3;
0.57, 0.2, 0.3;
}
}
minetest.register_node('sorcery:lathe', {
description = 'Lathe';
drawtype = 'mesh';
mesh = 'sorcery-lathe.obj';
sunlight_propagates = true;
paramtype = 'light';
paramtype2 = 'facedir';
selection_box = box;
collision_box = box;
groups = { cracky = 2; sorcery_tech = 1; attached_node = 1 }; -- 2=liquid
after_dig_node = sorcery.lib.node.purge_only { 'workpiece', 'tool' };
tiles = {
'default_wood.png';
'default_steel_block.png';
'default_bronze_block.png';
};
on_construct = function(pos)
local m = minetest.get_meta(pos)
local i = m:get_inventory()
i:set_size('workpiece', 1);
i:set_size('tool', 1);
i:set_size('preview', 8);
m:set_string('formspec', [[
formspec_version[3] size[10.25,8]
list[context;tool;1.50,1;1,1]
list[context;workpiece;3,1;1,1]
list[context;preview;5.25,0.25;4,2]
list[current_player;main;0.25,3;8,4]
listring[current_player;main] listring[context;workpiece]
listring[current_player;main] listring[context;tool]
listring[current_player;main] listring[context;preview]
listring[current_player;main]
]])
end;
allow_metadata_inventory_move = function() return 0 end;
allow_metadata_inventory_put = function(pos, list, idx, stack, user)
local inv = minetest.get_meta(pos):get_inventory()
if list == 'tool' then
local s_wkpc = inv:get_stack('workpiece', 1)
local tech = sorcery.lathe.tooltech(stack)
if tech and (s_wkpc:is_empty()
or (R[s_wkpc:get_name()] ~= nil and
R[s_wkpc:get_name()][tech] ~= nil))
then return stack:get_count() end
elseif list == 'workpiece' then
local s_tool = inv:get_stack('tool', 1)
if R[stack:get_name()] then
if s_tool:is_empty()
or R[stack:get_name()][sorcery.lathe.tooltech(s_tool)]
then return stack:get_count() end
end
end
return 0
end;
allow_metadata_inventory_take = function(pos, list, idx, stack, user)
if list == 'preview' then
local l = sorcery.lathe.get(pos,idx,stack:get_count())
if stack:get_count() % l.outn == 0 then
return stack:get_count()
else return 0 end
else return stack:get_count() end
end;
on_metadata_inventory_put = sorcery.lathe.update;
on_metadata_inventory_take = function(pos, list, idx, stack, user)
if list == 'preview' then
local l = sorcery.lathe.get(pos,idx,stack:get_count())
if sorcery.lathe.techs[l.tech].consume then
l.tool:take_item(l.cost)
elseif sorcery.lathe.techs[l.tech].dmg then
local mat = sorcery.itemclass.get(l.tool,'material')
local mmat = sorcery.itemclass.get(l.wkpc,'metal')
local dur = 100
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;
})
minetest.register_craft {
output = 'sorcery:lathe';
recipe = {
{'default:stick','basic_materials:gear_steel','default:steel_ingot'};
{'default:bronze_ingot','basic_materials:steel_bar','default:bronze_ingot'};
{'group:wood','','group:wood'};
};
}