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B.path = {}
-- this maps stage IDs to tables of the following form
--[[ {
part = {
['starlit_building:pipe'] = 'myMod:stage3';
};
tool = {
['starlit:scredriver'] = 'myMod:otherThing_stage1';
['starlit:saw'] = function(node, tool)
minetest.replace_node(node, {name='myMod:stage1'})
minetest.drop_item(node, 'starlit_building:pipe')
end;
['myMod:laserWrench'] = {
allow = function(node, tool) ... end;
handle = function(node, tool) ... end;
................................................................................
fixed = { ... };
};
})
]]
B.part = lib.registry.mk 'starlit_building:part'
-- a part is implemented as a special craftitem with the proper callbacks
-- to index the registries and place/replace noes by reference to the
-- build tree.
--[[
starlit.mod.building.part.link(id, {
name = ''; -- display name
desc = ''; -- display desc
img = ''; -- display image
})
]]
B.stage.foreach('starlit:stageGen', {}, function(id, e)
local box = {type = 'fixed', fixed = {}}
local tex = {}
local ofs = vector.new(0,0,0)
for idx, p in ipairs(e.pieces) do
local ho, pieceID, pos
................................................................................
end
function B.pathFind(from, kind, what)
if not B.path[from] then return nil end
return B.path[from][kind][what]
end
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B.path = {}
-- this maps stage IDs to tables of the following form
--[[ {
part = {
['starlit_building:pipe'] = 'myMod:stage3';
};
tool = {
['starlit:screwdriver'] = 'myMod:otherThing_stage1';
['starlit:saw'] = function(node, tool)
minetest.replace_node(node, {name='myMod:stage1'})
minetest.drop_item(node, 'starlit_building:pipe')
end;
['myMod:laserWrench'] = {
allow = function(node, tool) ... end;
handle = function(node, tool) ... end;
................................................................................
fixed = { ... };
};
})
]]
B.part = lib.registry.mk 'starlit_building:part'
-- a part is implemented as a special craftitem with the proper callbacks
-- to index the registries and place/replace nodes by reference to the
-- build tree.
--[[
starlit.mod.building.part.link(id, {
name = ''; -- display name
desc = ''; -- display desc
img = ''; -- display image
mass = 0;
fab = {}; -- (optional) auto-gen schematic
rarity = 0;
})
]]
B.part.foreach('starlit:partGen', {}, function(id, e)
local props = {}
if e.mass then
table.insert(props, {title='Mass', desc=lib.math.siUI('g',e.mass), affinity='info'})
end
local rev, scmID
if e.fab then
scmID = string.format('%s_schematic', id)
rev = {
sw = scmID;
complexity = e.complexity or 1;
}
end
minetest.register_craftitem(id, {
short_description = e.name;
description = starlit.ui.tooltip {
title = e.name;
desc = e.desc;
props = props;
};
inventory_image = e.img;
_starlit = {
mass = e.mass;
reverseEngineer = rev;
recover = e.recover or e.fab;
};
})
if e.fab then
starlit.item.sw.link(scmID, {
kind = 'schematic';
name = string.format('%s Schematic', e.name);
size = e.size or 32e6;
input = e.fab;
output = id;
cost = e.cost or {
cycles = 4e9;
ram = 1e9;
};
rarity = e.rarity or 0;
})
end
end)
B.stage.foreach('starlit:stageGen', {}, function(id, e)
local box = {type = 'fixed', fixed = {}}
local tex = {}
local ofs = vector.new(0,0,0)
for idx, p in ipairs(e.pieces) do
local ho, pieceID, pos
................................................................................
end
function B.pathFind(from, kind, what)
if not B.path[from] then return nil end
return B.path[from][kind][what]
end
starlit.include 'parts'
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