Add Florbs - Buckets that hold milliBuckets of liquid
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aba2598e32
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162
fluidity/florbs.lua
Normal file
162
fluidity/florbs.lua
Normal file
@ -0,0 +1,162 @@
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fluidity.florbs = {}
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local function get_itemdef_field(nodename, fieldname)
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if not minetest.registered_items[nodename] then
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return nil
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end
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return minetest.registered_items[nodename][fieldname]
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end
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function fluidity.florbs.get_is_florb(stack)
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return minetest.get_item_group(stack:get_name(), "florb") > 0
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end
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function fluidity.florbs.get_is_empty_florb(stack)
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return minetest.get_item_group(stack:get_name(), "florb_blank") > 0
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end
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function fluidity.florbs.get_florb_contents(stack)
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if not fluidity.florbs.get_is_florb(stack) then return nil end
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local fcapacity = get_itemdef_field(stack:get_name(), "_florb_capacity")
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local ffluid = get_itemdef_field(stack:get_name(), "_florb_source")
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local meta = stack:get_meta()
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local contents = meta:get_int("contents")
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if not contents then
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contents = 0
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end
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return contents, ffluid, fcapacity
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end
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local function update_florb(stack)
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local def_desc = get_itemdef_field(stack:get_name(), "description")
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local meta = stack:get_meta()
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local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(stack)
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meta:set_string("description", def_desc.."\nContains "..contents.."/"..capacity.." mB")
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return stack
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end
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function fluidity.florbs.add_fluid(stack, source_name, amount)
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if not fluidity.florbs.get_is_florb(stack) then return nil end
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local source_node = fluidity.get_fluid_node(source_name)
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local fluid = fluidity.fluid_name(source_node.description)
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local internal = fluidity.fluid_short(fluid)
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local florbname = stack:get_name()
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if minetest.get_item_group(florbname, "florb_blank") > 0 then
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stack = ItemStack(florbname.."_"..internal)
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end
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local meta = stack:get_meta()
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local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(stack)
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local remainder = 0
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if contents + amount > capacity then
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remainder = (contents + amount) - capacity
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contents = capacity
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else
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contents = contents + amount
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end
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meta:set_int("contents", contents)
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stack = update_florb(stack)
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return stack, remainder
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end
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function fluidity.florbs.take_fluid(stack, amount)
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if not fluidity.florbs.get_is_florb(stack) then return nil end
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local meta = stack:get_meta()
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local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(stack)
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local blank = get_itemdef_field(stack:get_name(), "_florb_blank")
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local leftover = 0
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if contents - amount < 0 then
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leftover = (contents - amount) * -1
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contents = 0
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else
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contents = contents - amount
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end
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if contents == 0 then
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stack = ItemStack(blank)
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else
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meta:set_int("contents", contents)
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stack = update_florb(stack)
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end
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return stack, leftover
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end
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local function register_florbfluid(data)
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local source_node = fluidity.get_fluid_node(data.source_name)
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local fluid = fluidity.fluid_name(source_node.description)
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local internal = fluidity.fluid_short(fluid)
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local stationary_name = source_node.tiles[1].name:gsub("_source_animated", "")
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-- Register base item
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minetest.register_craftitem(data.mod_name..":"..data.florb_name.."_"..internal, {
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description = data.florb_description.." ("..fluid..")",
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inventory_image = stationary_name.."^[noalpha^"..data.textures[1].."^"..data.textures[2].."^[makealpha:255,0,0,",
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_florb_capacity = data.capacity,
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_florb_source = data.source_name,
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_florb_blank = data.mod_name..":"..data.florb_name,
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stack_max = 1,
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groups = {florb = 1, not_in_creative_inventory = 1}
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})
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end
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function fluidity.register_florb(data)
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local mod_name = data.mod_name or minetest.get_current_modname()
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local florb_name = data.florb_name or 'florb'
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local florb_desc = data.florb_description or 'Florb'
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local textures = data.textures or {"fluidity_florb.png", "fluidity_florb_mask.png"}
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local capacity = data.capacity or 1000
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-- Register base item
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minetest.register_craftitem(mod_name..":"..florb_name, {
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description = florb_desc.." (Empty)\nThis item holds percise amount of fluids.",
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inventory_image = textures[1],
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_florb_capacity = capacity,
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_florb_source = nil,
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stack_max = 1,
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groups = {florb = 1, florb_blank = 1}
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})
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-- Register for all fluids
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if data.fluids then
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-- This tank only uses certain fluids
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for _, v in pairs(data.fluids) do
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register_florbfluid({
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mod_name = mod_name,
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florb_name = florb_name,
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florb_description = florb_desc,
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textures = textures,
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capacity = capacity,
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source_name = v
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})
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end
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else
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-- Get all fluids and buckets and cache them
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for i, v in pairs(bucket.liquids) do
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if (i:find("source") ~= nil) then
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-- Add tank
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register_florbfluid({
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mod_name = mod_name,
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florb_name = florb_name,
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florb_description = florb_desc,
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textures = textures,
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capacity = capacity,
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source_name = v["source"]
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})
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end
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end
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end
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end
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@ -15,5 +15,8 @@ dofile(mpath.."/molten.lua")
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-- Tanks
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dofile(mpath.."/tanks.lua")
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-- Florbs
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dofile(mpath.."/florbs.lua")
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-- Register everything
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dofile(mpath.."/register.lua")
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@ -7,11 +7,18 @@ for _,v in pairs(metals) do
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fluidity.register_molten_metal(v)
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end
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-- Register tanks for all metals
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-- Register tanks for all fluids
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fluidity.register_fluid_tank({
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mod_name = "fluidity",
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tank_name = "fluid_tank",
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tank_description = "Fluid Tank",
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capacity = 64,
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tiles = {"default_glass.png", "default_glass_detail.png"}
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})
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-- Register florbs for all fluids
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fluidity.register_florb({
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florb_name = "florb",
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florb_description = "Florb",
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capacity = 1000,
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tiles = {"fluidity_florb.png", "fluidity_florb_mask.png"}
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})
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BIN
fluidity/textures/fluidity_florb.png
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BIN
fluidity/textures/fluidity_florb.png
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Binary file not shown.
After Width: | Height: | Size: 282 B |
BIN
fluidity/textures/fluidity_florb_mask.png
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BIN
fluidity/textures/fluidity_florb_mask.png
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Binary file not shown.
After Width: | Height: | Size: 292 B |
@ -112,7 +112,7 @@ local function allow_metadata_inventory_put (pos, listname, index, stack, player
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end
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if listname == "bucket_out" then
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if stack:get_name() ~= "bucket:bucket_empty" then
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if stack:get_name() ~= "bucket:bucket_empty" and not fluidity.florbs.get_is_florb(stack) then
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return 0
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end
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@ -270,42 +270,95 @@ local function caster_node_timer(pos, elapsed)
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end
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-- Handle input bucket, only allow a molten metal
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local bucket_in = inv:get_stack("bucket_in", 1):get_name()
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if bucket_in:find("bucket") and bucket_in ~= "bucket:bucket_empty" then
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local bucket_fluid = fluidity.get_fluid_for_bucket(bucket_in)
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local fluid_is_metal = fluidity.get_metal_for_fluid(bucket_fluid) ~= nil
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local empty_bucket = false
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local bucket_in = inv:get_stack("bucket_in", 1)
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local bucket_name = bucket_in:get_name()
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if (bucket_name:find("bucket") and bucket_name ~= "bucket:bucket_empty") or (not fluidity.florbs.get_is_empty_florb(bucket_in) and fluidity.florbs.get_is_florb(bucket_in)) then
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local is_florb = fluidity.florbs.get_is_florb(bucket_in)
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if is_florb then
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local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(bucket_in)
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local fluid_metal = fluidity.get_metal_for_fluid(fluid_name)
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if fluid_metal and (fluid_name == metal or metal == "") then
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local take = 1000
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if fluid_is_metal then
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if metal ~= "" and metal == bucket_fluid then
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if metal_count + 1000 <= metal_caster.max_metal then
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metal_count = metal_count + 1000
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if metal_count + take > metal_melter.max_metal then
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take = metal_melter.max_metal - metal_count
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end
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-- Attempt to take 1000 millibuckets from the florb
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local stack,res = fluidity.florbs.take_fluid(bucket_in, take)
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if res > 0 then
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take = take - res
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end
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metal = fluid_name
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metal_count = metal_count + take
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inv:set_list("bucket_in", {stack})
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refresh = true
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end
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else
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local bucket_fluid = fluidity.get_fluid_for_bucket(bucket_name)
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local fluid_is_metal = fluidity.get_metal_for_fluid(bucket_fluid) ~= nil
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local empty_bucket = false
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if fluid_is_metal then
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if metal ~= "" and metal == bucket_fluid then
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if metal_count + 1000 <= metal_melter.max_metal then
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metal_count = metal_count + 1000
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empty_bucket = true
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end
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elseif metal == "" then
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metal_count = 1000
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metal = bucket_fluid
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empty_bucket = true
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end
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elseif metal == "" then
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metal_count = 1000
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metal = bucket_fluid
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empty_bucket = true
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end
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end
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if empty_bucket then
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inv:set_list("bucket_in", {"bucket:bucket_empty"})
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refresh = true
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if empty_bucket then
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inv:set_list("bucket_in", {"bucket:bucket_empty"})
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refresh = true
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end
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end
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end
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-- Handle bucket output, only allow empty buckets in this slot
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local bucket_out = inv:get_stack("bucket_out", 1):get_name()
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if bucket_out == "bucket:bucket_empty" and metal ~= "" and inv:get_stack("bucket_out", 1):get_count() == 1 then
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local bucket = fluidity.get_bucket_for_fluid(metal)
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if metal_count >= 1000 then
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metal_count = metal_count - 1000
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inv:set_list("bucket_out", {bucket})
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refresh = true
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local bucket_out = inv:get_stack("bucket_out", 1)
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bucket_name = bucket_out:get_name()
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if (bucket_name == "bucket:bucket_empty" or fluidity.florbs.get_is_florb(bucket_out)) and metal ~= "" and bucket_out:get_count() == 1 then
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local is_florb = fluidity.florbs.get_is_florb(bucket_out)
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if is_florb then
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local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(bucket_out)
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local fluid_metal = fluidity.get_metal_for_fluid(fluid_name)
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if not fluid_name or fluid_name == metal then
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local take = 1000
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if metal_count == 0 then
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metal = ""
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if metal_count < take then
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take = metal_count
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end
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-- Attempt to put 1000 millibuckets into the florb
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local stack,res = fluidity.florbs.add_fluid(bucket_out, metal, take)
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if res > 0 then
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take = take - res
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end
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metal_count = metal_count - take
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inv:set_list("bucket_out", {stack})
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refresh = true
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if metal_count == 0 then
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metal = ""
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end
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end
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else
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local bucket = fluidity.get_bucket_for_fluid(metal)
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if metal_count >= 1000 then
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metal_count = metal_count - 1000
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inv:set_list("bucket_out", {bucket})
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refresh = true
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if metal_count == 0 then
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metal = ""
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end
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end
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end
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end
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@ -127,7 +127,7 @@ local function allow_metadata_inventory_put (pos, listname, index, stack, player
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end
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if listname == "bucket_out" then
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if stack:get_name() ~= "bucket:bucket_empty" then
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if stack:get_name() ~= "bucket:bucket_empty" and not fluidity.florbs.get_is_florb(stack) then
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return 0
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end
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@ -209,42 +209,95 @@ local function melter_node_timer(pos, elapsed)
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end
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-- Handle input bucket, only allow a molten metal
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local bucket_in = inv:get_stack("bucket_in", 1):get_name()
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if bucket_in:find("bucket") and bucket_in ~= "bucket:bucket_empty" then
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local bucket_fluid = fluidity.get_fluid_for_bucket(bucket_in)
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local fluid_is_metal = fluidity.get_metal_for_fluid(bucket_fluid) ~= nil
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local empty_bucket = false
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local bucket_in = inv:get_stack("bucket_in", 1)
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local bucket_name = bucket_in:get_name()
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if (bucket_name:find("bucket") and bucket_name ~= "bucket:bucket_empty") or (not fluidity.florbs.get_is_empty_florb(bucket_in) and fluidity.florbs.get_is_florb(bucket_in)) then
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local is_florb = fluidity.florbs.get_is_florb(bucket_in)
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if is_florb then
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local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(bucket_in)
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local fluid_metal = fluidity.get_metal_for_fluid(fluid_name)
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if fluid_metal and (fluid_name == metal or metal == "") then
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local take = 1000
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if fluid_is_metal then
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if metal ~= "" and metal == bucket_fluid then
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if metal_count + 1000 <= metal_melter.max_metal then
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metal_count = metal_count + 1000
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if metal_count + take > metal_melter.max_metal then
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take = metal_melter.max_metal - metal_count
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end
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-- Attempt to take 1000 millibuckets from the florb
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local stack,res = fluidity.florbs.take_fluid(bucket_in, take)
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if res > 0 then
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take = take - res
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end
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metal = fluid_name
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metal_count = metal_count + take
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inv:set_list("bucket_in", {stack})
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refresh = true
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end
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else
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local bucket_fluid = fluidity.get_fluid_for_bucket(bucket_name)
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local fluid_is_metal = fluidity.get_metal_for_fluid(bucket_fluid) ~= nil
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local empty_bucket = false
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if fluid_is_metal then
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if metal ~= "" and metal == bucket_fluid then
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if metal_count + 1000 <= metal_melter.max_metal then
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metal_count = metal_count + 1000
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empty_bucket = true
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end
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elseif metal == "" then
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metal_count = 1000
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metal = bucket_fluid
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empty_bucket = true
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end
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elseif metal == "" then
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metal_count = 1000
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metal = bucket_fluid
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empty_bucket = true
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end
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end
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if empty_bucket then
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inv:set_list("bucket_in", {"bucket:bucket_empty"})
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refresh = true
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if empty_bucket then
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inv:set_list("bucket_in", {"bucket:bucket_empty"})
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refresh = true
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end
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end
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end
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-- Handle bucket output, only allow empty buckets in this slot
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local bucket_out = inv:get_stack("bucket_out", 1):get_name()
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if bucket_out == "bucket:bucket_empty" and metal ~= "" and inv:get_stack("bucket_out", 1):get_count() == 1 then
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local bucket = fluidity.get_bucket_for_fluid(metal)
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if metal_count >= 1000 then
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metal_count = metal_count - 1000
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inv:set_list("bucket_out", {bucket})
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refresh = true
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local bucket_out = inv:get_stack("bucket_out", 1)
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bucket_name = bucket_out:get_name()
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if (bucket_name == "bucket:bucket_empty" or fluidity.florbs.get_is_florb(bucket_out)) and metal ~= "" and bucket_out:get_count() == 1 then
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local is_florb = fluidity.florbs.get_is_florb(bucket_out)
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if is_florb then
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local contents, fluid_name, capacity = fluidity.florbs.get_florb_contents(bucket_out)
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local fluid_metal = fluidity.get_metal_for_fluid(fluid_name)
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if not fluid_name or fluid_name == metal then
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local take = 1000
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if metal_count == 0 then
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metal = ""
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if metal_count < take then
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take = metal_count
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end
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-- Attempt to put 1000 millibuckets into the florb
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local stack,res = fluidity.florbs.add_fluid(bucket_out, metal, take)
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if res > 0 then
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take = take - res
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end
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metal_count = metal_count - take
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inv:set_list("bucket_out", {stack})
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refresh = true
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if metal_count == 0 then
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metal = ""
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end
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end
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else
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local bucket = fluidity.get_bucket_for_fluid(metal)
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if metal_count >= 1000 then
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metal_count = metal_count - 1000
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inv:set_list("bucket_out", {bucket})
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||||
refresh = true
|
||||
|
||||
if metal_count == 0 then
|
||||
metal = ""
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -53,3 +53,11 @@ minetest.register_craft({
|
||||
{'group:tree'},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = 'fluidity:florb',
|
||||
recipe = {
|
||||
{'default:glass'},
|
||||
{'bucket:bucket_empty'},
|
||||
},
|
||||
})
|
||||
|
Loading…
Reference in New Issue
Block a user