Add copper, and the beginnings of a machine system.

This commit is contained in:
Signal 2025-12-29 16:53:50 -05:00
parent 30ba6e5385
commit 1e897665bb
69 changed files with 976 additions and 135 deletions

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@ -0,0 +1,72 @@
local ns = rgt
local achievements = {}
ns.achievements = achievements
local root_achievements = {}
function ns.register_achievement(def)
if not def.label then
def.label = def.name:gsub("_", " "):gsub("%s%a", function(a) return " "..string.upper(a) end)
end
if not def.depends then
table.insert(root_achievements, def.name)
def.depends = {}
end
achievements[def.name] = def
end
minetest.register_on_mods_loaded(function()
table.sort(root_achievements)
for id, def in pairs(achievements) do
for _, dep in ipairs(def.depends) do
local d_def = achievements[dep]
if not d_def.children then d_def.children = {} end
if d_def then
table.insert(d_def.children, id)
else
minetest.log("error", "[rgt_achievements] Missing dependency '"..dep.."' for '"..id.."'")
end
end
end
end)
function ns.show_achievements(name)
local fs = [[
formspec_version[10]
size[12.5,10.5]
scroll_container[0.25,0.25;12,11;blah;horizontal;;]
scroll_container[0.25,0.25;12,10;blah2;vertical;;]
]]
for i, x in ipairs(root_achievements) do
fs = fs.."image[0,"..(i *0.5)..";0.25,0.25;rgt_stone.png]"
end
fs = fs..[[
scroll_container_end[]
scroll_container_end[]
scrollbaroptions[min=0;max=256]
scrollbar[0,0;-800,0;horizontal;blah;]
scrollbar[0,0;-800,0;vertical;blah2;]
]]
minetest.show_formspec(name, "achievements", fs)
end
ns.register_achievement {
name = "survival",
}
ns.register_achievement {
name = "machines",
}
minetest.register_chatcommand("a", {
func = function(name)
ns.show_achievements(name)
end
})

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@ -0,0 +1,2 @@
name = rgt_achievements
depnds = rgt_ui, rgt_base

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@ -36,8 +36,39 @@ function say(msg)
minetest.chat_send_all("# Server: "..msg)
end
EventTarget = {
init = function()
local e = {
listeners = {}
}
return setmetatable(e, {__index = EventTarget})
end,
listen = function(e, channel, fn)
if not e.listeners[channel] then e.listeners[channel] = {} end
local l = e.listeners[channel]
l[#l +1] = fn
end,
unlisten = function(e, channel, fn)
if not e.listeners[channel] then return end
local l = e.listeners[channel]
local idx = table.indexof(l, fn)
if idx < 0 then return end
table.remove(l, idx)
end,
dispatch = function(e, channel, ...)
local l = e.listeners[channel]
if not l then return end
for i = 1, #l do
l[i](...)
end
end
}
setmetatable(EventTarget, {
__call = function(_, ...) return EventTarget.init(...) end
})
rgt = {
horizontal_neighbor_offests = {
adjacent_neighbor_offests = {
vector.new(0,0,1),
vector.new(0,0,-1),
vector.new(1,0,0),
@ -52,7 +83,9 @@ rgt = {
vector.new(0,0,-1),
vector.new(1,0,0),
vector.new(-1,0,0),
}
},
nodes_to_content_ids = {},
content_ids_to_nodes = {}
}
local ns = rgt
@ -80,6 +113,9 @@ function ns.register_node(name, def)
end
end
minetest.register_node(":"..name, def)
local cid = minetest.get_content_id(name)
ns.nodes_to_content_ids[name] = cid
ns.content_ids_to_nodes[cid] = name
if alias then
minetest.register_alias(alias, name)
end
@ -111,6 +147,26 @@ function ns.register_tool(name, def)
end
end
function ns.register_entity(name, def)
minetest.register_entity(name, def)
end
-- Out-of-line node metadata, allowing meta for a node to be accessed even when its containing mapblock is not loaded.
local db = minetest.get_mod_storage()
local NodeMetaRef = {
set = function(e, key, value)
return db:set_string(e._pos.."_"..key, value)
end,
get = function(e, key)
return db:get(e._pos.."_"..key)
end,
}
NodeMetaRef.__index = NodeMetaRef
function ns.get_node_meta(pos)
return setmetatable({_pos = tostring(minetest.hash_node_position(pos))}, NodeMetaRef)
end
-- Allow nodes to provide a callback to run on activation without
-- needing to register a bunch of mostly identical LBMs.
minetest.register_lbm {

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@ -0,0 +1,2 @@
name = rgt_alloy_furnace
depends = rgt_machines

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@ -5,8 +5,9 @@ local function can_work(node, m, inv)
if input:get_count() > 0 then
-- Would melting this item exceed our fluid capacity?
local fluid = m:get_float "fluid"
local capacity = m:get_int "fluid_capacity"
if capacity -fluid >= 1 then
local fluid_type = m:get "fluid_type"
local capacity = m:get_float "fluid_capacity"
if capacity -fluid >= 1 and (fluid == 0 or input:get_definition().material == fluid_type) then
return true
end
end
@ -16,7 +17,7 @@ end
local function update_formspec(m, progress)
progress = progress or m:get_int "progress"
local fluid = m:get_float "fluid"
local capacity = m:get_int "fluid_capacity"
local capacity = m:get_float "fluid_capacity"
local progressbar = progress == 0 and "rgt_progress_bg.png^[transformR270" or "rgt_progress_bg.png^[lowpart:"..progress..":rgt_progress_bg_active.png^[transformR270"
local fluidcontainer = fluid == 0 and "rgt_fluid_container_bg.png" or "rgt_fluid_container_bg.png^[lowpart:"..(fluid /capacity *100)..":rgt_fluid_container_bg_filled.png"
local fs = {"\
@ -57,11 +58,14 @@ local function update(pos, elapsed)
minetest.swap_node(pos, node)
end
local progress = m:get_int("progress") +20
local progress = m:get_int("progress") +50
if progress >= 100 then
local fluid = m:get_float "fluid"
fluid = fluid +1
if fluid >= 2 then
fluid = fluid -rgt_machines.push_fluid(pos, m:get "fluid_type", fluid)
end
m:set_float("fluid", fluid)
-- Consume an item.
@ -69,6 +73,8 @@ local function update(pos, elapsed)
s:take_item()
inv:set_stack("input", 1, s)
m:set_string("fluid_type", s:get_definition().material)
progress = 0
end
m:set_int("progress", progress)
@ -90,7 +96,7 @@ rgt_machines.register_machine("arc_furnace", {
},
active = {
tiles = {"rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_arc_furnace_front_active.png"},
drop = "arc_furnace_idle"
drop = "arc_furnace_idle",
}
},
paramtype2 = "4dir",
@ -100,7 +106,7 @@ rgt_machines.register_machine("arc_furnace", {
local inv = m:get_inventory()
inv:set_size("input", 1)
m:set_int("fluid_capacity", 10)
m:set_float("fluid_capacity", 10)
m:set_string("active", "false")
update_formspec(m)

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@ -1,2 +1,2 @@
name = rgt_arc_furnace
depends = rgt_machines_core
depends = rgt_machines

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@ -0,0 +1,167 @@
local ns = rgt_machines
ns.casting_recipes = {
{
name = "plate",
label = "Plate"
},
{
name = "rod",
label = "Rod"
},
{
name = "gear",
label = "Gear"
},
}
local function can_work(node, m, inv)
-- Do we have an input item?
local fluid = m:get_float "fluid"
if m:contains "recipe" and m:contains "fluid_type" and fluid > 0 and inv:get_stack("output", 1):get_free_space() > 0 then
return true
end
return false
end
local function update_formspec(m, progress)
progress = progress or m:get_int "progress"
local fluid_type = m:get_string "fluid_type"
local fluid = m:get_float "fluid"
local capacity = m:get_int "fluid_capacity"
local progressbar = progress == 0 and "rgt_progress_bg.png^[transformR270" or "rgt_progress_bg.png^[lowpart:"..progress..":rgt_progress_bg_active.png^[transformR270"
local fluidcontainer = fluid == 0 and "rgt_fluid_container_bg.png" or "rgt_fluid_container_bg.png^[lowpart:"..(fluid /capacity *100)..":rgt_fluid_container_bg_filled.png"
local fs = {"\
formspec_version[10]\
size[12,12]\
image[3.5,2;1,1;", progressbar, "]\
image[2,1;1,3;", minetest.formspec_escape(fluidcontainer), "]\
label[0.5,0.5;", fluid, " / ", capacity, "]\
", ui.list("context", "output", 5, 2, 1, 1), "\
"}
fs[#fs +1] = ui.list("current_player", "main", 1.125, 6.5, 8, 4)
fs[#fs +1] = "\
listring[]"
local recipe = m:get "recipe"
local x = 0
local y = 0
for _, r in ipairs(ns.casting_recipes) do
if r.name == recipe then
fs[#fs +1] = "style[select_recipe_"..r.name..";bgimg=rgt_other_button_bg.png]"
end
fs[#fs +1] = "image_button["..(x *1.1 +7)..","..(y +1.5)..";1,1;rgt_cast_"..r.name..".png;select_recipe_"..r.name..";]\
tooltip[select_recipe_"..r.name..";"..(r.label or r.name).."]\
"
x = x +1
end
m:set_string("formspec", table.concat(fs))
end
local function activate(pos, node, m)
m:set_string("active", "true")
node.name = "casting_basin_active"
minetest.swap_node(pos, node)
end
local function deactivate(pos, node, m)
m:set_string("active", "false")
m:set_int("progress", 0)
update_formspec(m)
node.name = "casting_basin_idle"
minetest.swap_node(pos, node)
end
local function update(pos, elapsed)
local node = minetest.get_node(pos)
local m = minetest.get_meta(pos)
local inv = m:get_inventory()
local active = m:get_string("active") == "true"
if can_work(node, m, inv) then
if not active then
active = true
activate(pos, node, m)
end
local progress = m:get_int("progress") +20
if progress >= 100 then
local fluid = m:get_float "fluid"
fluid = fluid -1
m:set_float("fluid", fluid)
local s = inv:get_stack("output", 1)
if s and s:get_count() > 0 then
s:set_count(s:get_count() +1)
else
s = ItemStack(m:get_string("fluid_type").."_"..m:get_string("recipe"))
end
inv:set_stack("output", 1, s)
progress = 0
end
m:set_int("progress", progress)
update_formspec(m, progress)
elseif active then
active = false
deactivate(pos, node, m)
end
return true
end
rgt_machines.register_machine("casting_basin", {
states = {
idle = {
tiles = {"rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_casting_basin_front.png"}
},
active = {
tiles = {"rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_casting_basin_front_active.png"},
drop = "casting_basin_idle",
}
},
paramtype2 = "4dir",
groups = {dig_immediate = 3, fluid_sink = 1},
on_construct = function(pos)
local m = minetest.get_meta(pos)
local inv = m:get_inventory()
inv:set_size("output", 1)
m:set_int("fluid_capacity", 10)
m:set_string("active", "false")
update_formspec(m)
minetest.get_node_timer(pos):start(1)
end,
on_destruct = function(pos)
local m = minetest.get_meta(pos)
local inv = m:get_inventory()
for i = 1, inv:get_size("input") do
local item = minetest.add_item(pos, inv:get_stack("input", i))
if item then
item:set_velocity(vector.random_direction() *math.random(2, 3))
end
end
end,
allow_metadata_inventory_put = function(pos, list, idx, s, p)
return 0
end,
on_receive_fields = function(pos, form, data, p)
for k, v in pairs(data) do
if k:find "^select_recipe_" then
local m = minetest.get_meta(pos)
local recipe = k:match "^select_recipe_(.*)"
m:set_string("recipe", recipe)
update_formspec(m)
end
end
end,
on_timer = update
})

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@ -0,0 +1,2 @@
name = rgt_casting_basin
depends = rgt_machines

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@ -33,7 +33,7 @@ rgt_machines.register_machine("fuel_furnace", {
local inv = m:get_inventory()
inv:set_size("input", 1)
inv:set_size("output", 1)
-- Dummy list handle Shift-adding properly.
-- Dummy list to handle Shift-adding properly.
inv:set_size("sort", 1)
inv:set_size("fuel", 1)

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@ -1,2 +1,2 @@
name = rgt_furnace
depends = rgt_machines_core
depends = rgt_machines

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@ -0,0 +1,38 @@
local ns = rgt_machines
local nodebox = {
type = "connected",
disconnected = {1/8, 1/8, 1/8, -1/8, -1/8, -1/8},
connect_top = {1/8, 1/2, 1/8, -1/8, -1/8, -1/8},
connect_bottom = {1/8, 1/8, 1/8, -1/8, -1/2, -1/8},
connect_front = {1/8, 1/8, 1/8, -1/8, -1/8, -1/2},
connect_left = {1/8, 1/8, 1/8, -1/2, -1/8, -1/8},
connect_back = {1/8, 1/8, 1/2, -1/8, -1/8, -1/8},
connect_right = {1/2, 1/8, 1/8, -1/8, -1/8, -1/8}
}
function ns.register_cable(type, def)
rgt.register_node("cable_"..type, {
drawtype = "nodebox",
node_box = nodebox,
connects_to = {"group:cable", "group:machine"},
tiles = {"rgt_cable_"..type..".png"},
groups = {cable = 1, dig_immediate = 3, network_component = 1},
paramtype = "light",
sunlight_propagates = true,
on_construct = function(pos)
ns.update_network(pos)
end,
after_destruct = function(pos)
ns.update_network(pos)
end,
cable_def = def
})
end
ns.register_cable("copper", {
resistance = 0,
max_transference = 200
})
-- //lua say(dump(minetest.get_meta(rgt.players.singleplayer.pos:round()):to_table()))

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@ -0,0 +1,74 @@
local ns = rgt_machines
-- The recursive funtion that executes a request to push fluid to a network.
local function push_fluid(pos, node, ctx)
-- Indicate that this node has now been checked.
ctx.ignore[minetest.hash_node_position(pos)] = true
-- If the node is a sink, add as much fluid to it as we can.
if minetest.get_item_group(node, "fluid_sink") > 0 then
local m = minetest.get_meta(pos)
local fluid = m:get_float "fluid"
local fluid_type = m:get "fluid_type"
local space = m:get_float "fluid_capacity" -fluid
-- If possible, cast the type of an empty tank to that of the fluid we're pushing; if, however, the tank already contains some amount of a different fluid type, we should not push anything.
if ctx.type ~= fluid_type then
if not fluid_type or fluid == 0 then
m:set_string("fluid_type", ctx.type)
else
return
end
end
-- Push as much fluid into the receiver's tank as we can, and decrement the amount awaiting transfer appropriately.
if space >= ctx.amount then
m:set_float("fluid", fluid +ctx.amount)
ctx.amount = 0
else
m:set_float("fluid", fluid +space)
ctx.amount = ctx.amount -space
end
-- If the node is a pipe, continue pushing to its neighbors.
elseif minetest.get_item_group(node, "pipe") > 0 then
for _, x in ipairs(rgt.adjacent_neighbor_offests) do
-- If we've no fluid left to push, we can just stop.
if ctx.amount <= 0 then break end
if not ctx.ignore[minetest.hash_node_position(pos +x)] then
push_fluid(pos +x, node, ctx)
end
end
end
end
-- Pushes fluid from `pos` to any connected fluid network.
-- Returns the amount of fluid that was successfully pushed.
function ns.push_fluid(pos, type, amount)
-- Create a master storage table for this push request.
local ctx = {
ignore = {minetest.hash_node_position(pos)}, -- Nodes we have already checked.
type = type, -- The type of the fluid we are sending.
amount = amount -- How much fluid remains to be sent.
}
-- Recursively dispatch the request to all neighbors in sequence.
for _, x in ipairs(rgt.adjacent_neighbor_offests) do
if ctx.amount > 0 and not ctx.ignore[minetest.hash_node_position(pos +x)] then
push_fluid(pos +x, minetest.get_node(pos +x).name, ctx)
end
end
-- Return the amount we were able to transfer (amount requested minus amount left).
return amount -ctx.amount
end
-- Pulls fluid into `pos` from any connected fluid network.
-- Returns false if no fluid could be pulled, and the amount pulled otherwise.
function ns.pull_fluid(pos)
end
function ns.register_fluid_tank(name, def)
rgt.register_node("fluid_tank_"..name, {
})
end

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@ -0,0 +1,171 @@
--[[
List of machines:
- Arc furnace: Melts materials into their liquid form
--]]
rgt_machines = {
registered_machines = {},
networks = {}
}
local ns = rgt_machines
local db = minetest.get_mod_storage()
function ns.get_network(id)
return minetest.deserialize(db:get(id) or "return nil") or {supply = 0, demand = 0}
end
-- This abstracts away the use of multiple nodes for visual state feedback by
-- copying all node callbacks into each node, so that by default the machine
-- behaves exactly the same regardless of the underlying node type.
--[[
{
states = { ... }, -- Alternate visual states for this node. All properties of the resultant node may be overriden.
...
}
--]]
function ns.register_machine(name, def)
if not def.groups then
def.groups = {}
end
def.groups.machine = 1
def.groups.network_component = 1
def.groups.run_on_activate = 1
def.groups[name] = 1
-- Ensure that we update the network when a machine is placed or removed.
local _on_construct = def.on_construct
def.on_construct = function(pos)
ns.update_network(pos)
if _on_construct then _on_construct(pos) end
end
local _after_destruct = def.after_destruct
def.after_destruct = function(pos)
ns.update_network(pos)
if _after_destruct then _after_destruct(pos) end
end
ns.registered_machines[name] = def
for state, x in pairs(def.states) do
rgt.register_node(name.."_"..state, extend(table.copy(def), x))
end
end
-- Recursively propagate a network reassignment to all connected nodes (ignoring positions in `ignore`).
local function propagate_network_update(pos, net, ignore)
ignore[minetest.hash_node_position(pos)] = true
-- Store the network to the target node.
minetest.get_meta(pos):set_string("network", net)
-- Check each neighboring node for further propagation.
for _, x in ipairs(rgt.adjacent_neighbor_offests) do
-- If we already checked this node, we shouldn't consider it to avoid infinite recursion.
if not ignore[minetest.hash_node_position(pos +x)] then
local cid = minetest.get_node_raw(pos.x +x.x, pos.y +x.y, pos.z +x.z)
-- Ensure that this node can belong to a network and thus is a valid propagation target.
if minetest.get_item_group(rgt.content_ids_to_nodes[cid], "network_component") > 0 then
propagate_network_update(pos +x, net, ignore)
end
end
end
end
-- Called when a pos is added to or removed from a network.
-- Whether an addition or deletion is being performed depends on whether the node at `pos` belongs to the `network_component` group.
function ns.update_network(pos)
-- We're adding a node.
if minetest.get_item_group(minetest.get_node(pos).name, "network_component") > 0 then
-- Find all adjacent networks.
local net
local nets = {}
local num_nets = 0
for _, x in ipairs(rgt.adjacent_neighbor_offests) do
-- Ensure that this is a node that should have a network field.
if minetest.get_item_group(minetest.get_node(pos +x).name, "network_component") > 0 then
local n = minetest.get_meta(pos +x):get("network")
-- If the node doesn't have a network for some reason, we should give it one.
if not n or table.indexof(nets, n) == -1 then
-- Set our network to the first one we find.
if not net then
net = n
-- Store the positions of any other adjacent networks, so we can merge them with ours.
elseif net ~= n then
nets[#nets +1] = x
end
num_nets = num_nets +1
end
end
end
-- Propagate our chosen network to adjacent networks with different IDs.
-- If we didn't find any adjacent networks, this will just do nothing.
local ignore = {[minetest.hash_node_position(pos)] = true}
for _, x in ipairs(nets) do
propagate_network_update(pos +x, net, ignore)
end
-- Create a new unique network ID if none of our neighbors have one.
if not net then
net = string.format("net_%d_%06d", minetest.get_us_time(), math.random(100000, 999999))
end
-- Save our chosen network ID.
minetest.get_meta(pos):set_string("network", net)
-- We're removing a node.
else
-- Find all adjacent networks.
local net
local nets = {}
for _, x in ipairs(rgt.adjacent_neighbor_offests) do
-- Ensure that this is a node that should have a network field.
if minetest.get_item_group(minetest.get_node(pos +x).name, "network_component") > 0 then
local n = minetest.get_meta(pos +x):get("network")
nets[#nets +1] = x
end
end
-- We only need to ensure that these networks are unique, thus one of them can keep its original ID.
if #nets > 1 then table.remove(nets, 1) end
-- Create a new ID for each network and propagate it.
local pos_hash = minetest.hash_node_position(pos)
for _, x in ipairs(nets) do
net = string.format("net_%d_%06d", minetest.get_us_time(), math.random(100000, 999999))
-- Provide a different ignore table each time, to ensure that when the same network abuts this node on multiple edges, all touching nodes get the same network in the end.
propagate_network_update(pos +x, net, {[pos_hash] = true})
end
end
return true
end
function ns.add_network_supply(id, amount)
local net = ns.get_network(id)
net.supply = net.supply +amount
db:set_string(id, minetest.serialize(net))
end
function ns.remove_network_supply(id, amount)
ns.add_network_supply(id, -amount)
end
function ns.change_network_supply(id, from, to)
ns.add_network_supply(id, to -from)
end
function ns.add_network_demand(id, amount)
local net = ns.get_network(id)
net.demand = net.demand +amount
db:set_string(id, minetest.serialize(net))
end
function ns.remove_network_demand(id, amount)
ns.add_network_demand(id, -amount)
end
function ns.change_network_demand(id, from, to)
ns.add_network_demand(id, to -from)
end
include "fluids.lua"
include "cables.lua"
include "pipes.lua"

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@ -0,0 +1,2 @@
name = rgt_machines
depends = rgt_world, rgt_player

View file

@ -6,7 +6,7 @@ local function update_pipe(pos, leaf)
local dir
local pipe
for _, offset in ipairs(rgt.adjacent_horizontal_neighbor_offests) do
for _, offset in ipairs(rgt.adjacent_neighbor_offests) do
pipe = minetest.get_node(pos +offset)
if minetest.get_item_group(pipe.name, "pipe_straight") > 0 then
neighbors[#neighbors +1] = offset
@ -48,7 +48,7 @@ rgt.register_node("pipe_straight", {
update_pipe(pos)
end,
after_destruct = function(pos)
for _, offset in ipairs(rgt.adjacent_horizontal_neighbor_offests) do
for _, offset in ipairs(rgt.adjacent_neighbor_offests) do
pipe = minetest.get_node(pos +offset)
if minetest.get_item_group(pipe.name, "pipe_straight") > 0 then
update_pipe(pos +offset, true)
@ -70,7 +70,7 @@ rgt.register_node("pipe_straight_single_cap", {
update_pipe(pos)
end,
after_destruct = function(pos)
for _, offset in ipairs(rgt.adjacent_horizontal_neighbor_offests) do
for _, offset in ipairs(rgt.adjacent_neighbor_offests) do
pipe = minetest.get_node(pos +offset)
if minetest.get_item_group(pipe.name, "pipe_straight") > 0 then
update_pipe(pos +offset, true)
@ -92,7 +92,7 @@ rgt.register_node("pipe_straight_double_cap", {
update_pipe(pos)
end,
after_destruct = function(pos)
for _, offset in ipairs(rgt.adjacent_horizontal_neighbor_offests) do
for _, offset in ipairs(rgt.adjacent_neighbor_offests) do
pipe = minetest.get_node(pos +offset)
if minetest.get_item_group(pipe.name, "pipe_straight") > 0 then
update_pipe(pos +offset, true)

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@ -1,11 +0,0 @@
local ns = rgt_machines
function ns.create_fluid_tank(m)
end
function ns.make_fluid_display(x, y, fliud, max, amount)
local fs = {}
return table.concat(fs)
end

View file

@ -1,36 +0,0 @@
--[[
List of machines:
- Arc furnace: Melts materials into their liquid form
--]]
rgt_machines = {
registered_machines = {}
}
local ns = rgt_machines
-- This abstracts away the use of multiple nodes for visual state feedback by
-- copying all node callbacks into each node, so that by default the machine
-- behaves exactly the same regardless of the underlying node type.
--[[
{
states = { ... }, -- Alternate visual states for this node. All properties of the resultant node may be overriden.
...
}
--]]
function ns.register_machine(name, def)
if not def.groups then
def.groups = {}
end
def.groups.rgt_machine = 1
def.groups.run_on_activate = 1
def.groups[name] = 1
ns.registered_machines[name] = def
for state, x in pairs(def.states) do
rgt.register_node(name.."_"..state, extend(table.copy(def), x))
end
end
include "fluids.lua"
include "pipes.lua"

View file

@ -1,2 +0,0 @@
name = rgt_machines_core
depends = rgt_world, rgt_player

View file

@ -0,0 +1,132 @@
local function can_work(node, m, inv)
-- Do we have an input item?
local input = inv:get_stack("input", 1)
if input:get_count() > 0 then
return true
end
return false
end
local function update_formspec(m, progress)
progress = progress or m:get_int "progress"
local fluid = m:get_float "fluid"
local capacity = m:get_int "fluid_capacity"
local progressbar = progress == 0 and "rgt_progress_bg.png^[transformR270" or "rgt_progress_bg.png^[lowpart:"..progress..":rgt_progress_bg_active.png^[transformR270"
local fluidcontainer = fluid == 0 and "rgt_fluid_container_bg.png" or "rgt_fluid_container_bg.png^[lowpart:"..(fluid /capacity *100)..":rgt_fluid_container_bg_filled.png"
local fs = {"\
formspec_version[10]\
size[12,12]\
", ui.list("context", "input", 2, 2, 1, 1), "\
image[4,2;1,1;", progressbar, "]\
image[7,1;1,3;", minetest.formspec_escape(fluidcontainer), "]\
label[0.5,0.5;", fluid, " / ", capacity, "]\
"}
fs[#fs +1] = ui.list("current_player", "main", 1.125, 6.5, 8, 4)
fs[#fs +1] = "\
listring[]"
m:set_string("formspec", table.concat(fs))
end
local function activate(pos, node, m)
m:set_string("active", "true")
node.name = "steam_generator_active"
minetest.swap_node(pos, node)
end
local function deactivate(pos, node, m)
m:set_string("active", "false")
m:set_int("progress", 0)
update_formspec(m)
node.name = "steam_generator_idle"
minetest.swap_node(pos, node)
end
local function update(pos, elapsed)
local node = minetest.get_node(pos)
local m = minetest.get_meta(pos)
local inv = m:get_inventory()
local active = m:get_string("active") == "true"
if can_work(node, m, inv) then
if not active then
active = true
activate(pos, node, m)
end
local progress = m:get_int("progress") +20
if progress >= 100 then
local fluid = m:get_float "fluid"
fluid = fluid +1
m:set_float("fluid", fluid)
-- Consume an item.
local s = inv:get_stack("input", 1)
s:take_item()
inv:set_stack("input", 1, s)
progress = 0
end
m:set_int("progress", progress)
update_formspec(m, progress)
elseif active then
active = false
deactivate(pos, node, m)
end
return true
end
rgt_machines.register_machine("steam_generator", {
states = {
idle = {
tiles = {"rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_steam_generator_front.png"}
},
active = {
tiles = {"rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_iron_block.png", "rgt_steam_generator_front_active.png"},
drop = "steam_generator_idle",
}
},
paramtype2 = "4dir",
groups = {dig_immediate = 3},
on_construct = function(pos)
local m = minetest.get_meta(pos)
local inv = m:get_inventory()
inv:set_size("input", 1)
m:set_int("fluid_capacity", 10)
m:set_string("active", "false")
update_formspec(m)
minetest.get_node_timer(pos):start(1)
end,
on_destruct = function(pos)
local m = minetest.get_meta(pos)
local inv = m:get_inventory()
for i = 1, inv:get_size("input") do
local item = minetest.add_item(pos, inv:get_stack("input", i))
if item then
item:set_velocity(vector.random_direction() *math.random(2, 3))
end
end
end,
allow_metadata_inventory_put = function(pos, list, idx, s, p)
local inv = minetest.get_meta(pos):get_inventory()
local meltable = minetest.registered_items[s:get_name()].groups.arc_furnace_meltable
if meltable then
if inv:room_for_item("input", s) then
return s:get_count()
elseif inv:room_for_item("input", s:take_item()) then
return s:get_stack_max() -inv:get_stack("input", 1):get_count()
end
end
return 0
end,
on_timer = update
})

View file

@ -0,0 +1,2 @@
name = rgt_steam_generator
depends = rgt_machines

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@ -54,17 +54,20 @@ minetest.register_ore {
rgt.register_item("iron_ingot", {
inventory_image = "rgt_iron_ingot.png",
groups = {arc_furnace_meltable = 1}
groups = {arc_furnace_meltable = 1},
material = "iron",
})
rgt.register_item("iron_lump", {
inventory_image = "rgt_iron_lump.png",
groups = {furnace_smeltable = 1}
groups = {furnace_smeltable = 1},
material = "iron",
})
rgt.register_node("iron_block", {
tiles = {"rgt_iron_block.png"},
groups = {stone = 1}
groups = {stone = 1},
material = "iron",
})
rgt.register_node("iron_ore", {
@ -92,6 +95,72 @@ minetest.register_ore {
},
}
rgt.register_item("iron_plate", {
inventory_image = "rgt_plate_iron.png",
material = "iron",
})
rgt.register_item("iron_rod", {
inventory_image = "rgt_rod_iron.png",
material = "iron",
})
rgt.register_item("iron_gear", {
inventory_image = "rgt_gear_iron.png",
material = "iron",
})
-- MARK: Copper
rgt.register_item("copper_ingot", {
inventory_image = "rgt_copper_ingot.png",
})
rgt.register_item("copper_lump", {
inventory_image = "rgt_copper_lump.png",
})
rgt.register_node("copper_block", {
tiles = {"rgt_copper_block.png"},
groups = {stone = 1}
})
rgt.register_node("copper_ore", {
tiles = {"rgt_stone.png^rgt_copper_ore.png"},
drop = "copper_lump",
groups = {stone = 1}
})
minetest.register_ore {
ore_type = "scatter",
ore = "copper_ore",
wherein = "stone",
clust_scarcity = 4 * 4 * 4,
clust_num_ores = 8,
clust_size = 3,
noise_params = {
offset = 0,
scale = 1,
spread = {x = 100, y = 100, z = 100},
seed = 9942,
octaves = 3,
persistence = 0.7
},
}
rgt.register_item("copper_plate", {
inventory_image = "rgt_plate_copper.png"
})
rgt.register_item("gold_rod", {
inventory_image = "rgt_rod_copper.png"
})
rgt.register_item("gold_gear", {
inventory_image = "rgt_gear_copper.png"
})
-- MARK: - Gold
@ -132,3 +201,15 @@ minetest.register_ore {
persistence = 0.7
},
}
rgt.register_item("gold_plate", {
inventory_image = "rgt_plate_gold.png"
})
rgt.register_item("gold_rod", {
inventory_image = "rgt_rod_gold.png"
})
rgt.register_item("gold_gear", {
inventory_image = "rgt_gear_gold.png"
})

View file

@ -1,2 +1,2 @@
name = rgt_materials
depends = rgt_world
depends = rgt_world, rgt_casting_basin

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@ -0,0 +1,2 @@
name = rgt_origins
depends = rgt_player

View file

@ -170,8 +170,22 @@ local function generate_tree(min, max, base_x, base_y, base_z)
end
end
local function tree(min, max, x, y, z)
local function tree(vm, min, max, x, y, z)
apple_tree={
axiom="FFFFFAFFBF",
rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
trunk="oak_log",
leaves="oak_leaves",
angle=30,
iterations=2,
random_level=0,
trunk_type="single",
thin_branches=true,
fruit_chance=10,
fruit="stone"
}
minetest.spawn_tree_on_vmanip(vm, vector.new(x, y, z), apple_tree)
end
@ -228,9 +242,10 @@ minetest.register_on_generated(function(vm, min, max)
end
end
for _, x in pairs(trees) do
tree(min, max, x.x, x.y, x.z)
end
vm:set_data(vm_data)
for _, x in pairs(trees) do
tree(vm, min, max, x.x, x.y, x.z)
end
vm:calc_lighting()
end)

View file

@ -2,28 +2,29 @@ local ns = rgt
ns.players = {}
Player = {
listeners = {},
new = function(p)
local e = setmetatable({
local m = setmetatable({
name = p:get_player_name(),
object = p
}, {__index = Player})
local inv = p:get_inventory()
inv:set_size("hand", 1)
e:set_hotbar_size(8)
m:set_hotbar_size(8)
e.textures = {_textures = {}}
setmetatable(e.textures, {
m.textures = {_textures = {}}
setmetatable(m.textures, {
__newindex = function(tbl, key, value)
tbl._textures[idx] = value
p:set_properties {
textures = tbl._textures
}
end,
__index = e.textures._textures
__index = m.textures._textures
})
e.hunger_bar = p:hud_add {
m.hunger_bar = p:hud_add {
type = "statbar",
position = {x=0.5,y=1},
offset = {x=10,y=-96},
@ -36,29 +37,31 @@ Player = {
text2 = "rgt_pumpkin_empty.png"
}
e.props = p:get_properties()
m.props = p:get_properties()
e.eye_height = 1.6
m.eye_height = 1.6
e.hud = {}
e.poi = {}
m.hud = {}
m.poi = {}
e.wearing = {}
m.wearing = {}
e.logical_height_offset = 0
e:update_hp(p:get_hp())
m.logical_height_offset = 0
m:update_hp(p:get_hp())
e.object:set_formspec_prepend [[
m.object:set_formspec_prepend [[
formspec_version[10]
bgcolor[#000;true;#000c]
background9[0,0;0,0;rgt_container_bg.png;true;16,16]
style_type[button;border=false;bgimg=rgt_button_bg.png;bgimg_middle=8,8]
style_type[button,image_button;border=false;bgimg=rgt_button_bg.png;bgimg_middle=8,8]
listcolors[#fff0;#fff3;#0000;#444;#aaa]
]]
e.inv = Inventory(p)
m.inv = Inventory(p)
return e
m:dispatch("init")
return m
end,
update_inv = function(m)
local fs = "\
@ -161,9 +164,11 @@ Player = {
local pos = p:get_pos()
pos.y = pos.y +m.eye_height
local ctl = p:get_player_control()
-- Animation
if not m.in_third_person then
local c = p:get_player_control()
local c = ctl
local moving = c.up or c.down or c.left or c.right
if moving then
@ -206,7 +211,6 @@ Player = {
else -- Third-person camera
local c = m.camera.ref
local me = m.focus and m.focus.ref or false
local ctl = p:get_player_control()
-- local lv = p:get_look_vertical()
-- local lh = p:get_look_horizontal()
-- local ldir = p:get_look_dir()
@ -299,7 +303,7 @@ Player = {
m.last_time = time
end
-- Run on-hover callbacks
-- MARK: Pointing callbacks
m.pointed_node = nil
local pointed_found = false
@ -312,6 +316,11 @@ Player = {
if m.pointed_obj.on_unhover then
m.pointed_obj:on_unhover(m)
end
if m.pointed_obj.on_interact and m.interaction_marker then
m.object:hud_remove(m.interaction_marker)
m.interaction_marker = nil
m.interaction_start = nil
end
m.hover_trigger_range = nil
end
if (m.pointed_obj and not names_match and e.on_hover) or not m.pointed_obj then
@ -325,6 +334,17 @@ Player = {
pointed_found = true
break
end
if e.on_interact and not e._no_interact and (not names_match or names_match and not m.interaction_marker) and (not e._can_interact or e:_can_interact(m)) then
if m.interaction_marker then m.object:hud_remove(m.interaction_marker) end
local dst = e.object:get_pos()
if e._interact_marker_offset then dst = dst +e:_interact_marker_offset() end
m.interaction_marker = m.object:hud_add {
type = "image_waypoint",
world_pos = dst,
scale = {x=3, y=3},
text = "rgt_rmb.png"
}
end
end
elseif pointed and pointed.type == "node" and not m.pointed_node then
pointed.node_under = minetest.get_node(pointed.under)
@ -335,49 +355,46 @@ Player = {
if m.pointed_obj.on_unhover then
m.pointed_obj:on_unhover(m)
end
if m.pointed_obj.on_interact and m.interaction_marker then
m.object:hud_remove(m.interaction_marker)
m.interaction_marker = nil
m.interaction_start = nil
end
m.pointed_obj = nil
m.hover_trigger_range = nil
end
m.pos = pos
-- MARK: Progressive interaction
-- Hold-to-interact handling
if m.interacting_with and m.ctl.place then
if ctl.place and m.ctl.place and m.pointed_obj and m.pointed_obj.on_interact and not m.pointed_obj._no_interact and (not m.pointed_obj._can_interact or m.pointed_obj:_can_interact(m)) then
if not m.interaction_start then
m.interaction_start = time
m.interaction_marker = minetest.add_entity(m.pointed_node.under, "display")
m.interaction_marker:set_properties {
visual = "sprite",
textures = {"rgt_interact_progress_0.png"}
}
else
if time -m.interaction_start > 1100000 then
m.interaction_marker:remove()
minetest.registered_nodes[minetest.get_node(m.interacting_with).name].on_interact(m.interacting_with, m)
elseif time -m.interaction_start > 1000000 then
m.interaction_marker:set_properties {
textures = {"rgt_interact_progress_100.png"}
}
elseif time -m.interaction_start > 750000 then
m.interaction_marker:set_properties {
textures = {"rgt_interact_progress_75.png"}
}
elseif time -m.interaction_start > 500000 then
m.interaction_marker:set_properties {
textures = {"rgt_interact_progress_50.png"}
}
elseif time -m.interaction_start > 250000 then
m.interaction_marker:set_properties {
textures = {"rgt_interact_progress_25.png"}
}
end
end
elseif m.interacting_with and not m.ctl.place then
m.interacting_with = nil
local duration = (m.pointed_obj._interact_time or 1) *1000000
local progress = (time -m.interaction_start) /duration
if progress > 1.1 then
m.pointed_obj:on_interact(m)
m.interaction_start = nil
m.interaction_marker:remove()
m.object:hud_remove(m.interaction_marker)
m.interaction_marker = nil
elseif progress > 1 then
m.object:hud_change(m.interaction_marker, "text", "rgt_rmb_100.png")
elseif progress > 0.75 then
m.object:hud_change(m.interaction_marker, "text", "rgt_rmb_75.png")
elseif progress > 0.5 then
m.object:hud_change(m.interaction_marker, "text", "rgt_rmb_50.png")
elseif progress > 0.25 then
m.object:hud_change(m.interaction_marker, "text", "rgt_rmb_25.png")
end
end
elseif not ctl.place and m.interaction_start and (not m.pointed_obj or not m.pointed_obj._no_interact or m.pointed_obj._can_interact and m.pointed_obj:_can_interact(m)) then
m.interaction_start = nil
if m.interaction_marker then
m.object:hud_change(m.interaction_marker, "text", "rgt_rmb.png")
end
end
m.pos = pos
-- Run on_wield callbacks
local w = p:get_wielded_item()
@ -397,6 +414,8 @@ Player = {
local while_wielded = def and def.while_wielded
if while_wielded then while_wielded(m, w) end
m:dispatch("tick")
end,
set_hotbar_size = function(m, slots)
local p = m.object
@ -409,13 +428,15 @@ Player = {
p:hud_set_hotbar_selected_image("rgt_hotbar_selected.png")
end,
deinit = function(m)
m:dispatch("deinit")
m.health_display:remove()
m.wielditem_display:remove()
rgt.players[m.name] = nil
end
}
setmetatable(Player, {
__call = function(_, ...) return Player.new(...) end
__call = function(_, ...) return Player.new(...) end,
__index = EventTarget
})

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@ -18,6 +18,8 @@
--]]
-- MARK: Iron
rgt.register_tool("iron_sword", {
inventory_image = "rgt_sword_iron.png",
_wield_scale = 0.4,
@ -58,7 +60,7 @@ minetest.register_chatcommand("iron", {
end
})
-- MARK: Gold
rgt.register_tool("gold_sword", {
inventory_image = "rgt_sword_gold.png",
@ -100,3 +102,45 @@ minetest.register_chatcommand("gold", {
end
end
})
-- MARK: Copper
rgt.register_tool("copper_sword", {
inventory_image = "rgt_sword_copper.png",
_wield_scale = 0.4,
_wield_pos = vector.new(0, 0, 1)
})
rgt.register_tool("copper_pick", {
inventory_image = "rgt_pick_copper.png",
_wield_scale = 0.4,
_wield_pos = vector.new(0, 0, 1),
tool_capabilities = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
stone = {times = {1, 2, 3}, uses = 100}
}
}
})
rgt.register_tool("copper_axe", {
inventory_image = "rgt_axe_copper.png",
_wield_scale = 0.4,
_wield_pos = vector.new(0, 0, 1),
})
rgt.register_tool("copper_shovel", {
inventory_image = "rgt_shovel_copper.png",
_wield_scale = 0.4,
_wield_pos = vector.new(0, 0, 1)
})
minetest.register_chatcommand("copper", {
func = function(name)
local inv = rgt.players[name].object:get_inventory()
for _, x in ipairs {"lump", "ingot", "block", "sword", "pick", "axe", "shovel"} do
inv:add_item("main", ItemStack("copper_"..x))
end
end
})

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@ -83,7 +83,8 @@ rgt.register_node("sand", {
rgt.register_node("oak_log", {
tiles = {"rgt_oak_log_top.png", "rgt_oak_log_top.png", "rgt_oak_log_side.png"},
groups = {dig_immediate = 3}
groups = {dig_immediate = 3},
paramtype2 = "facedir"
})
rgt.register_node("oak_leaves", {
@ -233,7 +234,8 @@ minetest.register_alias("mapgen_river_water_source", "red_glazed_terracotta:rive
rgt.register_node("light", {
tiles = {"[fill:1x1:0,0:#fed"},
light_source = 14,
paramtype = "light"
paramtype = "light",
description = "Test"
})
minetest.register_ore {
@ -246,7 +248,6 @@ minetest.register_ore {
}
--minetest.register_decoration {
-- deco_type = "schematic",
-- place_on = "dirt_grass",
@ -271,7 +272,7 @@ minetest.register_biome{
depth_riverbed = 3,
node_dungeon = "cobble",
node_dungeon_alt = "stone",
node_dungeon_alt = "stone_brick_large",
y_max = 3000,
@ -295,7 +296,7 @@ minetest.register_biome{
depth_riverbed = 3,
node_dungeon = "cobble",
node_dungeon_alt = "stone",
node_dungeon_alt = "stone_brick_large",
y_max = 1,

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@ -33,7 +33,7 @@ function ns.update_stair(pos, basename, leaf)
node.param2 = minetest.dir_to_facedir(-neighbors[1]:rotate(vector.new(0, math.pi /2, 0)))
minetest.swap_node(pos, node)
elseif #neighbors > 1 then
-- Just ue the first two neighbors.
-- Just use the first two neighbors.
if neighbors[1].x ~= 0 and neighbors[2].x ~= 0 or neighbors[1].z ~= 0 and neighbors[2].z ~= 0 then
node.name = basename.."_stair"
node.param2 = minetest.dir_to_facedir(neighbors[1])