33 Commits

Author SHA1 Message Date
08fd6a5a40 Describe Mass Fabricator in guide 2025-11-27 22:43:45 +01:00
0cd9db64fb Describe Magnetizer in guide 2025-11-27 22:25:48 +01:00
374f9037a1 Describe Macerator in guide 2025-11-26 23:09:29 +01:00
8760600105 Describe Iron Furnace in guide 2025-11-26 22:59:41 +01:00
d709feee6e Describe Induction Furnace in guide 2025-11-25 22:20:37 +01:00
b5f9955e07 Describe Geothermal Generator in guide 2025-11-25 22:01:33 +01:00
986a0d189c Use machine information from definitions instead of duplicating it in guide 2025-11-25 22:00:57 +01:00
8aa5ddc972 Describe Generator in guide 2025-11-24 21:44:35 +01:00
a2ce0e5177 Describe Extractor in guide 2025-11-24 21:32:04 +01:00
85b5d5808a Support locale in guide hypertext 2025-11-24 21:23:16 +01:00
69c8355ecb Functions for faster table creation in guide 2025-11-23 22:16:52 +01:00
37b6d2b8ff Describe Electric Furnace in guide 2025-11-22 20:13:23 +01:00
c9e73102c9 Describe Compressor in guide 2025-11-22 20:07:14 +01:00
d1511a5f10 Resize guide screenshots so they only contain machine formspecs 2025-11-22 19:50:45 +01:00
be435e616a Add few screenshots to visualize better 2025-11-22 15:27:21 +01:00
b4ea5629c1 Describe Canning Machine in guide 2025-11-21 22:59:03 +01:00
92ed913cac Describe Cable Former in guide 2025-11-21 22:48:59 +01:00
f98bebab4e Describe electrical network in guide 2025-11-21 22:35:40 +01:00
6348ca2094 Begin implementing in-game guide 2025-11-21 20:35:36 +01:00
10045582e9 Add Magnetizer front texture by Migdyn 2025-11-21 12:19:22 +01:00
fe55ade9b0 Implement Magnetizer 2025-11-20 20:41:20 +01:00
f7d3ef2190 Move addYVelocityClamped to common API 2025-11-20 20:40:26 +01:00
595241a9b2 Add iron plate 2025-11-20 20:40:00 +01:00
25b9c2e1b8 Buckets can now take fluids from Pump 2025-11-14 13:19:02 +01:00
1e1797e1dc Fix misaligned labels in Miner formspec 2025-11-14 13:14:00 +01:00
c594ac4743 Add active Pump front 2025-11-12 21:19:21 +01:00
868dd672b9 Add Pump side texture by Migdyn 2025-11-12 21:18:52 +01:00
7fd2932118 Add Pump front texture by Migdyn 2025-11-12 21:18:16 +01:00
fbaf90895c Use side texture for Pump 2025-11-12 21:17:55 +01:00
8f286ebcbc Register Compressor and Miner as machines which can interact with Pump 2025-11-11 19:52:45 +01:00
8ca2a44070 Implement Pump 2025-11-11 19:52:30 +01:00
28ff1aeb22 Introduce recipe override support for SimpleElectricItemProcessor 2025-11-11 19:51:24 +01:00
d13d2b9dfd Implement few fluid related registration functions 2025-11-11 19:50:29 +01:00
34 changed files with 1726 additions and 30 deletions

View File

@@ -22,6 +22,9 @@ industrialtest.api={
geothermalGeneratorFuels={},
waterMillFuels={},
rotaryMaceratorModifiers={},
pumpTargets={},
pumpFluids={},
compressedFluids={},
storageCells={},
tags={}
}
@@ -32,10 +35,21 @@ industrialtest.api.hvPowerFlow=10200
industrialtest.api.evPowerFlow=40800
industrialtest.api.ivPowerFlow=163800
industrialtest.api.nodeFluidCapacity=1000
function industrialtest.internal.clamp(num,min,max)
return math.max(math.min(num,max),min)
end
function industrialtest.internal.addYVelocityClamped(player,vel,max)
local playerVel=player:get_velocity()
if playerVel.y+vel>max then
player:add_velocity(vector.new(0,math.max(max-playerVel.y,0),0))
else
player:add_velocity(vector.new(0,vel,0))
end
end
function industrialtest.internal.unpackTableInto(first,second)
for k,v in pairs(second) do
first[k]=v

View File

@@ -25,6 +25,16 @@ local function createItemFluidStorageText(itemstack)
return minetest.colorize(color,S("@1 / @2 mB",fluidAmount,fluidCapacity))
end
-- \brief Adds fluid storage to node metadata
-- \param meta MetaDataRef
-- \param capacity number
-- \returns nil
function industrialtest.api.addFluidStorage(meta,capacity)
meta:set_int("industrialtest.fluidCapacity",capacity)
meta:set_int("industrialtest.fluidAmount",0)
meta:set_string("industrialtest.fluidType","ignore")
end
-- \brief Check if itemstack contains fluid storage
-- \param itemstack ItemStack
-- \returns bool

View File

@@ -307,6 +307,65 @@ function industrialtest.api.getRotaryMaceratorModifier(name,modifier)
return industrialtest.api.rotaryMaceratorModifiers[name.." "..modifier]
end
-- \brief Registers target node with which Pump can interact
-- \param name string
-- \param fluidNodes table
-- \param direction string
-- \return nil
function industrialtest.api.registerPumpTarget(name,direction)
industrialtest.api.pumpTargets[name]={
name=name,
direction=direction
}
end
-- \brief Returns Pump target info
-- \param name string
-- \returns table
function industrialtest.api.getPumpTarget(name)
return industrialtest.api.pumpTargets[name]
end
-- \brief Registers fluid node which can be pumped by pump
-- \param name string
-- \param texture string
-- \returns nil
function industrialtest.api.registerPumpFluid(name,texture)
industrialtest.api.pumpFluids[name]={
name=name,
texture=texture
}
end
-- \brief Returns registered node which can be pumped by pump
-- \param name string
-- \returns table
function industrialtest.api.getPumpFluid(name)
return industrialtest.api.pumpFluids[name]
end
-- \brief Registers fluid which can be pumped into compressor resulting with different item
-- \param fluidType string
-- \param requiredAmount number
-- \param time number
-- \param result string
-- \returns nil
function industrialtest.api.registerCompressedFluid(fluidType,requiredAmount,time,result)
industrialtest.api.compressedFluids[fluidType]={
fluidType=fluidType,
requiredAmount=requiredAmount,
time=time,
result=result
}
end
-- \brief Returns information about fluid which can be pumped into compressor resulting with different item
-- \param fluidType string
-- \returns table
function industrialtest.api.getCompressedFluid(fluidType)
return industrialtest.api.compressedFluids[fluidType]
end
minetest.register_on_mods_loaded(function()
for _,def in pairs(industrialtest.api.rotaryMaceratorModifiers) do
if def.stackLeftover then

View File

@@ -53,6 +53,21 @@ industrialtest.internal={}
if industrialtest.mclAvailable then
industrialtest.stackMax=64
minetest.override_item("mcl_buckets:bucket_empty",{
groups={
_industrialtest_simpleFluidStorage=1
},
_industrialtest_getResultingFluidStorageItemByNode=function(fluidType)
local resultingItem=mcl_buckets.liquids[fluidType]
if resultingItem then
return {
name=resultingItem.bucketname
}
end
end,
_industrialtest_simpleFluidStorageCapacity=1000
})
industrialtest.internal.mclMakeStrippedTrunk=function(itemstack,placer,pointedThing,electricTool)
-- Taken from https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_tools/init.lua#L360
if pointedThing.type ~= "node" then return end
@@ -90,6 +105,22 @@ if industrialtest.mclAvailable then
elseif industrialtest.mtgAvailable then
industrialtest.stackMax=99
-- Override bucket to add function which will be used to query bucket with fluid
minetest.override_item("bucket:bucket_empty",{
groups={
_industrialtest_simpleFluidStorage=1
},
_industrialtest_getResultingFluidStorageItemByNode=function(fluidType)
local resultingItem=bucket.liquids[fluidType]
if resultingItem then
return {
name=resultingItem.itemname
}
end
end,
_industrialtest_simpleFluidStorageCapacity=1000
})
industrialtest.internal.explode=function(pos,radius)
tnt.boom(pos,{radius=radius})
end
@@ -507,6 +538,7 @@ if industrialtest.mclAvailable then
industrialtest.elementKeys.cactus="mcl_core:cactus"
industrialtest.elementKeys.gunpowder="mcl_mobitems:gunpowder"
industrialtest.elementKeys.chest="mcl_chests:chest_small"
industrialtest.elementKeys.paper="mcl_core:paper"
industrialtest.elementKeys.groupSapling="group:sapling"
industrialtest.elementKeys.groupLeaves="group:leaves"
industrialtest.elementKeys.stickyResin=(industrialtest.mods.mclRubber and "mcl_rubber:rubber_raw" or "industrialtest:sticky_resin")
@@ -742,6 +774,7 @@ elseif industrialtest.mtgAvailable then
industrialtest.elementKeys.cactus="default:cactus"
industrialtest.elementKeys.gunpowder="tnt:gunpowder"
industrialtest.elementKeys.chest="default:chest"
industrialtest.elementKeys.paper="default:paper"
industrialtest.elementKeys.groupSapling="group:sapling"
industrialtest.elementKeys.groupLeaves="group:leaves"
industrialtest.elementKeys.stickyResin="industrialtest:sticky_resin"

View File

@@ -503,6 +503,13 @@ industrialtest.api.registerPlate("carbon_plate",S("Carbon Plate"),{
}
},"#272725ff",true)
industrialtest.api.registerPlate("iron_plate",S("Iron Plate"),{
{
resource=industrialtest.elementKeys.ironIngot,
count=1
}
},colors.iron,true)
industrialtest.api.registerPlate("tin_plate",S("Tin Plate"),{
{
resource=industrialtest.elementKeys.tinIngot,
@@ -533,6 +540,9 @@ minetest.register_craftitem("industrialtest:empty_cell",{
description=S("Empty Cell"),
inventory_image="industrialtest_empty_cell.png",
liquids_pointable=true,
groups={
_industrialtest_simpleFluidStorage=1
},
on_place=function(itemstack,user,pointed)
if pointed.type~="node" or not user or not user:is_player() then
return nil
@@ -554,7 +564,9 @@ minetest.register_craftitem("industrialtest:empty_cell",{
end
minetest.remove_node(pointed.under)
return itemstack
end
end,
_industrialtest_getResultingFluidStorageItemByNode=industrialtest.api.getStorageCellByNode,
_industrialtest_simpleFluidStorageCapacity=1000
})
minetest.register_craft({
type="shaped",

View File

@@ -125,3 +125,12 @@ if industrialtest.mtgAvailable then
}
})
end
-- Pumped fluids
if industrialtest.mtgAvailable then
industrialtest.api.registerPumpFluid("default:river_water_source","industrialtest_gui_river_water.png")
industrialtest.api.registerCompressedFluid("default:river_water_source",industrialtest.api.nodeFluidCapacity/2,5,"default:snow")
end
industrialtest.api.registerPumpFluid(industrialtest.elementKeys.waterSource,"industrialtest_gui_water.png")
industrialtest.api.registerPumpFluid(industrialtest.elementKeys.lavaSource,"industrialtest_gui_lava.png")
industrialtest.api.registerCompressedFluid(industrialtest.elementKeys.waterSource,industrialtest.api.nodeFluidCapacity/2,5,industrialtest.elementKeys.snowball)

676
guide.lua Normal file
View File

@@ -0,0 +1,676 @@
-- IndustrialTest
-- Copyright (C) 2025 mrkubax10
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
local S=minetest.get_translator("industrialtest")
-- \brief Creates hypertext table with rows
-- \param rows table
-- \param withTitleRow bool
-- \param description (optional) string
-- \returns string
local function createTable(rows,withTitleRow,description)
local columnWidths={}
for _,row in ipairs(rows) do
for i,cell in ipairs(row) do
-- Add 3 here because of cell padding (2 spaces at each side of column text) and right cell separator
columnWidths[i]=math.max(columnWidths[i] or 0,string.len(cell)+3)
end
end
-- Begin with width of 1 because of left edge
local tableWidth=1
for _,width in ipairs(columnWidths) do
tableWidth=tableWidth+width
end
local horizontalEdge=string.rep("-",tableWidth).."\n"
local hypertextRows={horizontalEdge}
for i,row in ipairs(rows) do
local hypertextRow={"|"}
for o,cell in ipairs(row) do
local cellWidth=string.len(cell)+3
local rightPadding=string.rep(" ",columnWidths[o]-cellWidth)
table.insert(hypertextRow,string.format(" %s%s |",cell,rightPadding))
end
table.insert(hypertextRow,"\n")
table.insert(hypertextRows,table.concat(hypertextRow,""))
-- Insert horizontal edge if title row is present
if withTitleRow and i==1 then
table.insert(hypertextRows,horizontalEdge)
end
end
table.insert(hypertextRows,horizontalEdge)
return "<mono>"..table.concat(hypertextRows,"")..(description or "").."</mono>\n"
end
-- \brief Creates table with machine information while providing few shortcuts for common fields
-- \param fields table
-- \param machineName string
-- \returns string
local function createMachineInformationTable(fields,machineName)
local fieldLabels={
inputVoltage="Input voltage level",
outputVoltage="Output voltage level",
recipe="Recipe type",
powerCapacity="Power capacity",
opPower="Power per operation",
powerPerFuel="Power per fuel unit",
efficiency="Default efficiency"
}
local rows={}
for _,field in ipairs(fields) do
local label=fieldLabels[field.name] or field.name
table.insert(rows,{
label,
field.value
})
end
return createTable(rows,false,string.format("Figure 1. Machine information for %s",machineName))
end
local pages={
{
name="introduction",
title=S("Introduction"),
icon=industrialtest.elementKeys.paper,
content={
[[
<big>||Introduction||</big>
<left>
||IndustrialTest implements finite power functionality which can be used to perform various tasks using generators and consumers. Such features are not a new thing in Luanti, as there are older mods which do that already. This mod, however, proves to be more flexible.||
</left>
<img name="industrialtest_guide_introduction.png" width="{{IMAGE_WIDTH}}">
]]
}
},
{
name="electricalNetwork",
title=S("Electrical network"),
icon="industrialtest:insulated_copper_cable",
content={
[[
<big>||Electrical network||</big>
<left>
||In order to attach electricity consumers to power sources (like generators, batteries, further just called generators) electrical network is used. Consumers can get connected either directly to generators or through various cables. Each generator can output certain voltage (this is actually amperage, however since this mod doesn't simulate electricity accurately, it's called voltage), the same situation is for consumers as they can only handle up to certain voltage.||
||Figure 1 shows voltage levels present in this mod.||
||If voltage is too high for cable it will melt without dropping anything while consumer will explode also without dropping anything and possibly destroying terrain around. Power capacity is measured in EU (Energy Units) and the voltage is EU/update.||
||Picture 1 shows environment after consumer explosion.||
</left>
]],
createTable({
{
"Voltage level",
"EU/update",
"Cable"
},
{
"LV",
"600",
"Tin"
},
{
"MV",
"2400",
"Copper"
},
{
"HV",
"10200",
"Gold"
},
{
"EV",
"40800",
"Iron"
},
{
"IV",
"163800",
"Glass Fibre"
}
},true,S("Figure 1. Voltage levels and respective cables")),
[[
<img name="industrialtest_guide_explosion.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Environment after consumer explosion||</left>
]]
}
},
{
name="cableFormer",
title=S("Cable Former"),
icon="industrialtest:cable_former",
content={
[[
<big>||Cable Former||</big>
<left>
||Cable Former can be used to produce cables with higher material efficiency. It can, however, only produce cables from metals so for example <item name="industrialtest:glass_fibre_cable" height="{{ITEM_HEIGHT}}"> <b>Glass Fibre Cable</b> can't be produced in it.||
</left>
]],
createMachineInformationTable({
{
name="inputVoltage",
value="LV"
},
{
name="recipe",
value="Cable forming"
},
{
name="powerCapacity",
value=string.format("%d EU",industrialtest.CableFormer.capacity)
},
{
name="opPower",
value=string.format("%d EU",industrialtest.CableFormer.opPower)
},
{
name="efficiency",
value=tostring(1/industrialtest.CableFormer.efficiency)
}
},S("Cable Former")),
[[
<img name="industrialtest_guide_cable_former.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Cable Former running||</left>
]]
}
},
{
name="canningMachine",
title=S("Canning Machine"),
icon="industrialtest:canning_machine",
content={
[[
<big>||Canning Machine||</big>
<left>
||Canning Machine is used to move certain fluid from one item to another. The common usage is to refill fuel in <item name="industrialtest:jetpack_v" height="{{ITEM_HEIGHT}}"> <b>Jetpack</b> or <item name="industrialtest:fuel_can" height="{{ITEM_HEIGHT}}"> <b>Fuel Can</b>.||
</left>
]],
createMachineInformationTable({
{
name="inputVoltage",
value="LV"
},
{
name="powerCapacity",
value=string.format("%d EU",industrialtest.CanningMachine.capacity)
},
{
name="opPower",
value=string.format("%d EU",industrialtest.CanningMachine._opPower)
},
{
name="Canning completion time",
value=string.format("%d seconds",industrialtest.CanningMachine._canningTime)
}
},S("Canning Machine")),
[[
<img name="industrialtest_guide_canning_machine.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Canning Machine refilling <item name="industrialtest:fuel_can" height="{{ITEM_HEIGHT}}"> <b>Fuel Can</b> with fuel from <item name="industrialtest:coalfuel_cell" height="{{ITEM_HEIGHT}}"> <b>Coalfuel Cell</b>||</left>
]]
}
},
{
name="compressor",
title=S("Compressor"),
icon="industrialtest:compressor",
content={
[[
<big>||Compressor||</big>
<left>
||Compressor as the name suggests is used to compress various materials. Mostly required to produce items for crafting other items.||
</left>
]],
createMachineInformationTable({
{
name="inputVoltage",
value="LV"
},
{
name="recipe",
value="Compressing"
},
{
name="powerCapacity",
value=string.format("%d EU",industrialtest.Compressor.capacity)
},
{
name="opPower",
value=string.format("%d EU",industrialtest.Compressor.opPower)
},
{
name="efficiency",
value=tostring(1/industrialtest.Compressor.efficiency)
}
},S("Compressor")),
[[
<img name="industrialtest_guide_compressor.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Compressor compressing <item name="industrialtest:plantball" height="{{ITEM_HEIGHT}}"> <b>Plantball</b> into <item name="industrialtest:compressed_plantball" height="{{ITEM_HEIGHT}}"> <b>Compressed Plantball</b>||</left>
]]
}
},
{
name="electricFurnace",
title=S("Electric Furnace"),
icon="industrialtest:electric_furnace",
content={
[[
<big>||Electric Furnace||</big>
<left>
||Electric Furnace like regular furnace can be used to smelt items. The difference is that Electric Furnace is slightly faster even without any upgrades and, well, it's electric so it doesn't require fuel.||
</left>
]],
createMachineInformationTable({
{
name="inputVoltage",
value="LV"
},
{
name="recipe",
value="Smelting"
},
{
name="powerCapacity",
value=string.format("%d EU",industrialtest.ElectricFurnace.capacity)
},
{
name="opPower",
value=string.format("%d EU",industrialtest.ElectricFurnace.opPower)
},
{
name="efficiency",
value=tostring(1/industrialtest.ElectricFurnace.efficiency)
}
},S("Electric Furnace")),
[[
<img name="industrialtest_guide_electric_furnace.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Electric Furnace smelting <item name="industrialtest:iron_dust" height="{{ITEM_HEIGHT}}"> <b>Iron Dust</b> into <item name="{{elementKeyIronIngot}}" height="{{ITEM_HEIGHT}}"> <b>Iron Ingot</b>||</left>
]]
}
},
{
name="extractor",
title=S("Extractor"),
icon="industrialtest:extractor",
content={
[[
<big>||Extractor||</big>
<left>
||Extractor is used to separate materials from within other materials, often when it's not possible by other means.||
</left>
]],
createMachineInformationTable({
{
name="inputVoltage",
value="LV"
},
{
name="recipe",
value="Extracting"
},
{
name="powerCapacity",
value=string.format("%d EU",industrialtest.Extractor.capacity)
},
{
name="opPower",
value=string.format("%d EU",industrialtest.Extractor.opPower)
},
{
name="efficiency",
value=tostring(1/industrialtest.Extractor.efficiency)
}
},S("Extractor")),
[[
<img name="industrialtest_guide_extractor.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Extractor extracting <item name="{{elementKeyRubber}}" height="{{ITEM_HEIGHT}}"> <b>Rubber</b> from <item name="{{elementKeyRubberWood}}" height="{{ITEM_HEIGHT}}"> <b>Rubber Wood</b>||</left>
]]
}
},
{
name="generator",
title=S("Generator"),
icon="industrialtest:generator",
content={
[[
<big>||Generator||</big>
<left>
||Generator produces energy from various fuels which can be used for smelting. It is the most basic way of powering electric machines and also the simplest to obtain.||
</left>
]],
createMachineInformationTable({
{
name="outputVoltage",
value="LV"
},
{
name="powerCapacity",
value=string.format("%d EU",industrialtest.Generator.capacity)
},
{
name="powerPerFuel",
value="200 EU"
}
},S("Generator")),
[[
<img name="industrialtest_guide_generator.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Generator producing power from <item name="{{elementKeyCoal}}" height="{{ITEM_HEIGHT}}"> <b>Coal</b>||</left>
]]
}
},
{
name="geothermalGenerator",
title=S("Geothermal Generator"),
icon="industrialtest:geothermal_generator",
content={
[[
<big>||Geothermal Generator||</big>
<left>
||Geothermal Generator produces energy using heat from fluids like lava. Hot fluids can be transferred into Geothermal Generator for example by using <item name="industrialtest:empty_cell" height="{{ITEM_HEIGHT}}"> <b>Empty Cell</b> or <item name="{{elementKeyBucket}}" height="{{ITEM_HEIGHT}}"> <b>Empty Bucket</b>.||
</left>
]],
createMachineInformationTable({
{
name="outputVoltage",
value="LV"
},
{
name="powerCapacity",
value=string.format("%d EU",industrialtest.GeothermalGenerator.capacity)
}
},S("Geothermal Generator")),
[[
<img name="industrialtest_guide_geothermal_generator.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Geothermal Generator producing power from <b>Lava</b>||</left>
]]
}
},
{
name="inductionFurnace",
title=S("Induction Furnace"),
icon="industrialtest:induction_furnace",
content={
[[
<big>||Induction Furnace||</big>
<left>
||Induction Furnace like Electric Furnace uses electricity to smelt items. The difference between those is that Induction Furnace when running builds up heat internally over time. This property results in Induction Furnace smelting items faster the longer it's running. Once smelting is finished Induction Furnace begins to slowly lose heat. The heat level is indicated on the left of formspec.||
||Furthermore Induction Furnace allows to smelt 2 different items at once increasing efficiency even more.||
</left>
]],
createMachineInformationTable({
{
name="inputVoltage",
value="MV"
},
{
name="recipe",
value="Smelting"
},
{
name="powerCapacity",
value=string.format("%d EU",industrialtest.InductionFurnace.capacity)
},
{
name="opPower",
value=string.format("%d EU",industrialtest.InductionFurnace._opPower)
},
{
name="efficiency",
value=tostring(1/industrialtest.InductionFurnace._efficiency)
}
},S("Induction Furnace")),
[[
<img name="industrialtest_guide_induction_furnace.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Induction Furnace smelting <item name="industrialtest:copper_dust" height="{{ITEM_HEIGHT}}"> <b>Copper Dust</b> and <item name="industrialtest:iron_dust" height="{{ITEM_HEIGHT}}"> <b>Iron Dust</b> into <item name="{{elementKeyCopperIngot}}" height="{{ITEM_HEIGHT}}"> <b>Copper Ingot</b> and <item name="{{elementKeyIronIngot}}" height="{{ITEM_HEIGHT}}"> <b>Iron Ingot</b>.||</left>
]]
}
},
{
name="ironFurnace",
title=S("Iron Furnace"),
icon="industrialtest:iron_furnace",
content={
[[
<big>||Iron Furnace||</big>
<left>
||Iron Furnace works in similar way to regular furnace but it smelts items faster.||
</left>
]],
createMachineInformationTable({
{
name="recipe",
value="Smelting"
}
},S("Iron Furnace")),
[[
<img name="industrialtest_guide_iron_furnace.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Iron Furnace smelting <item name="industrialtest:iron_dust" height="{{ITEM_HEIGHT}}"> <b>Iron Dust</b> into <item name="{{elementKeyIronIngot}}" height="{{ITEM_HEIGHT}}"> <b>Iron Ingot</b> using <item name="{{elementKeyCoal}}" height="{{ITEM_HEIGHT}}"> <b>Coal</b>.||</left>
]]
}
},
{
name="macerator",
title=S("Macerator"),
icon="industrialtest:macerator",
content={
[[
<big>||Macerator||</big>
<left>
||Macerator allows to crush various materials into their dust form. This is particularly useful with ores where it can be used for obtaining twice as much resources in some cases.||
</left>
]],
createMachineInformationTable({
{
name="inputVoltage",
value="LV"
},
{
name="recipe",
value="Macerating"
},
{
name="powerCapacity",
value=string.format("%d EU",industrialtest.Macerator.capacity)
},
{
name="opPower",
value=string.format("%d EU",industrialtest.Macerator.opPower)
},
{
name="efficiency",
value=tostring(1/industrialtest.Macerator.efficiency)
}
},S("Macerator")),
[[
<img name="industrialtest_guide_macerator.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Macerator crushing <item name="{{elementKeyIronLump}}" height="{{ITEM_HEIGHT}}"> <b>Iron Lump</b> into <item name="industrialtest:iron_dust" height="{{ITEM_HEIGHT}}"> <b>Iron Dust</b>.||</left>
]]
}
},
{
name="magnetizer",
title=S("Magnetizer"),
icon="industrialtest:magnetizer",
content={
[[
<big>||Magnetizer||</big>
<left>
||Magnetizer when used together with vertical rail made of <item name="industrialtest:iron_fence" height="{{ITEM_HEIGHT}}"> <b>Iron Fence</b> next to it creates small magnetic field around the fence. Such field allows for moving (as long as player wears some metal boots) upwards when jump key is pressed or downwards when sneak key is pressed. Each fence in rail adds to total power capacity that can be stored. Magnetizer automatically changes rotation to face detected fence rail.||
</left>
]],
createMachineInformationTable({
{
name="inputVoltage",
value="LV"
},
{
name="powerCapacity",
value=string.format("%d EU + %d EU per fence in rail",industrialtest.Magnetizer.capacity,industrialtest.Magnetizer._capacityPerFence)
},
{
name="opPower",
value=string.format("%d EU",industrialtest.Magnetizer._opPower)
}
},S("Magnetizer")),
[[
<img name="industrialtest_guide_magnetizer.png">
<left>||Picture 1. Magnetizer powered by <item name="industrialtest:solar_panel" height="{{ITEM_HEIGHT}}"> <b>Solar Panel</b> with fence rail next to it.||</left>
]]
}
},
{
name="massFabricator",
title=S("Mass Fabricator"),
icon="industrialtest:mass_fabricator",
content={
[[
<big>||Mass Fabricator||</big>
<left>
||Mass Fabricator can transform energy and <item name="industrialtest:scrap" height="{{ITEM_HEIGHT}}"> <b>Scrap</b> into <item name="industrialtest:uu_matter" height="{{ITEM_HEIGHT}}"> <b>UU-Matter</b> which then can be later used to produce various materials.||
</left>
]],
createMachineInformationTable({
{
name="inputVoltage",
value="EV"
},
{
name="recipe",
value="Mass fabricating"
},
{
name="Scraps per UU-Matter",
value="34"
},
{
name="powerCapacity",
value=string.format("%d EU",industrialtest.MassFabricator.capacity)
},
{
name="opPower",
value=string.format("%d EU",industrialtest.MassFabricator.opPower)
},
{
name="efficiency",
value=tostring(1/industrialtest.MassFabricator.efficiency)
}
},S("Mass Fabricator")),
[[
<img name="industrialtest_guide_mass_fabricator.png" width="{{IMAGE_WIDTH}}">
<left>||Picture 1. Mass Fabricator producing <item name="industrialtest:uu_matter" height="{{ITEM_HEIGHT}}"> <b>UU-Matter</b> from <item name="industrialtest:scrap" height="{{ITEM_HEIGHT}}"> <b>Scrap</b>.||</left>
]]
}
}
}
local function preprocessHypertext(content,vars)
-- Find and replace strings which should be translated, this pattern matches any string that doesn't include | which is contained within || at both ends
content=string.gsub(content,"||([^|]+)||",function(sourceString)
return S(sourceString)
end)
for key,value in pairs(vars) do
content=string.gsub(content,string.format("{{%s}}",key),value)
end
return content
end
local function getGuideFormspec(playerName,pageName)
local formspec={
"formspec_version[4]",
"size[15,10.8]",
"label[0.1,0.2;"..S("IndustrialTest Guide").."]",
--"scrollbaroptions[]",
"scrollbar[3.6,0.4;0.5,10.3;vertical;scrollbarList;0]",
"scroll_container[0.1,0.4;4,10.3;scrollbarList;vertical]"
}
-- Contents sidebar
local PAGE_BUTTON_HEIGHT=0.7
for i,page in ipairs(pages) do
table.insert(formspec,string.format("container[0,%f]",(i-1)*PAGE_BUTTON_HEIGHT))
table.insert(formspec,string.format("item_image[0,0;%f,%f;%s]",PAGE_BUTTON_HEIGHT,PAGE_BUTTON_HEIGHT,page.icon))
table.insert(formspec,string.format("button[%f,0;%f,%f;%s;%s]",PAGE_BUTTON_HEIGHT+0.05,3.45-PAGE_BUTTON_HEIGHT,PAGE_BUTTON_HEIGHT,page.name,page.title))
table.insert(formspec,"container_end[]")
end
table.insert(formspec,"scroll_container_end[]")
-- Introduction page is shown by default
pageName=(pageName or "introduction")
for _,page in ipairs(pages) do
if page.name==pageName then
local content=preprocessHypertext(table.concat(page.content,""),{
IMAGE_WIDTH=550,
ITEM_HEIGHT=16,
elementKeyBucket=industrialtest.elementKeys.bucket,
elementKeyCoal=industrialtest.elementKeys.coal,
elementKeyCopperIngot=industrialtest.elementKeys.copperIngot,
elementKeyIronIngot=industrialtest.elementKeys.ironIngot,
elementKeyIronLump=industrialtest.elementKeys.ironLump,
elementKeyRubber=industrialtest.elementKeys.rubber,
elementKeyRubberWood=industrialtest.elementKeys.rubberWood
})
table.insert(formspec,string.format("hypertext[4.2,0.4;10.7,10.3;content;%s]",content))
break
end
end
return table.concat(formspec,"")
end
local function showGuide(playerName,page)
minetest.show_formspec(playerName,"industrialtest:guide",getGuideFormspec(playerName,page))
return true
end
local function handleGuideFields(player,formname,fields)
if formname~="industrialtest:guide" then
return
end
for _,page in ipairs(pages) do
if fields[page.name] then
minetest.close_formspec(player:get_player_name(),formname)
showGuide(player:get_player_name(),page.name)
break
end
end
end
minetest.register_on_player_receive_fields(handleGuideFields)
minetest.register_chatcommand("industrialtest_guide",{
description=S("Shows graphical guide for content and features provided by IndustrialTest"),
func=function(playerName)
showGuide(playerName)
end
})

View File

@@ -56,10 +56,12 @@ dofile(modpath.."/machines/generator.lua")
dofile(modpath.."/machines/induction_furnace.lua")
dofile(modpath.."/machines/iron_furnace.lua")
dofile(modpath.."/machines/macerator.lua")
dofile(modpath.."/machines/magnetizer.lua")
dofile(modpath.."/machines/mass_fabricator.lua")
dofile(modpath.."/machines/miner.lua")
dofile(modpath.."/machines/nuclear_reactor.lua")
dofile(modpath.."/machines/power_storage.lua")
dofile(modpath.."/machines/pump.lua")
dofile(modpath.."/machines/recycler.lua")
dofile(modpath.."/machines/rotary_macerator.lua")
dofile(modpath.."/machines/tool_workshop.lua")
@@ -96,6 +98,7 @@ dofile(modpath.."/tools/wrench.lua")
dofile(modpath.."/upgrades.lua")
dofile(modpath.."/craftitems.lua")
dofile(modpath.."/guide.lua")
dofile(modpath.."/nodes.lua")
if industrialtest.config.developerMode then
dofile(modpath.."/utils.lua")

View File

@@ -62,8 +62,38 @@ function industrialtest.Compressor.getCraftResult(self,itemstack)
}
end
function industrialtest.Compressor.canPushFluid(self,pos,fluidType,fluidAmount)
local meta=minetest.get_meta(pos)
local compressedFluid=industrialtest.api.getCompressedFluid(fluidType)
if not self.isRecipeOverride(meta) and compressedFluid and fluidAmount>=compressedFluid.requiredAmount then
local inv=meta:get_inventory()
local resultingStack=ItemStack(compressedFluid.result)
if inv:room_for_item("dst",resultingStack) then
return true
end
end
return false
end
-- Called by Pump when Compressor is next to it while it tries to push fluid
function industrialtest.Compressor.onPumpFluidPush(self,pos,pumpPos,fluidType,fluidAmount)
local compressedFluid=industrialtest.api.getCompressedFluid(fluidType)
if compressedFluid then
local meta=minetest.get_meta(pos)
-- If recipe can be overriden keep information about this in meta so it's picked up by superclass
meta:set_string("recipeOverride",compressedFluid.result)
meta:set_int("recipeOverrideMaxTime",compressedFluid.time)
fluidAmount=fluidAmount-compressedFluid.requiredAmount
self:triggerIfNeeded(pos)
end
return fluidAmount
end
industrialtest.Compressor:register()
industrialtest.api.registerPumpTarget("industrialtest:compressor","o")
industrialtest.api.registerPumpTarget("industrialtest:compressor_active","o")
minetest.register_craft({
type="shaped",
output="industrialtest:compressor",

272
machines/magnetizer.lua Normal file
View File

@@ -0,0 +1,272 @@
-- IndustrialTest
-- Copyright (C) 2025 mrkubax10
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
local S=minetest.get_translator("industrialtest")
local function findFenceRailEnd(initialPosition,direction)
local y=initialPosition.y
local railNode=minetest.get_node(vector.new(initialPosition.x,y,initialPosition.z))
while minetest.get_item_group(railNode.name,"_industrialtest_metalFence")>0 and math.abs(initialPosition.y-y)<=19 do
y=y+direction
railNode=minetest.get_node(vector.new(initialPosition.x,y,initialPosition.z))
end
return y-direction
end
local function hasMetalBoots(player)
local inv
if industrialtest.mtgAvailable then
_,inv=armor:get_valid_player(player,"")
elseif industrialtest.mclAvailable then
inv=player:get_inventory()
end
if inv then
local armorList=inv:get_list("armor")
assert(armorList)
local requiredGroups={
"armor_iron",
"armor_gold",
"armor_bronze",
"_industrialtest_electricArmor"
}
-- 3D armor boots have to be hardcoded here because they don't provide any group depending on material
local requiredNames={
"3d_armor:boots_steel",
"3d_armor:boots_gold",
"3d_armor:boots_bronze"
}
for _,itemstack in ipairs(armorList) do
local def=itemstack:get_definition()
if def and def.groups and def.groups.armor_feet then
for _,group in ipairs(requiredGroups) do
if def.groups[group] then
-- Matching group succeeded
return true
end
end
end
for _,itemname in ipairs(requiredNames) do
if itemname==itemstack:get_name() then
-- Matching itemname succeeded
return true
end
end
end
end
return false
end
industrialtest.Magnetizer=table.copy(industrialtest.ElectricMachine)
industrialtest.internal.unpackTableInto(industrialtest.Magnetizer,{
name="industrialtest:magnetizer",
description=S("Magnetizer"),
tiles={
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png^industrialtest_magnetizer_front.png"
},
sounds="metal",
facedir=true,
storageLists={
"powerStorage"
},
powerLists={
{
list="powerStorage",
direction="i"
}
},
capacity=industrialtest.api.lvPowerFlow*2,
flow=industrialtest.api.lvPowerFlow,
ioConfig="iiiiii",
requiresWrench=true,
hasPowerInput=true,
_capacityPerFence=15,
_opPower=4
})
function industrialtest.Magnetizer.onConstruct(self,pos)
local meta=minetest.get_meta(pos)
local inv=meta:get_inventory()
inv:set_size("powerStorage",1)
self:determineFenceRail(pos)
self:determinePowerCapacity(pos)
industrialtest.ElectricMachine.onConstruct(self,pos)
end
function industrialtest.Magnetizer.onDestruct(self,pos)
self.detachFenceRail(pos)
industrialtest.ElectricMachine.onDestruct(self,pos)
end
function industrialtest.Magnetizer.onDig(self,pos,node,digger)
self.detachFenceRail(pos)
return industrialtest.ElectricMachine.onDig(self,pos,node,digger)
end
function industrialtest.Magnetizer.getFormspec(self,pos)
local parentFormspec=industrialtest.ElectricMachine.getFormspec(self,pos)
local meta=minetest.get_meta(pos)
local powerPercent=meta:get_int("industrialtest.powerAmount")/meta:get_int("industrialtest.powerCapacity")*100
local formspec={
(powerPercent>0 and "image[4.7,2.7;1,1;industrialtest_gui_electricity_bg.png^[lowpart:"..powerPercent..":industrialtest_gui_electricity_fg.png]"
or "image[4.7,2.7;1,1;industrialtest_gui_electricity_bg.png]"),
"list[context;powerStorage;4.7,3.7;1,1]",
"listring[context;powerStorage]"
}
return parentFormspec..table.concat(formspec,"")
end
function industrialtest.Magnetizer.determinePowerCapacity(self,pos)
local meta=minetest.get_meta(pos)
if meta:contains("lowY") and meta:contains("highY") then
local lowY=meta:get_int("lowY")
local highY=meta:get_int("highY")
local capacity=self.capacity+(highY-lowY)*self._capacityPerFence
meta:set_int("industrialtest.powerCapacity",capacity)
end
end
-- Checks all sides on the same Y level if there is rail made from metal fences attached
function industrialtest.Magnetizer.determineFenceRail(self,pos)
local neighbourPositions={
vector.offset(pos,-1,0,0),
vector.offset(pos,1,0,0),
vector.offset(pos,0,0,-1),
vector.offset(pos,0,0,1)
}
local railPosition
for _,neighbourPosition in ipairs(neighbourPositions) do
local neighbourNode=minetest.get_node(neighbourPosition)
if minetest.get_item_group(neighbourNode.name,"_industrialtest_metalFence")>0 then
railPosition=neighbourPosition
break
end
end
if not railPosition then
return
end
local direction=vector.subtract(railPosition,pos)
minetest.swap_node(pos,{
name=self.name,
-- Some cryptic code that converts direction vector to param2
param2=direction.z+1*math.abs(direction.z)+direction.x+2*math.abs(direction.x)
})
-- Find low and high points of fence rail
local lowY=findFenceRailEnd(railPosition,-1)
local highY=findFenceRailEnd(railPosition,1)
-- Keep magnetizer position in fence metadata so new fences can be attached easily
for y=lowY,highY,1 do
local meta=minetest.get_meta(vector.new(railPosition.x,y,railPosition.z))
meta:set_string("magnetizerPosition",minetest.serialize(pos))
end
local meta=minetest.get_meta(pos)
meta:set_string("railPosition",minetest.serialize(railPosition))
meta:set_int("lowY",lowY)
meta:set_int("highY",highY)
end
function industrialtest.Magnetizer.detachFenceRail(pos)
local meta=minetest.get_meta(pos)
if not meta:contains("railPosition") or not meta:contains("lowY") or not meta:contains("highY") then
return
end
local railPosition=minetest.deserialize(meta:get_string("railPosition"))
local lowY=meta:get_int("lowY")
local highY=meta:get_int("highY")
for y=lowY,highY,1 do
local fenceMeta=minetest.get_meta(vector.new(railPosition.x,y,railPosition.z))
fenceMeta:set_string("magnetizerPosition","")
end
meta:set_string("railPosition","")
end
industrialtest.Magnetizer:register()
minetest.register_craft({
type="shaped",
output="industrialtest:magnetizer",
recipe={
{industrialtest.elementKeys.powerCarrier,"industrialtest:iron_fence",industrialtest.elementKeys.powerCarrier},
{industrialtest.elementKeys.powerCarrier,"industrialtest:machine_block",industrialtest.elementKeys.powerCarrier},
{industrialtest.elementKeys.powerCarrier,"industrialtest:iron_fence",industrialtest.elementKeys.powerCarrier}
}
})
-- Players to which Y velocity should be added
local validatedPlayers={}
-- Time since last check to which players the effect should be applied
local validationDelta=0.2
minetest.register_globalstep(function(dtime)
validationDelta=validationDelta+dtime
if validationDelta>=0.2 then
validatedPlayers={}
local players=minetest.get_connected_players()
for _,player in ipairs(players) do
local control=player:get_player_control()
if (control.jump or control.sneak) and hasMetalBoots(player) then
local props=player:get_properties()
local pos=player:get_pos()
local offsets={
vector.new(props.collisionbox[1],0,0),
vector.new(props.collisionbox[4],0,0),
vector.new(0,0,props.collisionbox[3]),
vector.new(0,0,props.collisionbox[6])
}
for _,offset in ipairs(offsets) do
local targetPos=vector.add(pos,offset)
local targetNode=minetest.get_node(targetPos)
if minetest.get_item_group(targetNode.name,"_industrialtest_metalFence")>0 then
local fenceMeta=minetest.get_meta(targetPos)
if fenceMeta:contains("magnetizerPosition") then
table.insert(validatedPlayers,{
playerName=player:get_player_name(),
magnetizerPosition=minetest.deserialize(fenceMeta:get_string("magnetizerPosition")),
multiplier=(control.sneak and 0.55 or 1)
})
break
end
end
end
end
end
end
for _,validatedPlayer in ipairs(validatedPlayers) do
local player=minetest.get_player_by_name(validatedPlayer.playerName)
if player then
local magnetizerMeta=minetest.get_meta(validatedPlayer.magnetizerPosition)
local physicsOverride=player:get_physics_override()
local requiredPower=industrialtest.Magnetizer._opPower*physicsOverride.gravity
if magnetizerMeta:get_int("industrialtest.powerAmount")>=requiredPower then
industrialtest.api.addPower(magnetizerMeta,-requiredPower)
industrialtest.Magnetizer:requestPower(validatedPlayer.magnetizerPosition)
industrialtest.Magnetizer:updateFormspec(validatedPlayer.magnetizerPosition)
industrialtest.internal.addYVelocityClamped(player,30*dtime*physicsOverride.gravity*validatedPlayer.multiplier,5*physicsOverride.gravity)
end
end
end
end)

View File

@@ -166,6 +166,8 @@ function industrialtest.Miner.onConstruct(self,pos)
inv:set_size("powerStorage",1)
inv:set_size("upgrades",1)
meta:set_int("level",pos.y-1)
-- Keep last fluid node here so pump has more time to access it
meta:set_string("lastFluidNode","")
industrialtest.ElectricMachine.onConstruct(self,pos)
end
@@ -184,13 +186,13 @@ function industrialtest.Miner.getFormspec(self,pos)
local meta=minetest.get_meta(pos)
local powerPercent=meta:get_int("industrialtest.powerAmount")/meta:get_int("industrialtest.powerCapacity")*100
local formspec={
"label[0.7,1.2;"..S("Drill").."]",
"label[0.7,1.15;"..S("Drill").."]",
"list[context;drill;0.7,1.5;1,1]",
industrialtest.internal.getItemSlotBg(0.7,1.5,1,1),
"label[0.7,2.8;"..S("Pipe").."]",
"label[0.7,2.75;"..S("Pipe").."]",
"list[context;src;0.7,3.1;1,1]",
industrialtest.internal.getItemSlotBg(0.7,3.1,1,1),
"label[0.7,4.4;"..S("Scanner").."]",
"label[0.7,4.35;"..S("Scanner").."]",
"list[context;scanner;0.7,4.7;1,1]",
industrialtest.internal.getItemSlotBg(0.7,4.7,1,1),
"list[context;dst;2.28,1.9;5,3]",
@@ -283,6 +285,14 @@ function industrialtest.Miner.update(self,pos,elapsed,meta,inv)
srcSlot:take_item(1)
inv:set_stack("src",1,srcSlot)
local targetPos=vector.new(pos.x,level,pos.z)
-- Check if target node is fluid so pump, if attached, can get it
local targetNode=minetest.get_node(targetPos)
local targetFluid=industrialtest.api.getPumpFluid(targetNode.name)
if targetFluid then
meta:set_string("lastFluidNode",targetNode.name)
end
local drop=self.getNodeDrop(targetPos)
self.placeMiningPipe(pos,targetPos)
inv:add_item("dst",drop)
@@ -375,8 +385,27 @@ function industrialtest.Miner.placeMiningPipe(minerPos,pos)
meta:set_string("miner",minetest.serialize(minerPos))
end
function industrialtest.Miner.pullFluid(self,pos,amount)
local meta=minetest.get_meta(pos)
local lastFluidNode=meta:get_string("lastFluidNode")
if lastFluidNode~="" then
local result={
fluidType=lastFluidNode
}
result.remaining=industrialtest.api.nodeFluidCapacity
-- If everything was pulled then change to empty
if amount>=industrialtest.api.nodeFluidCapacity then
meta:set_string("lastFluidNode","")
end
return result
end
return nil
end
industrialtest.Miner:register()
industrialtest.api.registerPumpTarget("industrialtest:miner","i")
minetest.register_craft({
type="shaped",
output="industrialtest:miner",

407
machines/pump.lua Normal file
View File

@@ -0,0 +1,407 @@
-- IndustrialTest
-- Copyright (C) 2025 mrkubax10
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
local S=minetest.get_translator("industrialtest")
industrialtest.Pump=table.copy(industrialtest.ActivatedElectricMachine)
industrialtest.internal.unpackTableInto(industrialtest.Pump,{
name="industrialtest:pump",
description=S("Pump"),
tiles={
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png^industrialtest_pump_side.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png^industrialtest_pump_front.png"
},
sounds="metal",
facedir=true,
storageLists={
"src",
"dst",
"powerStorage"
},
powerLists={
{
list="powerStorage",
direction="i"
}
},
active={
tiles={
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png^industrialtest_pump_side.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png",
"industrialtest_machine_block.png^industrialtest_pump_front_active.png"
}
},
capacity=industrialtest.api.lvPowerFlow*2,
flow=industrialtest.api.lvPowerFlow,
ioConfig="iiiiii",
requiresWrench=true,
hasPowerInput=true,
_fluidCapacity=5000,
_opPower=300,
_pumpTime=10
})
function industrialtest.Pump.onConstruct(self,pos)
local meta=minetest.get_meta(pos)
local inv=meta:get_inventory()
inv:set_size("src",1)
inv:set_size("dst",1)
inv:set_size("powerStorage",1)
meta:set_float("srcTime",0)
industrialtest.api.addFluidStorage(meta,self._fluidCapacity)
self.determinePumpTargets(pos)
industrialtest.ActivatedElectricMachine.onConstruct(self,pos)
end
function industrialtest.Pump.getFormspec(self,pos)
local parentFormspec=industrialtest.ActivatedElectricMachine.getFormspec(self,pos)
local meta=minetest.get_meta(pos)
local powerPercent=meta:get_int("industrialtest.powerAmount")/meta:get_int("industrialtest.powerCapacity")*100
local srcPercent=meta:get_float("srcTime")/self._pumpTime*100
local fluidType=meta:get_string("industrialtest.fluidType")
local fluidPercent=0
if meta:contains("industrialtest.fluidAmount") and meta:contains("industrialtest.fluidCapacity") then
fluidPercent=meta:get_int("industrialtest.fluidAmount")/meta:get_int("industrialtest.fluidCapacity")*100
end
local pumpFluid=industrialtest.api.getPumpFluid(fluidType)
local tile=(pumpFluid and pumpFluid.texture or "industrialtest_gui_fluid_bg.png")
local formspec={
"list[context;src;3.2,1.7;1,1]",
industrialtest.internal.getItemSlotBg(3.2,1.7,1,1),
"list[context;dst;4.6,1.7;1,1]",
industrialtest.internal.getItemSlotBg(4.6,1.7,1,1),
"list[context;powerStorage;3.9,3.7;1,1]",
industrialtest.internal.getItemSlotBg(3.9,3.7,1,1),
(powerPercent>0 and "image[3.9,2.7;1,1;industrialtest_gui_electricity_bg.png^[lowpart:"..powerPercent..":industrialtest_gui_electricity_fg.png]"
or "image[3.9,2.7;1,1;industrialtest_gui_electricity_bg.png]"),
(srcPercent>0 and "image[6.7,2.7;1,1;gui_furnace_arrow_bg.png^[lowpart:"..srcPercent..":gui_furnace_arrow_fg.png]"
or "image[6.7,2.7;1,1;gui_furnace_arrow_bg.png]"),
(fluidPercent>0 and "image[7.7,2.7;1,1;industrialtest_gui_fluid_bg.png^[lowpart:"..fluidPercent..":"..tile.."]" or "image[7.7,2.7;1,1;industrialtest_gui_fluid_bg.png]"),
"label[3.2,1.35;"..S("Input").."]",
"label[4.6,1.35;"..S("Output").."]",
"listring[context;src]",
"listring[context;dst]"
}
return parentFormspec..table.concat(formspec,"")
end
function industrialtest.Pump.allowMetadataInventoryMove(self,pos,fromList,fromIndex,toList,count)
if toList=="dst" then
return 0
end
return industrialtest.ActivatedElectricMachine.allowMetadataInventoryMove(self,pos,fromList,fromIndex,toList,count)
end
function industrialtest.Pump.allowMetadataInventoryPut(self,pos,listname,index,stack,player)
if listname=="dst" then
return 0
end
return industrialtest.ActivatedElectricMachine.allowMetadataInventoryPut(self,pos,listname,index,stack,player)
end
function industrialtest.Pump.allowMetadataInventoryTake(self,pos,listname,index,stack,player)
if listname=="src" then
local meta=minetest.get_meta(pos)
local inv=meta:get_inventory()
local srcSlot=inv:get_stack("src",1)
if stack:get_count()==srcSlot:get_count() and not meta:get_int("hasOutputTarget") then
meta:set_float("srcTime",0)
self:updateFormspec(pos)
end
end
return industrialtest.ActivatedElectricMachine.allowMetadataInventoryTake(self,pos,listname,index,stack,player)
end
function industrialtest.Pump.onMetadataInventoryMove(self,pos,fromList,fromIndex,toList,toIndex,count)
if fromList=="src" then
local meta=minetest.get_meta(pos)
local inv=meta:get_inventory()
local srcSlot=inv:get_stack("src",1)
if count==srcSlot:get_count() and not meta:get_int("hasOutputTarget") then
meta:set_float("srcTime",0)
self:updateFormspec(pos)
end
elseif toList=="src" then
self:triggerIfNeeded(pos)
end
industrialtest.ActivatedElectricMachine.onMetadataInventoryMove(self,pos,fromList,fromIndex,toList,toIndex,count)
end
function industrialtest.Pump.onMetadataInventoryPut(self,pos,listname,index,stack)
if listname=="src" then
self:triggerIfNeeded(pos)
end
industrialtest.ActivatedElectricMachine.onMetadataInventoryPut(self,pos,listname,index,stack)
end
function industrialtest.Miner.onMetadataInventoryTake(self,pos,listname,index,stack)
if listname=="dst" then
self:triggerIfNeeded(pos)
end
end
function industrialtest.Pump.shouldActivate(self,pos)
local meta=minetest.get_meta(pos)
if meta:get_int("industrialtest.powerAmount")<self._opPower then
return false
end
local hasInput=false
local nodeUnder=minetest.get_node(vector.offset(pos,0,-1,0))
local fluidAmount=meta:get_int("industrialtest.fluidAmount")
if fluidAmount>0 then
hasInput=true
else
-- Check if there is node that can be pumped under pump
if industrialtest.api.getPumpFluid(nodeUnder.name) then
hasInput=true
end
end
-- Check if any input target can provide with fluid
if not hasInput and meta:get_int("hasInputTarget")>0 then
local polledTargets=self.pollInputTargets(pos)
hasInput=#polledTargets>0
end
if not hasInput then
return false
end
local hasOutput=false
-- First check if pump can push into any neighour node
if meta:get_int("hasOutputTarget") then
local outputTargets=minetest.deserialize(meta:get_string("outputTargets"))
for _,target in ipairs(outputTargets) do
local node=minetest.get_node(target)
local def=minetest.registered_nodes[node.name]
hasOutput=(def and def._industrialtest_self and def._industrialtest_self:canPushFluid(target,nodeUnder.name,fluidAmount))
if hasOutput then
break
end
end
end
-- Check if it's possible to pump fluid into item
if not hasOutput then
local inv=meta:get_inventory()
local srcSlot=inv:get_stack("src",1)
if not srcSlot:is_empty() then
local def=srcSlot:get_definition()
if def.groups._industrialtest_simpleFluidStorage and def._industrialtest_simpleFluidStorageCapacity and fluidAmount>=def._industrialtest_simpleFluidStorageCapacity and
def._industrialtest_getResultingFluidStorageItemByNode then
local fluidType=meta:get_string("industrialtest.fluidType")
local resulting=def._industrialtest_getResultingFluidStorageItemByNode(fluidType)
if resulting then
local dstSlot=inv:get_stack("dst",1)
hasOutput=dstSlot:item_fits(ItemStack(resulting.name))
end
end
end
end
-- Check if pump storage is not full
if not hasOutput then
local fluidCapacity=meta:get_int("industrialtest.fluidCapacity")
hasOutput=fluidCapacity-fluidAmount>=industrialtest.api.nodeFluidCapacity
end
return hasOutput
end
function industrialtest.Pump.shouldDeactivate(self,pos)
return not self:shouldActivate(pos)
end
function industrialtest.Pump.afterDeactivation(self,pos)
-- If machine was deactivated then make sure to update formspec
local meta=minetest.get_meta(pos)
meta:set_float("srcTime",0)
self:updateFormspec(pos)
end
function industrialtest.Pump.activeUpdate(self,pos,elapsed,meta,inv)
local nodeUnderPos=vector.offset(pos,0,-1,0)
local nodeUnder=minetest.get_node(nodeUnderPos)
local fluidAmount=meta:get_int("industrialtest.fluidAmount")
local fluidCapacity=meta:get_int("industrialtest.fluidCapacity")
local shouldUpdateFormspec=false
-- First try to pump fluid under
-- Check if there is node that can be pumped under pump
if fluidCapacity-fluidAmount>=industrialtest.api.nodeFluidCapacity and industrialtest.api.getPumpFluid(nodeUnder.name) then
local srcTime=meta:get_float("srcTime")+elapsed*industrialtest.api.getMachineSpeed(meta)
if srcTime>=self._pumpTime then
fluidAmount=fluidAmount+industrialtest.api.nodeFluidCapacity
meta:set_string("industrialtest.fluidType",nodeUnder.name)
meta:set_int("industrialtest.fluidAmount",fluidAmount)
minetest.remove_node(nodeUnderPos)
srcTime=0
end
industrialtest.api.addPower(meta,-self._opPower)
meta:set_float("srcTime",srcTime)
shouldUpdateFormspec=true
end
if meta:get_int("hasInputTarget")>0 then
local polledTargets=self.pollInputTargets(pos)
local fluidType=meta:get_string("industrialtest.fluidType")
for _,target in ipairs(polledTargets) do
local moved=math.min(fluidCapacity-fluidAmount,target.fluidInfo.remaining)
fluidAmount=fluidAmount+moved
target.pullFluid(moved)
meta:set_string("industrialtest.fluidType",target.fluidInfo.fluidType)
shouldUpdateFormspec=true
if fluidCapacity-fluidAmount<=0 then
break
end
end
meta:set_int("industrialtest.fluidAmount",fluidAmount)
end
-- Try to push fluid into item if available
local inv=meta:get_inventory()
local srcSlot=inv:get_stack("src",1)
if not srcSlot:is_empty() then
local def=srcSlot:get_definition()
if def.groups._industrialtest_simpleFluidStorage and def._industrialtest_simpleFluidStorageCapacity and fluidAmount>=def._industrialtest_simpleFluidStorageCapacity and
def._industrialtest_getResultingFluidStorageItemByNode then
local fluidType=meta:get_string("industrialtest.fluidType")
local resulting=def._industrialtest_getResultingFluidStorageItemByNode(fluidType)
if resulting then
local dstSlot=inv:get_stack("dst",1)
local resultingStack=ItemStack(resulting.name)
if dstSlot:item_fits(resultingStack) then
dstSlot:add_item(resultingStack)
inv:set_stack("dst",1,dstSlot)
srcSlot:take_item()
inv:set_stack("src",1,srcSlot)
fluidAmount=fluidAmount-def._industrialtest_simpleFluidStorageCapacity
meta:set_int("industrialtest.fluidAmount",fluidAmount)
shouldUpdateFormspec=true
end
end
end
end
-- Try to push fluid into neighbour target
if meta:get_int("hasOutputTarget")>0 then
local outputTargets=minetest.deserialize(meta:get_string("outputTargets"))
for _,targetPos in ipairs(outputTargets) do
local targetNode=minetest.get_node(targetPos)
local targetDef=minetest.registered_nodes[targetNode.name]
local fluidType=meta:get_string("industrialtest.fluidType")
if targetDef and targetDef._industrialtest_self and targetDef._industrialtest_self.canPushFluid and
targetDef._industrialtest_self.onPumpFluidPush and targetDef._industrialtest_self:canPushFluid(targetPos,fluidType,fluidAmount) then
fluidAmount=targetDef._industrialtest_self:onPumpFluidPush(targetPos,pos,fluidType,fluidAmount)
end
end
meta:set_int("industrialtest.fluidAmount",fluidAmount)
end
return shouldUpdateFormspec
end
function industrialtest.Pump.action(self,pos)
self.determinePumpTargets(pos)
self:triggerIfNeeded(pos)
end
-- Scans neighbour positions for pump targets
function industrialtest.Pump.determinePumpTargets(pos)
local neighbourPositions={
vector.offset(pos,-1,0,0),
vector.offset(pos,1,0,0),
vector.offset(pos,0,-1,0),
vector.offset(pos,0,1,0),
vector.offset(pos,0,0,-1),
vector.offset(pos,0,0,1)
}
local inputTargets={}
local outputTargets={}
for _,neighbour in ipairs(neighbourPositions) do
local node=minetest.get_node(neighbour)
local targetDef=industrialtest.api.getPumpTarget(node.name)
if targetDef then
if targetDef.direction=="i" then
table.insert(inputTargets,neighbour)
elseif targetDef.direction=="o" then
table.insert(outputTargets,neighbour)
end
end
end
local meta=minetest.get_meta(pos)
meta:set_string("inputTargets",minetest.serialize(inputTargets))
meta:set_int("hasInputTarget",#inputTargets>0 and 1 or 0)
meta:set_string("outputTargets",minetest.serialize(outputTargets))
meta:set_int("hasOutputTarget",#outputTargets>0 and 1 or 0)
end
-- \brief Checks all input targets if they have any fluid incoming
-- \param pos vector
-- \returns table
function industrialtest.Pump.pollInputTargets(pos)
local meta=minetest.get_meta(pos)
local inputTargets=minetest.deserialize(meta:get_string("inputTargets"))
local fluidType=meta:get_string("industrialtest.fluidType")
local result={}
for _,targetPos in ipairs(inputTargets) do
local targetNode=minetest.get_node(targetPos)
local targetDef=minetest.registered_nodes[targetNode.name]
if targetDef and targetDef._industrialtest_self and targetDef._industrialtest_self.pullFluid then
local fluidInfo=targetDef._industrialtest_self:pullFluid(targetPos,0)
if fluidInfo and (fluidInfo.fluidType==fluidType or fluidType=="ignore") then
table.insert(result,{
pos=targetPos,
fluidInfo=fluidInfo,
pullFluid=function(amount)
return targetDef._industrialtest_self:pullFluid(targetPos,amount)
end
})
fluidType=fluidInfo.fluidType
end
end
end
return result
end
industrialtest.Pump:register()
minetest.register_abm({
label="Pump pumping",
nodenames={"industrialtest:pump"},
interval=industrialtest.config.updateDelay,
chance=1,
action=function(pos)
industrialtest.Pump:action(pos)
end
})
minetest.register_craft({
type="shaped",
output="industrialtest:pump",
recipe={
{"industrialtest:empty_cell","industrialtest:electronic_circuit","industrialtest:empty_cell"},
{"industrialtest:empty_cell","industrialtest:machine_block","industrialtest:empty_cell"},
{"industrialtest:mining_pipe",industrialtest.elementKeys.treetap,"industrialtest:mining_pipe"}
}
})

View File

@@ -14,6 +14,8 @@
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
local S=minetest.get_translator("industrialtest")
industrialtest.SimpleElectricItemProcessor=table.copy(industrialtest.ActivatedElectricMachine)
industrialtest.internal.unpackTableInto(industrialtest.SimpleElectricItemProcessor,{
facedir=true,
@@ -51,7 +53,9 @@ function industrialtest.SimpleElectricItemProcessor.getFormspec(self,pos)
local meta=minetest.get_meta(pos)
local powerPercent=meta:get_int("industrialtest.powerAmount")/meta:get_int("industrialtest.powerCapacity")*100
local srcPercent=meta:get_float("srcTime")/meta:get_float("maxSrcTime")*100
local recipeOverride=self.isRecipeOverride(meta)
local formspec={
(recipeOverride and "label[3.4,1.5;"..S("Recipe override: @1", minetest.registered_items[recipeOverride].description).."]" or ""),
"list[context;src;3.4,1.8;1,1]",
industrialtest.internal.getItemSlotBg(3.4,1.8,1,1),
(powerPercent>0 and "image[3.4,2.8;1,1;industrialtest_gui_electricity_bg.png^[lowpart:"..powerPercent..":industrialtest_gui_electricity_fg.png]"
@@ -151,7 +155,8 @@ function industrialtest.SimpleElectricItemProcessor.shouldActivate(self,pos)
local output=self:getCraftResult(srcSlot)
return output and output.time>0 and inv:room_for_item("dst",output.item)
end
return false
return meta:contains("recipeOverride") and meta:contains("recipeOverrideMaxTime") and meta:get_string("recipeOverride")~=""
end
function industrialtest.SimpleElectricItemProcessor.shouldDeactivate(self,pos)
@@ -164,6 +169,10 @@ function industrialtest.SimpleElectricItemProcessor.shouldDeactivate(self,pos)
return true
end
if meta:contains("recipeOverride") and meta:contains("recipeOverrideMaxTime") and meta:get_string("recipeOverride")~="" then
return false
end
local srcSlot=inv:get_stack("src",1)
if srcSlot:is_empty() then
return true
@@ -179,11 +188,15 @@ function industrialtest.SimpleElectricItemProcessor.activeUpdate(self,pos,elapse
local srcTime=0
local maxSrcTime
if meta:get_float("maxSrcTime")<=0 then
local output=self:getCraftResult(srcSlot)
maxSrcTime=output.time*self.efficiency
local recipeOverride=self.isRecipeOverride(meta)
if recipeOverride then
maxSrcTime=meta:get_int("recipeOverrideMaxTime")
else
local output=self:getCraftResult(srcSlot)
maxSrcTime=output.time*self.efficiency
end
meta:set_float("srcTime",0)
meta:set_float("maxSrcTime",maxSrcTime)
shouldUpdateFormspec=true
else
srcTime=meta:get_float("srcTime")
maxSrcTime=meta:get_float("maxSrcTime")
@@ -196,25 +209,38 @@ function industrialtest.SimpleElectricItemProcessor.activeUpdate(self,pos,elapse
meta:set_int("srcTime",srcTime)
if srcTime>=maxSrcTime then
local output=self:getCraftResult(srcSlot)
local usedItems=srcSlot:get_count()-output.src:get_count()
local multiplier=1
if srcSlot:get_count()>=speed*usedItems then
multiplier=speed
end
if output.item:get_count()>0 then
output.item:set_count(output.item:get_count()*multiplier)
inv:add_item("dst",output.item)
local recipeOverride=self.isRecipeOverride(meta)
if recipeOverride then
inv:add_item("dst",ItemStack(recipeOverride))
meta:set_string("recipeOverride","")
else
local output=self:getCraftResult(srcSlot)
local usedItems=srcSlot:get_count()-output.src:get_count()
local multiplier=1
if srcSlot:get_count()>=speed*usedItems then
multiplier=speed
end
if output.item:get_count()>0 then
output.item:set_count(output.item:get_count()*multiplier)
inv:add_item("dst",output.item)
end
srcSlot:set_count(srcSlot:get_count()-multiplier*usedItems)
inv:set_stack("src",1,srcSlot)
end
meta:set_float("srcTime",-1)
meta:set_float("maxSrcTime",0)
srcSlot:set_count(srcSlot:get_count()-multiplier*usedItems)
inv:set_stack("src",1,srcSlot)
end
return true
end
function industrialtest.SimpleElectricItemProcessor.isRecipeOverride(meta)
if meta:contains("recipeOverride") and meta:contains("recipeOverrideMaxTime") and meta:get_string("recipeOverride")~="" then
return meta:get_string("recipeOverride")
end
return false
end
function industrialtest.SimpleElectricItemProcessor.getCraftResult(self,itemstack)
-- Dummy method
end

125
nodes.lua
View File

@@ -489,3 +489,128 @@ minetest.register_craft({
{industrialtest.elementKeys.glass,"industrialtest:advanced_alloy",industrialtest.elementKeys.glass}
}
})
-- \brief Function which should be called after iron fence was constructed
-- \param pos vector
-- \returns nil
local function ironFenceOnConstruct(pos)
local neighbours={
vector.offset(pos,0,-1,0),
vector.offset(pos,0,1,0)
}
for _,neighbourPosition in ipairs(neighbours) do
local meta=minetest.get_meta(neighbourPosition)
if meta:contains("magnetizerPosition") then
local magnetizerPosition=minetest.deserialize(meta:get_string("magnetizerPosition"))
industrialtest.Magnetizer:determineFenceRail(magnetizerPosition)
industrialtest.Magnetizer:determinePowerCapacity(magnetizerPosition)
industrialtest.Magnetizer:updateFormspec(magnetizerPosition)
industrialtest.Magnetizer:requestPower(magnetizerPosition)
break
end
end
neighbours={
vector.offset(pos,1,0,0),
vector.offset(pos,-1,0,0),
vector.offset(pos,0,0,1),
vector.offset(pos,0,0,-1)
}
for _,neighbourPosition in ipairs(neighbours) do
local neighbourNode=minetest.get_node(neighbourPosition)
if neighbourNode.name=="industrialtest:magnetizer" then
local meta=minetest.get_meta(neighbourPosition)
if not meta:contains("railPosition") then
industrialtest.Magnetizer:determineFenceRail(neighbourPosition)
industrialtest.Magnetizer:determinePowerCapacity(neighbourPosition)
industrialtest.Magnetizer:updateFormspec(neighbourPosition)
industrialtest.Magnetizer:requestPower(neighbourPosition)
break
end
end
end
end
-- \brief Function which should be called before iron fence was removed
-- \param pos vector
-- \returns nil
local function ironFenceOnDestruct(pos)
local meta=minetest.get_meta(pos)
if not meta:contains("magnetizerPosition") then
return
end
local magnetizerPosition=minetest.deserialize(meta:get_string("magnetizerPosition"))
industrialtest.Magnetizer.detachFenceRail(magnetizerPosition)
end
-- \brief Function which should be called after iron fence was removed
-- \param meta table
-- \returns nil
local function ironFenceDetach(meta)
if not meta or not meta.fields or not meta.fields.magnetizerPosition then
return
end
local magnetizerPosition=minetest.deserialize(meta.fields.magnetizerPosition)
industrialtest.Magnetizer:determineFenceRail(magnetizerPosition)
industrialtest.Magnetizer:determinePowerCapacity(magnetizerPosition)
industrialtest.Magnetizer:updateFormspec(magnetizerPosition)
end
if industrialtest.mtgAvailable then
local inventoryImage="default_fence_overlay.png^default_steel_block.png^default_fence_overlay.png^[makealpha:255,126,126"
default.register_fence("industrialtest:iron_fence",{
description=S("Iron Fence"),
texture="default_steel_block.png",
inventory_image=inventoryImage,
wield_image=inventoryImage,
groups={
cracky=1,
level=2,
_industrialtest_metalFence=1
},
sounds=default.node_sound_metal_defaults(),
connects_to={
"group:fence",
"group:wood",
"group:tree",
"group:wall",
"industrialtest:magnetizer"
},
on_construct=ironFenceOnConstruct,
on_destruct=ironFenceOnDestruct,
after_dig_node=function(pos,oldnode,oldmeta)
ironFenceDetach(oldmeta)
end
})
minetest.register_craft({
type="shaped",
output="industrialtest:iron_fence 4",
recipe={
{"industrialtest:iron_plate","industrialtest:iron_plate","industrialtest:iron_plate"},
{"industrialtest:iron_plate","industrialtest:iron_plate","industrialtest:iron_plate"}
}
})
elseif industrialtest.mclAvailable then
mcl_fences.register_fence_def("iron_fence",{
description=S("Iron Fence"),
tiles={"default_steel_block.png"},
groups={
_industrialtest_metalFence=1
},
connects_to={
"group:fence",
"group:fence_gate",
"group:solid",
"industrialtest:magnetizer"
},
on_construct=ironFenceOnConstruct,
on_destruct=ironFenceOnDestruct,
after_destruct=function(pos,oldnode,oldmeta)
ironFenceDetach(oldmeta)
end,
_mcl_fences_baseitem="industrialtest:iron_plate",
_mcl_fences_stickreplacer="industrialtest:iron_plate"
})
-- mcl_fences.register_fence_def registers fences in it's own namespace so register alias here to keep compatibility
minetest.register_alias("industrialtest:iron_fence","mcl_fences:iron_fence")
end

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 295 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 10 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 321 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 183 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.2 KiB

View File

@@ -25,7 +25,7 @@ function industrialtest.JetpackBase.update(self, player, inv, itemstack, dtime)
local playerName = player:get_player_name()
local control = player:get_player_control()
if control.jump and self:tryFly(itemstack) then
self.addYVelocityClamped(player,1,10)
industrialtest.internal.addYVelocityClamped(player,1,10)
if not soundHandles[playerName] then
local pos = player:get_pos()
local handle = minetest.sound_play("industrialtest_jetpack_loop", {
@@ -47,15 +47,6 @@ function industrialtest.JetpackBase.update(self, player, inv, itemstack, dtime)
return false
end
function industrialtest.JetpackBase.addYVelocityClamped(player,vel,max)
local playerVel=player:get_velocity()
if playerVel.y+vel>max then
player:add_velocity(vector.new(0,math.max(max-playerVel.y,0),0))
else
player:add_velocity(vector.new(0,vel,0))
end
end
industrialtest.Jetpack=table.copy(industrialtest.JetpackBase)
industrialtest.internal.unpackTableInto(industrialtest.Jetpack,{
-- _v is hack to suppress "Registered armor doesn't have material at the end of registration name" warning from 3D Armor.

View File

@@ -87,7 +87,7 @@ industrialtest.internal.unpackTableInto(industrialtest.QuantumBodyarmor,{
part="torso",
modelImage="industrialtest_quantum_bodyarmor.png",
update=industrialtest.JetpackBase.update,
addYVelocityClamped=industrialtest.JetpackBase.addYVelocityClamped,
addYVelocityClamped=industrialtest.internal.addYVelocityClamped,
tryFly=industrialtest.ElectricJetpack.tryFly
})