local material = {}
local block = {}
local make_ok = false
local anzahl = 0
local material2 = {}
local stone = {}
local deco = {}


local color_tab = {
{'black',    'Black',      'dye:black'},
{'blue',    'Blue',         'dye:blue'},
{'brown',    'Brown',      'dye:brown'},
{'cyan',    'Cyan',         'dye:cyan'},
{'dark_green',    'Dark Green',      'dye:dark_green'},
{'dark_grey',    'Dark Grey',      'dye:dark_grey'},
{'green',    'Green',      'dye:green'},
{'grey',    'Grey',         'dye:grey'},
{'magenta',    'Magenta',      'dye:magenta'},
{'orange',   'Orange',      'dye:orange'},
{'pink',    'Pink',         'dye:pink'},
{'red',    'Red',         'dye:red'},
{'violet',    'Violet',      'dye:violet'},
{'white',    'White',      'dye:white'},
{'yellow',    'Yellow',      'dye:yellow'},
{'cement',    '',      ''},
}

minetest.register_node('mylandscaping:machine', {
   description = 'Concrete Forms',
   drawtype = 'mesh',
   mesh = 'mylandscaping_cement_mixer.obj',
   tiles = {
      {name='mylandscaping_tex3.png'},{name='mylandscaping_tex1.png'},
      {name='default_gravel.png'},{name='mylandscaping_tex2.png'}},
   groups = {oddly_breakable_by_hand=2},
   paramtype = 'light',
   paramtype2 = 'facedir',
   selection_box = {
      type = 'fixed',
      fixed = {
         {-0.5, -0.5, -0.5, 1.1, 0.5, 0.5},
         {1.1, -0.5, -0.1, 1.5, -0.3, 0.5}
      }
   },
   collision_box = {
      type = 'fixed',
      fixed = {
         {-0.5, -0.5, -0.5, 1.1, 0.5, 0.5},
         {1.1, -0.5, -0.1, 1.5, -0.3, 0.5}
      }
   },

   can_dig = function(pos,player)
      local meta = minetest.get_meta(pos);
      local inv = meta:get_inventory()
      if player:get_player_name() == meta:get_string('owner') and
         inv:is_empty('input') and
         inv:is_empty('dye') and
         inv:is_empty('output') then
         return true
      else
         return false
      end
   end,

   allow_metadata_inventory_put = function(pos, listname, index, stack, player)
      local input = stack:get_name()
      if listname == 'input' then
         if input == 'mylandscaping:concrete' or input == 'mylandscaping:concrete_bag' then
            return 99
         else
            return 0
         end
      elseif listname == 'dye' then
         if minetest.get_item_group(input, 'dye') > 0 then
            return 99
         else
            return 0
         end
      elseif listname == 'output' then
         return 0
      end
   end,

   after_place_node = function(pos, placer, itemstack)
      if not epic.space_to_side(pos) then
         minetest.remove_node(pos)
         return itemstack
      else
         local meta = minetest.get_meta(pos)
         meta:set_string('owner',placer:get_player_name())
         meta:set_string('infotext','Concrete Mixer (owned by '..placer:get_player_name()..')')
      end
   end,

   after_dig_node = function(pos, oldnode)
      epic.remove_side_node(pos, oldnode)
   end,

   on_construct = function(pos)
      local meta = minetest.get_meta(pos)
      meta:set_string('formspec', retaining_walls)
      meta:set_string('infotext', 'Concrete Mixer')
      local inv = meta:get_inventory()
      inv:set_size('input', 1)
      inv:set_size('output', 1)
      inv:set_size('dye', 1)
   end,

   on_receive_fields = function(pos, formname, fields, sender)
      local meta = minetest.get_meta(pos)
      local inv = meta:get_inventory()
      if fields['retain'] then
         meta:set_string('formspec', retaining_walls)
      elseif fields['patio'] then
         meta:set_string('formspec', patio_pavers)
      elseif fields['deco'] then
         meta:set_string('formspec', deco_walls)
      elseif fields['column'] then
         meta:set_string('formspec', columns)
      end

      for i in ipairs (color_tab) do
      local col = color_tab[i][1]
      local coldesc = color_tab[i][2]
      local dyecol = color_tab[i][3]

      if fields['awall1']
      or fields['awall2']
      or fields['awall3']
      or fields['awall4']
      or fields['awall5']
      then

         if fields['awall1'] then
            make_ok = false
            anzahl = 2
            block = 'mylandscaping:awall_left_'
            if inv:is_empty('input') then
               return
            end
         end
         if fields['awall2'] then
            make_ok = false
            anzahl = 2
            block = 'mylandscaping:awall_middle_'
            if inv:is_empty('input') then
               return
            end
         end
         if fields['awall3'] then
            make_ok = false
            anzahl = 2
            block = 'mylandscaping:awall_right_'
            if inv:is_empty('input') then
               return
            end
         end
         if fields['awall4'] then
            make_ok = false
            anzahl = 2
            block = 'mylandscaping:awall_icorner_'
            if inv:is_empty('input') then
               return
            end
         end
         if fields['awall5'] then
            make_ok = false
            anzahl = 2
            block = 'mylandscaping:awall_ocorner_'
            if inv:is_empty('input') then
               return
            end
         end
            local instack = inv:get_stack('input', 1)
            local outstack = inv:get_stack('output', 1)
            local dyestack = inv:get_stack('dye', 1)
      ---------------------------------------------------------------------
         if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
         or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
               material = col
               make_ok = true
         end
      ---------------------------------------------------------------------
            if make_ok == true then
               local give = {}
               if inv:room_for_item('output', block..col) then
                  inv:add_item('output', block..col..' '..anzahl)
                  instack:take_item()
                  inv:set_stack('input',1,instack)
                  if dyestack:get_name() == 'dye:'..col then
                  dyestack:take_item()
                  inv:set_stack('dye',1,dyestack)
                  end
               end
            end
         end
   ---------------------------------------------------------------------
         if fields['fwall1']
         or fields['fwall2']
         or fields['fwall3']
         or fields['fwall4']
         then

            if fields['fwall1'] then
               make_ok = false
               anzahl = 2
               block = 'mylandscaping:fwall_left_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['fwall2'] then
               make_ok = false
               anzahl = 2
               block = 'mylandscaping:fwall_middle_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['fwall3'] then
               make_ok = false
               anzahl = 2
               block = 'mylandscaping:fwall_right_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['fwall4'] then
               make_ok = false
               anzahl = 2
               block = 'mylandscaping:fwall_corner_'
               if inv:is_empty('input') then
                  return
               end
            end
               local instack = inv:get_stack('input', 1)
               local outstack = inv:get_stack('output', 1)
               local dyestack = inv:get_stack('dye', 1)
         ---------------------------------------------------------------------
         if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
         or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
                  material = col
                  make_ok = true
            end
         ---------------------------------------------------------------------
         if make_ok == true then
            local give = {}
            if inv:room_for_item('output', block..col) then
               inv:add_item('output', block..col..' '..anzahl)
               instack:take_item()
               inv:set_stack('input',1,instack)
               if dyestack:get_name() == 'dye:'..col then
               dyestack:take_item()
               inv:set_stack('dye',1,dyestack)
               end
            end
         end
      end
   ---------------------------------------------------------------------
         if fields['mwall1']
         or fields['mwall2']
         or fields['mwall3']
         then

            if fields['mwall1'] then
               make_ok = false
               anzahl = 2
               block = 'mylandscaping:mwall_middle_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['mwall2'] then
               make_ok = false
               anzahl = 2
               block = 'mylandscaping:mwall_icorner_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['mwall3'] then
               make_ok = false
               anzahl = 2
               block = 'mylandscaping:mwall_ocorner_'
               if inv:is_empty('input') then
                  return
               end
            end
               local instack = inv:get_stack('input', 1)
               local outstack = inv:get_stack('output', 1)
               local dyestack = inv:get_stack('dye', 1)
         ---------------------------------------------------------------------
         if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
         or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
                  material = col
                  make_ok = true
            end
         ---------------------------------------------------------------------
         if make_ok == true then
            local give = {}
            if inv:room_for_item('output', block..col) then
               inv:add_item('output', block..col..' '..anzahl)
               instack:take_item()
               inv:set_stack('input',1,instack)
               if dyestack:get_name() == 'dye:'..col then
               dyestack:take_item()
               inv:set_stack('dye',1,dyestack)
               end
            end
         end
      end
   ---------------------------------------------------------------------
   --all columns here, possible decorative caps too.
         if fields['acolumn1']
         or fields['acolumn2']
         or fields['acolumn3']
         or fields['fcolumn1']
         or fields['fcolumn2']
         or fields['fcolumn3']
         or fields['mcolumn1']
         or fields['mcolumn2']
         or fields['mcolumn3']
         or fields['column_sphere']
         or fields['column_dragon']
         or fields['column_suzanne']
         or fields['column_cross']
         then
            if fields['acolumn1'] then
               make_ok = false
               anzahl = 1
               block = 'mylandscaping:awall_column_m_t_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['acolumn2'] then
               make_ok = false
               anzahl = 1
               block = 'mylandscaping:awall_column_ic_t_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['acolumn3'] then
               make_ok = false
               anzahl = 1
               block = 'mylandscaping:awall_column_oc_t_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['fcolumn1'] then
               make_ok = false
               anzahl = 1
               block = 'mylandscaping:fwall_column_m_t_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['fcolumn2'] then
               make_ok = false
               anzahl = 1
               block = 'mylandscaping:fwall_column_ic_t_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['fcolumn3'] then
               make_ok = false
               anzahl = 1
               block = 'mylandscaping:fwall_column_oc_t_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['column_sphere'] then
               make_ok = false
               anzahl = 2
               block = 'mylandscaping:column_t_sphere_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['column_dragon'] then
               make_ok = false
               anzahl = 1
               block = 'mylandscaping:column_t_dragon_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['column_suzanne'] then
               make_ok = false
               anzahl = 2
               block = 'mylandscaping:column_t_suzanne_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['column_cross'] then
               make_ok = false
               anzahl = 2
               block = 'mylandscaping:column_t_cross_'
               if inv:is_empty('input') then
                  return
               end
            end
               local instack = inv:get_stack('input', 1)
               local outstack = inv:get_stack('output', 1)
               local dyestack = inv:get_stack('dye', 1)
         ---------------------------------------------------------------------

         if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
         or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
                  material = col
                  make_ok = true
            end
            if make_ok == true then
               local give = {}
               if inv:room_for_item('output', block..col) then
                  inv:add_item('output', block..col..' '..anzahl)
                  instack:take_item()
                  inv:set_stack('input',1,instack)
                  if dyestack:get_name() == 'dye:'..col then
                  dyestack:take_item()
                  inv:set_stack('dye',1,dyestack)
                  end
               end
            end
         end

         if fields['patio1']
         or fields['patio2']
         or fields['patio3']
         or fields['patio4']
         or fields['patio5']
         or fields['patio6']
         or fields['patio7']
         then

            if fields['patio1'] then
               make_ok = false
               anzahl = 3
               stone = 'mylandscaping:stone_square'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['patio2'] then
               make_ok = false
               anzahl = 3
               stone = 'mylandscaping:stone_square_sm'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['patio7'] then
               make_ok = false
               anzahl = 3
               stone = 'mylandscaping:stone_square_xsm'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['patio3'] then
               make_ok = false
               anzahl = 3
               stone = 'mylandscaping:stone_pavers'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['patio4'] then
               make_ok = false
               anzahl = 3
               stone = 'mylandscaping:stone_ashlar'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['patio5'] then
               make_ok = false
               anzahl = 3
               stone = 'mylandscaping:stone_flagstone'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['patio6'] then
               make_ok = false
               anzahl = 3
               stone = 'mylandscaping:stone_pinwheel'
               if inv:is_empty('input') then
                  return
               end
            end
               local instack = inv:get_stack('input', 1)
               local outstack = inv:get_stack('output', 1)
               local dyestack = inv:get_stack('dye', 1)

               if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
               or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
                  make_ok = true
            end
         ---------------------------------------------------------------------
         if make_ok == true then
            local give = {}
            if inv:room_for_item('output', stone..col) then
               inv:add_item('output', stone..col..' '..anzahl)
               instack:take_item()
               inv:set_stack('input',1,instack)
               if dyestack:get_name() == 'dye:'..col then
               dyestack:take_item()
               inv:set_stack('dye',1,dyestack)
               end
            end
         end
      end
         ---------------------------------------------------------------------
         if fields['deco1']
         or fields['deco2']
         or fields['deco3']
         or fields['deco4']
         or fields['deco5']
         then

            if fields['deco1'] then
               make_ok = false
               anzahl = 4
               deco = 'mylandscaping:deco_wall_s_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['deco2'] then
               make_ok = false
               anzahl = 4
               deco = 'mylandscaping:deco_wall_f_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['deco3'] then
               make_ok = false
               anzahl = 4
               deco = 'mylandscaping:deco_wall_p_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['deco4'] then
               make_ok = false
               anzahl = 4
               deco = 'mylandscaping:deco_wall_r_'
               if inv:is_empty('input') then
                  return
               end
            end
            if fields['deco5'] then
               make_ok = false
               anzahl = 4
               deco = 'mylandscaping:deco_column_'
               if inv:is_empty('input') then
                  return
               end
            end

               local instack = inv:get_stack('input', 1)
               local outstack = inv:get_stack('output', 1)
               local dyestack = inv:get_stack('dye', 1)

               if instack:get_name()== 'mylandscaping:concrete_bag' and dyestack:get_name()== dyecol
               or instack:get_name()== 'mylandscaping:concrete' and dyestack:get_name()== dyecol then
                  make_ok = true
            end
         ---------------------------------------------------------------------
         if make_ok == true then
            local give = {}
            if inv:room_for_item('output', deco..col) then
               inv:add_item('output', deco..col..' '..anzahl)
               instack:take_item()
               inv:set_stack('input',1,instack)
               if dyestack:get_name() == 'dye:'..col then
               dyestack:take_item()
               inv:set_stack('dye',1,dyestack)
               end
            end
         end
      end
   end
end
   })
