modpath = minetest.get_modpath("homedecor") screwdriver = screwdriver or {} local placeholder_node = "air" --- select which node was pointed at based on it being known, not ignored, -- buildable_to. returns nil if no node could be selected local function select_node(pointed_thing) local pos = pointed_thing.under local node = minetest.get_node_or_nil(pos) local def = node and minetest.registered_nodes[node.name] if not def or not def.buildable_to then pos = pointed_thing.above node = minetest.get_node_or_nil(pos) def = node and minetest.registered_nodes[node.name] end return def and pos, def end --- check if all nodes can and may be build to local function is_buildable_to(placer_name, ...) for _, pos in ipairs({...}) do local node = minetest.get_node_or_nil(pos) local def = node and minetest.registered_nodes[node.name] if not (def and def.buildable_to) or minetest.is_protected(pos, placer_name) then return false end end return true end -- place one or two nodes if and only if both can be placed local function stack(itemstack, placer, fdir, pos, def, pos2, node1, node2, pointed_thing) local placer_name = placer:get_player_name() or "" if is_buildable_to(placer_name, pos, pos2) then local lfdir = fdir or minetest.dir_to_facedir(placer:get_look_dir()) minetest.set_node(pos, {name = node1, param2 = lfdir}) -- this can be used to clear buildable_to nodes even though we are -- using a multinode mesh, do not assume by default, as we still -- might want to allow overlapping in some cases node2 = node2 or "air" local has_facedir = node2 ~= "air" if node2 == "placeholder" then has_facedir = false node2 = placeholder_node end minetest.set_node(pos2, {name = node2, param2 = (has_facedir and lfdir) or nil}) -- call after_place_node of the placed node if available local ctrl_node_def = minetest.registered_nodes[node1] if ctrl_node_def and ctrl_node_def.after_place_node then ctrl_node_def.after_place_node(pos, placer, itemstack, pointed_thing) end if not creative.is_enabled_for(placer_name) then itemstack:take_item() end end return itemstack end local function rightclick_pointed_thing(pos, placer, itemstack, pointed_thing) local node = minetest.get_node_or_nil(pos) if not node then return false end local def = minetest.registered_nodes[node.name] if not def or not def.on_rightclick then return false end return def.on_rightclick(pos, node, placer, itemstack, pointed_thing) or itemstack end -- Stack one node above another -- leave the last argument nil if it's one 2m high node local function stack_vertically(itemstack, placer, pointed_thing, node1, node2) local rightclick_result = rightclick_pointed_thing(pointed_thing.under, placer, itemstack, pointed_thing) if rightclick_result then return rightclick_result end local pos, def = select_node(pointed_thing) if not pos then return itemstack end local top_pos = {x = pos.x, y = pos.y + 1, z = pos.z} return stack(itemstack, placer, nil, pos, def, top_pos, node1, node2, pointed_thing) end local placeholder_node = "air" local wd_cbox = {type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, 1.5, 0.5}} -- cache set_textures function (fallback to old version) -- default.player_set_textures is deprecated and will be removed in future local set_player_textures = minetest.get_modpath("player_api") and player_api.set_textures or default.player_set_textures local armor_mod_path = minetest.get_modpath("3d_armor") local skinslist = {"male1", "male2", "male3", "male4", "male5"} local default_skin = "character.png" local skinsdb_mod_path = minetest.get_modpath("skinsdb") if skinsdb_mod_path then for _, shrt in ipairs(skinslist) do for _, prefix in ipairs({"", "fe"}) do local skin_name = prefix..shrt local skin_obj = skins.new("homedecor_clothes_"..skin_name..".png") skin_obj:set_preview("homedecor_clothes_"..skin_name.."_preview.png") skin_obj:set_texture("homedecor_clothes_"..skin_name..".png") skin_obj:set_meta("name", "Wardrobe "..skin_name) skin_obj:set_meta("author", 'Calinou and Jordach') skin_obj:set_meta("license", 'CC-by-SA-4.0') local file = io.open(modpath .. "/textures/homedecor_clothes_" .. skin_name .. ".png", "r") skin_obj:set_meta("format", skins.get_skin_format(file)) file:close() skin_obj:set_meta("in_inventory_list", false) end end end local function get_player_skin(player) local skin = player:get_attribute("homedecor:player_skin") if not skin or skin == "" then return default_skin, true end return skin, false end local function set_player_skin(player, skin, save) if skinsdb_mod_path then skins.set_player_skin(player, skin or skins.default) elseif armor_mod_path then -- if 3D_armor's installed, let it set the skin armor.textures[player:get_player_name()].skin = skin or default_skin armor:update_player_visuals(player) else set_player_textures(player, { skin or default_skin}) end if save and not skinsdb_mod_path then if skin == default_skin then skin = "default" player:set_attribute("homedecor:player_skin", "") else player:set_attribute("homedecor:player_skin", skin) end end end local function unset_player_skin(player) set_player_skin(player, nil, true) end local def = { description = "Wardrobe", drawtype = "mesh", mesh = "homedecor_bedroom_wardrobe.obj", tiles = { {name = "homedecor_generic_wood_plain.png", color = 0xffa76820}, "homedecor_wardrobe_drawers.png", "homedecor_wardrobe_doors.png" }, inventory_image = "homedecor_wardrobe_inv.png", paramtype = "light", paramtype2 = "facedir", groups = {snappy = 3}, selection_box = wd_cbox, collision_box = wd_cbox, sounds = default.node_sound_wood_defaults(), on_rotate = screwdriver.rotate_simple, on_place = function(itemstack, placer, pointed_thing) return stack_vertically(itemstack, placer, pointed_thing, itemstack:get_name(), "placeholder") end, can_dig = function(pos,player) local meta = minetest.get_meta(pos) return meta:get_inventory():is_empty("main") end, on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("infotext", "Wardrobe") meta:get_inventory():set_size("main", 10) -- textures made by the Minetest community (mostly Calinou and Jordach) local clothes_strings = "" for i = 1, 5 do clothes_strings = clothes_strings .. "image_button_exit[" .. (i-1) .. ".5,0;1.1,2;homedecor_clothes_" .. skinslist[i] .. "_preview.png;" .. skinslist[i] .. ";]" .. "image_button_exit[" .. (i-1) .. ".5,2;1.1,2;homedecor_clothes_fe" .. skinslist[i] .. "_preview.png;fe" .. skinslist[i] .. ";]" end meta:set_string("formspec", "size[5.5,8.5]" .. default.gui_bg .. default.gui_bg_img .. default.gui_slots .. "vertlabel[0,0.5;" .. minetest.formspec_escape("Clothes") .. "]" .. "button_exit[0,3.29;0.6,0.6;default;x]" .. clothes_strings .. "vertlabel[0,5.2;" .. minetest.formspec_escape("Storage") .. "]" .. "list[current_name;main;0.5,4.5;5,2;]" .. "list[current_player;main;0.5,6.8;5,2;]" .. "listring[]" ) end, on_receive_fields = function(pos, formname, fields, sender) if fields.default then set_player_skin(sender, nil, "player") return end for i = 1, 5 do if fields[skinslist[i]] then set_player_skin(sender, "homedecor_clothes_" .. skinslist[i] .. ".png", "player") break elseif fields["fe" .. skinslist[i]] then set_player_skin(sender, "homedecor_clothes_fe" .. skinslist[i] .. ".png", "player") break end end end } -- register the actual minetest node minetest.register_node(":homedecor:wardrobe", def) minetest.register_alias("homedecor:wardrobe_bottom", "homedecor:wardrobe") minetest.register_alias("homedecor:wardrobe_top", "air") if not skinsdb_mod_path then -- If not managed by skinsdb minetest.register_on_joinplayer(function(player) local skin = player:get_attribute("homedecor:player_skin") if skin and skin ~= "" then -- setting player skin on connect has no effect, so delay skin change minetest.after(1, function(player, skin) set_player_skin(player, skin) end, player, skin) end end) end minetest.register_craft( { output = "homedecor:wardrobe", recipe = { { "homedecor:drawer_small", "homedecor:kitchen_cabinet" }, { "homedecor:drawer_small", "default:wood" }, { "homedecor:drawer_small", "default:wood" } }, })