homedecor_modpack/homedecor_wardrobe/init.lua
TenPlus1 95590f23c5 Separate-out the wardrobe into its own mod
Standalone -- can be used without the rest of home decor
2019-04-20 10:01:42 -04:00

326 lines
8.3 KiB
Lua

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" }
},
})