forked from mtcontrib/3d_armor
More armor stand fixes
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d322a0f110
commit
32e87ee543
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@ -58,8 +58,11 @@ local function update_entity(pos)
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if stack:get_count() == 1 then
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local item = stack:get_name() or ""
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local def = stack:get_definition() or {}
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local texture = def.texture or item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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local groups = def.groups or {}
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if groups["armor_"..element] then
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local texture = def.texture or item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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end
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end
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end
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end
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@ -81,6 +84,20 @@ local function update_entity(pos)
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end
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end
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local function has_locked_armor_stand_privilege(meta, player)
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local name = ""
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if player then
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if minetest.check_player_privs(player, "protection_bypass") then
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return true
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end
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name = player:get_player_name()
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end
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if name ~= meta:get_string("owner") then
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return false
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end
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return true
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end
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minetest.register_node("3d_armor_stand:armor_stand", {
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description = "Armor stand",
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drawtype = "mesh",
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@ -148,45 +165,21 @@ minetest.register_node("3d_armor_stand:armor_stand", {
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end,
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})
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local function has_locked_armor_stand_privilege(meta, player)
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local name = ""
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if player then
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if minetest.check_player_privs(player, "protection_bypass") then
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return true
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end
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name = player:get_player_name()
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end
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if name ~= meta:get_string("owner") then
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return false
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end
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return true
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end
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local node = {}
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for k,v in pairs(minetest.registered_nodes["3d_armor_stand:armor_stand"]) do
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node[k] = v
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end
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node.description = "Locked " .. node.description
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node.allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if not has_locked_armor_stand_privilege(meta, player) then
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return 0
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end
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local def = stack:get_definition() or {}
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local groups = def.groups or {}
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if groups[listname] then
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return 1
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end
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return 0
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end
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node.allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if not has_locked_armor_stand_privilege(meta, player) then
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return 0
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end
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return stack:get_count()
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end
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node.on_construct = function(pos)
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minetest.register_node("3d_armor_stand:locked_armor_stand", {
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description = "Locked Armor stand",
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drawtype = "mesh",
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mesh = "3d_armor_stand.obj",
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tiles = {"default_wood.png", "default_steel_block.png"},
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paramtype = "light",
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paramtype2 = "facedir",
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walkable = false,
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selection_box = {
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type = "fixed",
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fixed = {-0.5,-0.5,-0.5, 0.5,1.4,0.5}
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},
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groups = {choppy=2, oddly_breakable_by_hand=2},
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sounds = default.node_sound_wood_defaults(),
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", armor_stand_formspec)
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meta:set_string("infotext", "Armor Stand")
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@ -195,15 +188,65 @@ node.on_construct = function(pos)
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for _, element in pairs(elements) do
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inv:set_size("armor_"..element, 1)
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end
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end
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node.after_place_node = function(pos, placer)
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minetest.add_entity(pos, "3d_armor_stand:armor_entity")
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local meta = minetest.get_meta(pos)
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meta:set_string("owner", placer:get_player_name() or "")
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meta:set_string("infotext", "Armor Stand (owned by " ..
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meta:get_string("owner") .. ")")
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end
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minetest.register_node("3d_armor_stand:locked_armor_stand", node)
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end,
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can_dig = function(pos, player)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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for _, element in pairs(elements) do
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if not inv:is_empty("armor_"..element) then
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return false
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end
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end
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return true
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end,
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after_place_node = function(pos)
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minetest.add_entity(pos, "3d_armor_stand:armor_entity")
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local meta = minetest.get_meta(pos)
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meta:set_string("owner", placer:get_player_name() or "")
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meta:set_string("infotext", "Armor Stand (owned by " ..
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meta:get_string("owner") .. ")")
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if not has_locked_armor_stand_privilege(meta, player) then
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return 0
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end
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local def = stack:get_definition() or {}
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local groups = def.groups or {}
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if groups[listname] then
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return 1
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end
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return 0
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end,
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allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if not has_locked_armor_stand_privilege(meta, player) then
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return 0
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end
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return stack:get_count()
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end,
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allow_metadata_inventory_move = function(pos)
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return 0
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end,
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on_metadata_inventory_put = function(pos)
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update_entity(pos)
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end,
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on_metadata_inventory_take = function(pos)
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update_entity(pos)
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end,
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after_destruct = function(pos)
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update_entity(pos)
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end,
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on_blast = function(pos)
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local object = get_stand_object(pos)
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if object then
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object:remove()
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end
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minetest.after(1, function(pos)
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update_entity(pos)
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end, pos)
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end,
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})
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minetest.register_entity("3d_armor_stand:armor_entity", {
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physical = true,
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