skinsdb/skin_meta_api.lua

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skins.meta = {}
local skin_class = {}
skin_class.__index = skin_class
skins.skin_class = skin_class
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-----------------------
-- Class methods
-----------------------
-- constructor
function skins.new(key, object)
assert(key, 'Unique skins key required, like "character_1"')
local self = object or {}
setmetatable(self, skin_class)
self.__index = skin_class
self._key = key
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self._sort_id = 0
skins.meta[key] = self
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return self
end
-- getter
function skins.get(key)
return skins.meta[key]
end
-- Skin methods
-- In this implementation it is just access to attrubutes wrapped
-- but this way allow to redefine the functionality for more complex skins provider
function skin_class:get_key()
return self._key
end
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function skin_class:set_meta(key, value)
self[key] = value
end
function skin_class:get_meta(key)
return self[key]
end
function skin_class:get_meta_string(key)
return tostring(self:get_meta(key) or "")
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end
function skin_class:set_texture(value)
self._texture = value
end
function skin_class:get_texture()
return self._texture
end
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function skin_class:set_hand(hand)
self._hand = hand
end
function skin_class:set_hand_from_texture()
local hand = core.get_current_modname()..':'..self._texture:gsub('[%p%c%s]', '')
minetest.register_node(hand, {
tiles = {self:get_texture()},
inventory_image = "wieldhand.png",
visual_scale = 1,
wield_scale = {x=1,y=1,z=1},
paramtype = "light",
drawtype = "mesh",
mesh = "skinsdb_hand.b3d",
use_texture_alpha = "clip",
node_placement_prediction = "",
groups = { not_in_creative_inventory = 1 }
})
self:set_hand(hand)
end
function skin_class:get_hand()
return self._hand
end
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function skin_class:set_preview(value)
self._preview = value
end
function skin_class:get_preview()
if self._preview then
return self._preview
end
local player_skin = "("..self:get_texture()..")"
local skin = ""
-- Consistent on both sizes:
--Chest
skin = skin .. "([combine:16x32:-16,-12=" .. player_skin .. "^[mask:skindb_mask_chest.png)^"
--Head
skin = skin .. "([combine:16x32:-4,-8=" .. player_skin .. "^[mask:skindb_mask_head.png)^"
--Hat
skin = skin .. "([combine:16x32:-36,-8=" .. player_skin .. "^[mask:skindb_mask_head.png)^"
--Right Arm
skin = skin .. "([combine:16x32:-44,-12=" .. player_skin .. "^[mask:skindb_mask_rarm.png)^"
--Right Leg
skin = skin .. "([combine:16x32:0,0=" .. player_skin .. "^[mask:skindb_mask_rleg.png)^"
-- 64x skins have non-mirrored arms and legs
local left_arm
local left_leg
if self:get_meta("format") == "1.8" then
left_arm = "([combine:16x32:-24,-44=" .. player_skin .. "^[mask:(skindb_mask_rarm.png^[transformFX))^"
left_leg = "([combine:16x32:-12,-32=" .. player_skin .. "^[mask:(skindb_mask_rleg.png^[transformFX))^"
else
left_arm = "([combine:16x32:-44,-12=" .. player_skin .. "^[mask:skindb_mask_rarm.png^[transformFX)^"
left_leg = "([combine:16x32:0,0=" .. player_skin .. "^[mask:skindb_mask_rleg.png^[transformFX)^"
end
-- Left Arm
skin = skin .. left_arm
--Left Leg
skin = skin .. left_leg
-- Add overlays for 64x skins. these wont appear if skin is 32x because it will be cropped out
--Chest Overlay
skin = skin .. "([combine:16x32:-16,-28=" .. player_skin .. "^[mask:skindb_mask_chest.png)^"
--Right Arm Overlay
skin = skin .. "([combine:16x32:-44,-28=" .. player_skin .. "^[mask:skindb_mask_rarm.png)^"
--Right Leg Overlay
skin = skin .. "([combine:16x32:0,-16=" .. player_skin .. "^[mask:skindb_mask_rleg.png)^"
--Left Arm Overlay
skin = skin .. "([combine:16x32:-40,-44=" .. player_skin .. "^[mask:(skindb_mask_rarm.png^[transformFX))^"
--Left Leg Overlay
skin = skin .. "([combine:16x32:4,-32=" .. player_skin .. "^[mask:(skindb_mask_rleg.png^[transformFX))"
-- Full Preview
skin = "(((" .. skin .. ")^[resize:64x128)^[mask:skindb_transform.png)"
return skin
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end
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function skin_class:apply_skin_to_player(player)
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local function concat_texture(base, ext)
if base == "blank.png" then
return ext
elseif ext == "blank.png" then
return base
else
return base .. "^" .. ext
end
end
local playername = player:get_player_name()
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local ver = self:get_meta("format") or "1.0"
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player_api.set_model(player, "skinsdb_3d_armor_character_5.b3d")
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local v10_texture = "blank.png"
local v18_texture = "blank.png"
local armor_texture = "blank.png"
local wielditem_texture = "blank.png"
if ver == "1.8" then
v18_texture = self:get_texture()
else
v10_texture = self:get_texture()
end
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-- Support for clothing
if skins.clothing_loaded and clothing.player_textures[playername] then
local cape = clothing.player_textures[playername].cape
local layers = {}
for k, v in pairs(clothing.player_textures[playername]) do
if k ~= "skin" and k ~= "cape" then
table.insert(layers, v)
end
end
local overlay = table.concat(layers, "^")
v10_texture = concat_texture(v10_texture, cape)
v18_texture = concat_texture(v18_texture, overlay)
end
-- Support for armor
if skins.armor_loaded then
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local armor_textures = armor.textures[playername]
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if armor_textures then
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armor_texture = concat_texture(armor_texture, armor_textures.armor)
wielditem_texture = concat_texture(wielditem_texture, armor_textures.wielditem)
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end
end
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player_api.set_textures(player, {
v10_texture,
v18_texture,
armor_texture,
wielditem_texture,
})
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player:set_properties({
visual_size = {
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x = self:get_meta("visual_size_x") or 1,
y = self:get_meta("visual_size_y") or 1
}
})
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local hand = self:get_hand()
if hand then
player:get_inventory():set_size("hand", 1)
player:get_inventory():set_stack("hand", 1, hand)
else
player:get_inventory():set_stack("hand", 1, "")
end
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end
function skin_class:set_skin(player)
-- The set_skin is used on skins selection
-- This means the method could be redefined to start an furmslec
-- See character_creator for example
end
function skin_class:is_applicable_for_player(playername)
local assigned_player = self:get_meta("playername")
return assigned_player == nil or assigned_player == true or
playername and (minetest.check_player_privs(playername, {server=true}) or
assigned_player:lower() == playername:lower())
end