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Merge pull request #2 from bell07/pr_private_skins
Rework private skins handling
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commit
c6ee5c2d5b
20
API.md
20
API.md
@ -16,12 +16,14 @@ skins.update_player_skin(player)
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```
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```
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## skins.get_skinlist(assignment, select_unassigned)
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## skins.get_skinlist(assignment, select_unassigned)
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Get a list of skin objects matching to the assignment.
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Obsolete - use get_skinlist_for_player() or get_skinlist_with_meta() instead
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Supported assignments:
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## skins.get_skinlist_for_player(playername)
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- "player:"..playername - Skins directly assigned to a player
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Get all allowed skins for player. All public and all player's private skins. If playername not given only public skins returned
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select_unassigned - Select all skins without assignment too (usually the "character_*" skins)
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## skins.get_skinlist_with_meta(key, value)
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Get all skins with metadata key is set to value. Example:
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skins.get_skinlist_with_meta("playername", playername) - Get all private skins (w.o. public) for playername
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## skins.new(key, object)
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## skins.new(key, object)
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@ -68,11 +70,17 @@ Add a meta information to the skin object
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Note: the information is not stored, therefore should be filled each time during skins registration
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Note: the information is not stored, therefore should be filled each time during skins registration
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## skin:get_meta(key)
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## skin:get_meta(key)
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The next metadata keys are usually filled
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The next metadata keys are filled or/and used interally in skinsdb framework
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- name - A name for the skin
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- name - A name for the skin
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- author - The skin author
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- author - The skin author
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- license - THe skin texture license
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- license - THe skin texture license
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- assignment - is "player:playername" in case the skin is assigned to be privat for a player
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- assignment - (obsolete) is "player:playername" in case the skin is assigned to be privat for a player
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- playername - Player assignment for private skin. Set false for skins not usable by all players (like NPC-Skins), true or nothing for all player skins
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- in_inventory_list - If set to false the skin is not visible in inventory skins selection but can be still applied to the player
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- _sort_id - Thi skins lists are sorted by this field for output (internal key)
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## skin:get_meta_string(key)
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## skin:get_meta_string(key)
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Same as get_meta() but does return "" instead of nil if the meta key does not exists
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Same as get_meta() but does return "" instead of nil if the meta key does not exists
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## skin:is_applicable_for_player(playername)
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Returns whether this skin is applicable for player "playername" or not, like private skins
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11
api.lua
11
api.lua
@ -7,18 +7,19 @@ end
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-- Assign skin to player
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-- Assign skin to player
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function skins.assign_player_skin(player, skin)
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function skins.assign_player_skin(player, skin)
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local skin_obj
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local skin_obj
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local skin_key
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if type(skin) == "string" then
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if type(skin) == "string" then
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skin_obj = skins.get(skin) or skins.get(skins.default)
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skin_obj = skins.get(skin) or skins.get(skins.default)
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else
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else
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skin_obj = skin
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skin_obj = skin
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end
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end
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skin_key = skin_obj:get_key()
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if skin_key == skins.default then
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if skin_obj:is_applicable_for_player(player:get_player_name()) then
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skin_key = ""
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local skin_key = skin_obj:get_key()
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if skin_key == skins.default then
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skin_key = ""
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end
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player:set_attribute("skinsdb:skin_key", skin_key)
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end
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end
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player:set_attribute("skinsdb:skin_key", skin_key)
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end
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end
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-- update visuals
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-- update visuals
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@ -84,7 +84,7 @@ sfinv.register_page("skins:overview", {
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title = "Skins",
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title = "Skins",
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get = function(self, player, context)
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get = function(self, player, context)
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-- collect skins data
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-- collect skins data
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context.skins_list = skins.get_skinlist("player:"..player:get_player_name(), true)
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context.skins_list = skins.get_skinlist_for_player(player:get_player_name())
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context.total_pages = 1
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context.total_pages = 1
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for i, skin in ipairs(context.skins_list ) do
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for i, skin in ipairs(context.skins_list ) do
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local page = math.floor((i-1) / 16)+1
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local page = math.floor((i-1) / 16)+1
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@ -69,3 +69,10 @@ function skin_class:set_skin(player)
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textures = {self:get_texture()},
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textures = {self:get_texture()},
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})
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})
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end
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end
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function skin_class:is_applicable_for_player(playername)
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local assigned_player = self:get_meta("playername")
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return assigned_player == nil or
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assigned_player == playername or
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assigned_player == true
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end
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36
skinlist.lua
36
skinlist.lua
@ -4,7 +4,7 @@ local skins_dir_list = minetest.get_dir_list(skins.modpath.."/textures")
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for _, fn in pairs(skins_dir_list) do
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for _, fn in pairs(skins_dir_list) do
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local nameparts = string.gsub(fn, "[.]", "_"):split("_")
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local nameparts = string.gsub(fn, "[.]", "_"):split("_")
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local name, sort_id, assignment, is_preview
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local name, sort_id, assignment, is_preview, playername
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if nameparts[1] == "character" then
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if nameparts[1] == "character" then
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if tonumber(nameparts[2]) == nil then --default skin character.png
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if tonumber(nameparts[2]) == nil then --default skin character.png
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sort_id = 5000
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sort_id = 5000
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@ -16,8 +16,9 @@ for _, fn in pairs(skins_dir_list) do
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is_preview = (nameparts[3] == "preview")
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is_preview = (nameparts[3] == "preview")
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end
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end
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elseif nameparts[1] == "player" then
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elseif nameparts[1] == "player" then
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assignment = "player:"..nameparts[2]
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assignment = "player:"..nameparts[2] --TODO: remove all assignment handling
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name = "player_"..nameparts[2]
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name = "player_"..nameparts[2]
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playername = nameparts[2]
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if tonumber(nameparts[3]) then
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if tonumber(nameparts[3]) then
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sort_id = tonumber(nameparts[3])
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sort_id = tonumber(nameparts[3])
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is_preview = (nameparts[4] == "preview")
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is_preview = (nameparts[4] == "preview")
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@ -38,6 +39,9 @@ for _, fn in pairs(skins_dir_list) do
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if assignment then
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if assignment then
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skin_obj:set_meta("assignment", assignment)
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skin_obj:set_meta("assignment", assignment)
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end
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end
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if playername then
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skin_obj:set_meta("playername", playername)
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end
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local file = io.open(skins.modpath.."/meta/"..name..".txt", "r")
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local file = io.open(skins.modpath.."/meta/"..name..".txt", "r")
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if file then
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if file then
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local data = string.split(file:read("*all"), "\n", 3)
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local data = string.split(file:read("*all"), "\n", 3)
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@ -52,8 +56,9 @@ for _, fn in pairs(skins_dir_list) do
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end
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end
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end
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end
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-- get skinlist. If assignment given ("mod:wardrobe" or "player:bell07") select skins matches the assignment. select_unassigned selects the skins without any assignment too
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-- (obsolete) get skinlist. If assignment given ("mod:wardrobe" or "player:bell07") select skins matches the assignment. select_unassigned selects the skins without any assignment too
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function skins.get_skinlist(assignment, select_unassigned)
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function skins.get_skinlist(assignment, select_unassigned)
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minetest.log("deprecated", "skins.get_skinlist() is deprecated. Use skins.get_skinlist_for_player() instead")
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local skinslist = {}
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local skinslist = {}
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for _, skin in pairs(skins.meta) do
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for _, skin in pairs(skins.meta) do
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if not assignment or
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if not assignment or
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@ -65,3 +70,28 @@ function skins.get_skinlist(assignment, select_unassigned)
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table.sort(skinslist, function(a,b) return a:get_meta("_sort_id") < b:get_meta("_sort_id") end)
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table.sort(skinslist, function(a,b) return a:get_meta("_sort_id") < b:get_meta("_sort_id") end)
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return skinslist
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return skinslist
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end
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end
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-- Get skinlist for player. If no player given, public skins only selected
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function skins.get_skinlist_for_player(playername)
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local skinslist = {}
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for _, skin in pairs(skins.meta) do
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if skin:is_applicable_for_player(playername) and skin:get_meta("in_inventory_list") ~= false then
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table.insert(skinslist, skin)
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end
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end
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table.sort(skinslist, function(a,b) return a:get_meta("_sort_id") < b:get_meta("_sort_id") end)
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return skinslist
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end
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-- Get skinlist selected by metadata
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function skins.get_skinlist_with_meta(key, value)
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assert(key, "key parameter for skins.get_skinlist_with_meta() missed")
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local skinslist = {}
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for _, skin in pairs(skins.meta) do
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if skin:get_meta(key) == value then
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table.insert(skinslist, skin)
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end
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end
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table.sort(skinslist, function(a,b) return a:get_meta("_sort_id") < b:get_meta("_sort_id") end)
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return skinslist
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end
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@ -7,7 +7,7 @@ end
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local dropdown_values = {}
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local dropdown_values = {}
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local skins_reftab = {}
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local skins_reftab = {}
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local skins_list = skins.get_skinlist()
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local skins_list = skins.get_skinlist_for_player() --public only
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unified_inventory.register_page("skins", {
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unified_inventory.register_page("skins", {
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get_formspec = function(player)
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get_formspec = function(player)
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local name = player:get_player_name()
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local name = player:get_player_name()
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