skins.meta = {} local skin_class = {} skin_class.__index = skin_class skins.skin_class = skin_class ----------------------- -- 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 self._sort_id = 0 skins.meta[key] = self 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 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 "") end function skin_class:set_texture(value) self._texture = value end function skin_class:get_texture() return self._texture end function skin_class:set_hand(hand) self._hand = hand end local ALPHA_CLIP = minetest.features.use_texture_alpha_string_modes and "clip" or true 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 = 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 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 end function skin_class:apply_skin_to_player(player) 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() local ver = self:get_meta("format") or "1.0" player_api.set_model(player, "skinsdb_3d_armor_character_5.b3d") 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 -- 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 local armor_textures = armor.textures[playername] if armor_textures then armor_texture = concat_texture(armor_texture, armor_textures.armor) wielditem_texture = concat_texture(wielditem_texture, armor_textures.wielditem) end end player_api.set_textures(player, { v10_texture, v18_texture, armor_texture, wielditem_texture, }) player:set_properties({ visual_size = { x = self:get_meta("visual_size_x") or 1, y = self:get_meta("visual_size_y") or 1 } }) 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 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