mirror of
https://github.com/minetest-mods/3d_armor.git
synced 2024-12-28 11:40:36 +01:00
259 lines
6.6 KiB
Lua
259 lines
6.6 KiB
Lua
local armor_stand_formspec = "size[8,7]" ..
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default.gui_bg ..
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default.gui_bg_img ..
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default.gui_slots ..
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default.get_hotbar_bg(0,3) ..
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"list[current_name;armor_head;3,0.5;1,1;]" ..
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"list[current_name;armor_torso;4,0.5;1,1;]" ..
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"list[current_name;armor_legs;3,1.5;1,1;]" ..
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"list[current_name;armor_feet;4,1.5;1,1;]" ..
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"image[3,0.5;1,1;3d_armor_stand_head.png]" ..
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"image[4,0.5;1,1;3d_armor_stand_torso.png]" ..
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"image[3,1.5;1,1;3d_armor_stand_legs.png]" ..
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"image[4,1.5;1,1;3d_armor_stand_feet.png]" ..
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"list[current_player;main;0,3;8,1;]" ..
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"list[current_player;main;0,4.25;8,3;8]"
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local elements = {"head", "torso", "legs", "feet"}
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local function get_stand_object(pos)
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local object = nil
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local objects = minetest.get_objects_inside_radius(pos, 0.5) or {}
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for _, obj in pairs(objects) do
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local ent = obj:get_luaentity()
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if ent then
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if ent.name == "3d_armor_stand:armor_entity" then
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-- Remove duplicates
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if object then
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obj:remove()
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else
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object = obj
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end
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end
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end
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end
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return object
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end
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local function update_entity(pos)
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local node = minetest.get_node(pos)
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local object = get_stand_object(pos)
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if object then
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if not string.find(node.name, "3d_armor_stand:") then
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object:remove()
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return
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end
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else
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object = minetest.add_entity(pos, "3d_armor_stand:armor_entity")
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end
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if object then
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local texture = "3d_armor_trans.png"
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local textures = {}
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local yaw = 0
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if inv then
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for _, element in pairs(elements) do
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local stack = inv:get_stack("armor_"..element, 1)
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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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end
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end
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end
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if #textures > 0 then
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texture = table.concat(textures, "^")
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end
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if node.param2 then
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local rot = node.param2 % 4
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if rot == 1 then
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yaw = 3 * math.pi / 2
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elseif rot == 2 then
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yaw = math.pi
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elseif rot == 3 then
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yaw = math.pi / 2
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end
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end
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object:setyaw(yaw)
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object:set_properties({textures={texture}})
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end
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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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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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local inv = meta:get_inventory()
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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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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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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack)
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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_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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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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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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meta:set_string("owner", "")
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local inv = meta:get_inventory()
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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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minetest.register_entity("3d_armor_stand:armor_entity", {
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physical = true,
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visual = "mesh",
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mesh = "3d_armor_entity.obj",
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visual_size = {x=1, y=1},
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collisionbox = {-0.1,-0.4,-0.1, 0.1,1.3,0.1},
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textures = {"3d_armor_trans.png"},
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pos = nil,
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timer = 0,
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on_activate = function(self)
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local pos = self.object:getpos()
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if pos then
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self.pos = vector.round(pos)
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update_entity(pos)
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end
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end,
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on_step = function(self, dtime)
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if not self.pos then
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return
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end
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self.timer = self.timer + dtime
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if self.timer > 1 then
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self.timer = 0
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local pos = self.object:getpos()
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if pos then
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if vector.equals(vector.round(pos), self.pos) then
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return
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end
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end
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update_entity(self.pos)
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self.object:remove()
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end
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end,
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})
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minetest.register_craft({
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output = "3d_armor_stand:armor_stand",
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recipe = {
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{"", "default:fence_wood", ""},
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{"", "default:fence_wood", ""},
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{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
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}
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})
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minetest.register_craft({
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output = "3d_armor_stand:locked_armor_stand",
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recipe = {
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{"3d_armor_stand:armor_stand", "default:steel_ingot"},
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}
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})
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