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3d_armor/3d_armor_stand/init.lua
SmallJoker baa16e28cb Remove 'default dependency
Make the 'default' dependency optional

This commit introduces compatibility functions needed by the
3d_armor mods to adapt to the game that is being used.

Added license information to LICENSE.md in the modpack folder.

Co-authored-by: Sheriff U3 <210896603+Sheriff-Unit-3@users.noreply.github.com>
2025-12-16 17:56:42 +01:00

371 lines
9.8 KiB
Lua

-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
local armor_stand_formspec = "size[8,7]" ..
armor.add_formspec_list("current_name", "main", 3, 0.5, 2, 1) ..
armor.add_formspec_list("current_name", "main", 3, 1.5, 2, 1, 2) ..
"image[3,0.5;1,1;3d_armor_stand_head.png]" ..
"image[4,0.5;1,1;3d_armor_stand_torso.png]" ..
"image[3,1.5;1,1;3d_armor_stand_legs.png]" ..
"image[4,1.5;1,1;3d_armor_stand_feet.png]" ..
"list[current_player;main;0,3;8,1;]" ..
"list[current_player;main;0,4.25;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]"
local elements = {"head", "torso", "legs", "feet"}
local function drop_armor(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i = 1, 4 do
local stack = inv:get_stack("main", i)
if stack and stack:get_count() > 0 then
armor.drop_armor(pos, stack)
inv:set_stack("main", i, nil)
end
end
end
local function get_stand_object(pos)
local object = nil
local objects = minetest.get_objects_inside_radius(pos, 0.5) or {}
for _, obj in pairs(objects) do
local ent = obj:get_luaentity()
if ent then
if ent.name == "3d_armor_stand:armor_entity" then
-- Remove duplicates
if object then
obj:remove()
else
object = obj
end
end
end
end
return object
end
local function update_entity(pos)
local node = minetest.get_node(pos)
local object = get_stand_object(pos)
if object then
if not string.find(node.name, "3d_armor_stand:") then
object:remove()
return
end
else
object = minetest.add_entity(pos, "3d_armor_stand:armor_entity")
end
if object then
local texture = "blank.png"
local textures = {}
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local yaw = 0
if inv then
for i, element in ipairs(elements) do
local stack = inv:get_stack("main", i)
if stack:get_count() == 1 then
local item = stack:get_name() or ""
local def = stack:get_definition() or {}
local groups = def.groups or {}
if groups["armor_"..element] then
if def.texture then
table.insert(textures, def.texture)
else
table.insert(textures, item:gsub("%:", "_")..".png")
end
end
end
end
end
if #textures > 0 then
texture = table.concat(textures, "^")
end
if node.param2 then
local rot = node.param2 % 4
if rot == 1 then
yaw = 3 * math.pi / 2
elseif rot == 2 then
yaw = math.pi
elseif rot == 3 then
yaw = math.pi / 2
end
end
object:set_yaw(yaw)
object:set_properties({textures={texture}})
end
end
local function has_locked_armor_stand_privilege(meta, player)
local name = ""
if player then
if minetest.check_player_privs(player, "protection_bypass") then
return true
end
name = player:get_player_name()
end
if name ~= meta:get_string("owner") then
return false
end
return true
end
local function add_hidden_node(pos, player)
local p = {x=pos.x, y=pos.y + 1, z=pos.z}
local name = player:get_player_name()
local node = minetest.get_node(p)
if node.name == "air" and not minetest.is_protected(pos, name) then
minetest.set_node(p, {name="3d_armor_stand:top"})
end
end
local function remove_hidden_node(pos)
local p = {x=pos.x, y=pos.y + 1, z=pos.z}
local node = minetest.get_node(p)
if node.name == "3d_armor_stand:top" then
minetest.remove_node(p)
end
end
minetest.register_node("3d_armor_stand:top", {
description = S("Armor Stand Top"),
paramtype = "light",
drawtype = "plantlike",
sunlight_propagates = true,
walkable = true,
pointable = false,
diggable = false,
buildable_to = false,
drop = "",
groups = {not_in_creative_inventory = 1},
is_ground_content = false,
on_blast = function() end,
tiles = {"blank.png"},
})
local function register_armor_stand(def)
local function owns_armor_stand(pos, meta, player)
if def.name == "locked_armor_stand" and not has_locked_armor_stand_privilege(meta, player) then
return false
end
local has_access = minetest.is_player(player) and not minetest.is_protected(pos, player:get_player_name())
if def.name == "shared_armor_stand" and not has_access then
return false
end
return true
end
minetest.register_node("3d_armor_stand:" .. def.name, {
description = def.description,
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {def.texture},
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5},
},
},
groups = {choppy=2, oddly_breakable_by_hand=2},
is_ground_content = false,
sounds = armor.sounds.wood,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", armor_stand_formspec)
meta:set_string("infotext", def.description)
if def.name == "locked_armor_stand" then
meta:set_string("owner", "")
end
local inv = meta:get_inventory()
inv:set_size("main", 4)
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if not inv:is_empty("main") then
return false
end
return true
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
if def.name == "locked_armor_stand" then
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", S("Armor Stand (owned by @1)", meta:get_string("owner")))
elseif def.name == "shared_armor_stand" then
meta:set_string("infotext", def.description)
end
add_hidden_node(pos, placer)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not owns_armor_stand(pos, meta, player) then
return 0
end
local inv = meta:get_inventory()
local stack_def = stack:get_definition() or {}
local groups = stack_def.groups or {}
for i, element in ipairs(elements) do
if groups["armor_"..element] and inv:get_stack(listname, i):is_empty() then
return 1
end
end
return 0
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not owns_armor_stand(pos, meta, player) then
return 0
end
return 1
end,
allow_metadata_inventory_move = function(pos)
return 0
end,
on_metadata_inventory_put = function(pos, listname, index, stack)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local stack_def = stack:get_definition() or {}
local groups = stack_def.groups or {}
for i, element in ipairs(elements) do
if groups["armor_"..element] then
inv:set_stack(listname, i, stack)
if index ~= i then
inv:set_stack(listname, index, nil)
end
break
end
end
update_entity(pos)
end,
on_metadata_inventory_take = function(pos)
update_entity(pos)
end,
after_destruct = function(pos)
update_entity(pos)
remove_hidden_node(pos)
end,
on_blast = def.on_blast
})
end
register_armor_stand({
name = "armor_stand",
description = S("Armor Stand"),
texture = "3d_armor_stand.png",
on_blast = function(pos)
drop_armor(pos)
armor.drop_armor(pos, "3d_armor_stand:armor_stand")
minetest.remove_node(pos)
end
})
register_armor_stand({
name = "locked_armor_stand",
description = S("Locked Armor Stand"),
texture = "3d_armor_stand_locked.png"
})
register_armor_stand({
name = "shared_armor_stand",
description = S("Shared Armor Stand"),
texture = "3d_armor_stand_shared.png"
})
minetest.register_entity("3d_armor_stand:armor_entity", {
initial_properties = {
physical = true,
visual = "mesh",
mesh = "3d_armor_entity.obj",
visual_size = {x=1, y=1},
collisionbox = {0,0,0,0,0,0},
textures = {"blank.png"},
},
_pos = nil,
on_activate = function(self)
local pos = self.object:get_pos()
if pos then
self._pos = vector.round(pos)
update_entity(pos)
end
end,
on_blast = function(self, damage)
local drops = {}
local node = minetest.get_node(self._pos)
if node.name == "3d_armor_stand:armor_stand" then
drop_armor(self._pos)
self.object:remove()
end
return false, false, drops
end,
})
minetest.register_abm({
nodenames = {"3d_armor_stand:locked_armor_stand", "3d_armor_stand:shared_armor_stand", "3d_armor_stand:armor_stand"},
interval = 15,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local num
num = #minetest.get_objects_inside_radius(pos, 0.5)
if num > 0 then return end
update_entity(pos)
end
})
minetest.register_lbm({
label = "Update armor stand inventories",
name = "3d_armor_stand:update_inventories",
nodenames = {"3d_armor_stand:locked_armor_stand", "3d_armor_stand:shared_armor_stand", "3d_armor_stand:armor_stand"},
run_at_every_load = false,
action = function(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local lists = inv:get_lists()
for _, element in pairs(elements) do
if not lists["armor_"..element] then
-- Abort to avoid item loss in case env_meta.txt is corrupted/deleted
return
end
end
inv:set_lists({main = {
lists.armor_head[1],
lists.armor_torso[1],
lists.armor_legs[1],
lists.armor_feet[1]
}})
meta:set_string("formspec", armor_stand_formspec)
update_entity(pos)
end
})
minetest.register_craft({
output = "3d_armor_stand:armor_stand",
recipe = {
{"", "group:fence", ""},
{"", "group:fence", ""},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
}
})
minetest.register_craft({
output = "3d_armor_stand:locked_armor_stand",
recipe = {
{"3d_armor_stand:armor_stand", "default:steel_ingot"},
}
})
minetest.register_craft({
output = "3d_armor_stand:shared_armor_stand",
recipe = {
{"3d_armor_stand:armor_stand", "default:copper_ingot"},
}
})