forked from mtcontrib/3d_armor
fix armor equip/unequip (#17)
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294338d3b0
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@ -103,25 +103,13 @@ armor.config = {
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-- Armor Registration
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armor.register_armor = function(self, name, def)
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local wear_on_rightclick = {
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on_secondary_use = function(itemstack, player)
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armor:equip(player, itemstack:get_name())
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end,
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on_place = function(itemstack, player)
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armor:equip(player, itemstack:get_name())
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end
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}
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local function merge_tables(a, b)
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if type(a) == 'table' and type(b) == 'table' then
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for k,v in pairs(b) do
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if type(v)=='table' and type(a[k] or false)=='table' then
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merge_tables(a[k],v) else a[k]=v
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end
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end
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end
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return a
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def.on_secondary_use = function(itemstack, player)
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return armor:equip(player, itemstack)
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end
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minetest.register_tool(name, merge_tables(def, wear_on_rightclick))
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def.on_place = function(itemstack, player)
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return armor:equip(player, itemstack)
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end
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minetest.register_tool(name, def)
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end
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armor.register_armor_group = function(self, group, base)
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@ -440,40 +428,38 @@ armor.get_weared_armor_elements = function(self, player)
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return weared_armor
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end
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armor.equip = function(self, player, armor_name)
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local name, inv = self:get_valid_player(player, "[equip]")
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armor.equip = function(self, player, itemstack)
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local name, armor_inv = self:get_valid_player(player, "[equip]")
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local weared_armor = self:get_weared_armor_elements(player)
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local armor_element = self:get_element(armor_name)
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if not name then
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return
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elseif self:get_element(armor_name) == nil then
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return
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elseif inv:contains_item("armor", ItemStack(armor_name)) then
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return
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end
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if weared_armor[armor_element] ~= nil then
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self:unequip(player, weared_armor[armor_element])
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end
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inv:add_item("armor", ItemStack(armor_name))
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minetest.after(0, function() player:get_inventory():remove_item("main", ItemStack(armor_name)) end)
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self:set_player_armor(player)
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self:save_armor_inventory(player)
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local armor_element = self:get_element(itemstack:get_name())
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if name and armor_element then
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if weared_armor[armor_element] ~= nil then
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self:unequip(player, armor_element)
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end
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armor_inv:add_item("armor", itemstack:take_item())
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self:set_player_armor(player)
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self:save_armor_inventory(player)
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end
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return itemstack
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end
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armor.unequip = function(self, player, armor_name)
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local name, inv = self:get_valid_player(player, "[unequip]")
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if not name then
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return
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elseif self:get_element(armor_name) == nil then
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armor.unequip = function(self, player, armor_element)
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local name, armor_inv = self:get_valid_player(player, "[unequip]")
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local weared_armor = self:get_weared_armor_elements(player)
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if not name or not weared_armor[armor_element] then
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return
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elseif not inv:contains_item("armor", ItemStack(armor_name)) then
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return
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end
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inv:remove_item("armor", ItemStack(armor_name))
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minetest.after(0, function() player:get_inventory():add_item("main", ItemStack(armor_name)) end)
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end
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local itemstack = armor_inv:remove_item("armor", ItemStack(weared_armor[armor_element]))
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minetest.after(0, function()
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local inv = player:get_inventory()
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if inv:room_for_item("main", itemstack) then
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inv:add_item("main", itemstack)
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else
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minetest.add_item(player:get_pos(), itemstack)
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end
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end)
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self:set_player_armor(player)
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self:save_armor_inventory(player)
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self:save_armor_inventory(player)
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end
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armor.remove_all = function(self, player)
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