minetest-3d_armor/3d_armor_stand/init.lua

159 lines
4.1 KiB
Lua

local armor_stand_formspec = "size[8,7]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
default.get_hotbar_bg(0,3) ..
"list[current_name;armor_head;3,0.5;1,1;]" ..
"list[current_name;armor_torso;4,0.5;1,1;]" ..
"list[current_name;armor_legs;3,1.5;1,1;]" ..
"list[current_name;armor_feet;4,1.5;1,1;]" ..
"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]"
local elements = {"head", "torso", "legs", "feet"}
local function update_entity(pos)
local object = nil
local node = minetest.get_node(pos)
local objects = minetest.get_objects_inside_radius(pos, 1) 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
if object then
if node.name ~= "3d_armor_stand:armor_stand" then
object:remove()
return
end
else
object = minetest.add_entity(pos, "3d_armor_stand:armor_entity")
end
if object then
local texture = "3d_armor_trans.png"
local textures = {}
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local yaw = 0
if inv then
for _, element in pairs(elements) do
local stack = inv:get_stack("armor_"..element, 1)
if stack:get_count() == 1 then
local item = stack:get_name() or ""
local def = stack:get_definition() or {}
local texture = def.texture or item:gsub("%:", "_")
table.insert(textures, texture..".png")
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:setyaw(yaw)
object:set_properties({textures={texture}})
end
end
minetest.register_node("3d_armor_stand:armor_stand", {
description = "Armor stand",
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {"default_wood.png", "default_steel_block.png"},
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.5,-0.5,-0.5, 0.5,1.4,0.5}
},
groups = {choppy=2, oddly_breakable_by_hand=2},
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", armor_stand_formspec)
meta:set_string("infotext", "Armor Stand")
local inv = meta:get_inventory()
for _, element in pairs(elements) do
inv:set_size("armor_"..element, 1)
end
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for _, element in pairs(elements) do
if not inv:is_empty("armor_"..element) then
return false
end
end
return true
end,
after_place_node = function(pos)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
end,
allow_metadata_inventory_put = function(pos, listname, index, stack)
local def = stack:get_definition() or {}
local groups = def.groups or {}
if groups[listname] then
return 1
end
return 0
end,
allow_metadata_inventory_move = function(pos)
return 0
end,
on_metadata_inventory_put = function(pos)
update_entity(pos)
end,
on_metadata_inventory_take = function(pos)
update_entity(pos)
end,
after_destruct = function(pos)
update_entity(pos)
end,
})
minetest.register_entity("3d_armor_stand:armor_entity", {
physical = true,
visual = "mesh",
mesh = "3d_armor_entity.obj",
visual_size = {x=1, y=1},
collisionbox = {-0.1,-0.4,-0.1, 0.1,1.3,0.1},
textures = {"3d_armor_trans.png"},
on_activate = function(self)
local pos = self.object:getpos()
update_entity(pos)
end,
})
minetest.register_craft({
output = "3d_armor_stand:armor_stand",
recipe = {
{"", "default:fence_wood", ""},
{"", "default:fence_wood", ""},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
}
})