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https://github.com/sys4-fr/server-nalc.git
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Added holographic entity and pedestals as switch 'orbs'
- Modified class orb to be pedestals with floating entity above
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@ -1,20 +1,97 @@
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minetest.register_entity("pclasses:item", {
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initial_properties = {
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hp_max = 1,
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physical = false,
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collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17},
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visual = "sprite",
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visual_size = {x=0.5, y=0.5},
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textures = {""},
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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is_visible = false,
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},
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itemname = '',
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class = '',
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set_class = function(self, class)
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self.class = class
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end,
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set_item = function(self, itemstring)
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self.itemname = itemstring
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local itemname = itemstring
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local item_texture = nil
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local item_type = ""
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if minetest.registered_items[itemname] then
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item_texture = minetest.registered_items[itemname].inventory_image
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item_type = minetest.registered_items[itemname].type
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end
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local prop = {
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is_visible = true,
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visual = "sprite",
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textures = {"unknown_item.png"}
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}
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if item_texture and item_texture ~= "" then
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prop.visual = "sprite"
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prop.textures = {item_texture}
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prop.visual_size = {x=0.50, y=0.50}
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else
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prop.visual = "wielditem"
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prop.textures = {itemname}
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prop.visual_size = {x=0.25, y=0.25}
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prop.automatic_rotate = math.pi * 0.10
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end
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self.object:set_properties(prop)
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end,
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on_rightclick = function(self, clicker)
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print(clicker:get_player_name())
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print(self.class)
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pclasses.api.set_player_class(clicker:get_player_name(), self.class)
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end,
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on_activate = function(self, staticdata)
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self.itemname = staticdata:split("|")[1]
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self.class = staticdata:split("|")[2]
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-- self.object:set_armor_groups({immortal=1})
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self:set_item(self.itemname)
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end,
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get_staticdata = function(self)
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return self.itemname .. "|" .. self.class
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end,
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})
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local classes_items = {
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["hunter"] = "throwing:bow_minotaur_horn_improved",
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["warrior"] = "default:dungeon_master_s_blood_sword",
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["admin"] = "maptools:pick_admin",
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["adventurer"] = "unified_inventory:bag_large"
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}
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function pclasses.register_class_switch_orb(cname, color)
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function pclasses.register_class_switch_orb(cname, color)
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color = color or { r = 255, g = 255, b = 255 }
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color = color or { r = 255, g = 255, b = 255 }
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local txtcolor = string.format("#%02x%02x%02x", color.r, color.g, color.b)
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local txtcolor = string.format("#%02x%02x%02x", color.r, color.g, color.b)
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local overlay = "pclasses_class_switch_orb_overlay.png"
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local overlay = "pclasses_class_switch_orb_overlay.png"
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minetest.register_node(":pclasses:class_switch_orb_" .. cname, {
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minetest.register_node(":pclasses:class_switch_" .. cname, {
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description = "Class switch orb (" .. cname .. ")",
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description = "Class switch orb (" .. cname .. ")",
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tiles = {overlay .. "^[colorize:" .. txtcolor .. "^" .. overlay},
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tiles = {overlay .. "^[colorize:" .. txtcolor .. "^" .. overlay},
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drawtype = "nodebox",
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node_box = { type = "fixed", fixed = {
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{-7/16, -8/16, -7/16, 7/16, -7/16, 7/16}, -- bottom plate
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{-6/16, -7/16, -6/16, 6/16, -6/16, 6/16}, -- bottom plate (upper)
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{-0.25, -6/16, -0.25, 0.25, 11/16, 0.25}, -- pillar
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{-7/16, 11/16, -7/16, 7/16, 12/16, 7/16}, -- top plate
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}},
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drop = "",
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drop = "",
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can_dig = function() return false end,
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can_dig = function() return false end,
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diggable = false,
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diggable = false,
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sunlight_propagates = true,
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sunlight_propagates = true,
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light_source = 10,
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light_source = 10,
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sounds = default.node_sound_glass_defaults(),
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sounds = default.node_sound_glass_defaults(),
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groups = {not_in_creative_inventory=1},
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groups = {not_in_creative_inventory=1, cracky = 1},
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on_rightclick = function(pos, node, player, itemstack, pointed_thing)
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after_place_node = function(pos)
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-- TODO implement timeout logic
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pos.y = pos.y + 1
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pclasses.api.set_player_class(player:get_player_name(), cname)
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local obj = minetest.add_entity(pos, "pclasses:item")
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end
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if obj then
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obj:get_luaentity():set_item(classes_items[cname])
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obj:get_luaentity():set_class(cname)
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end
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end,
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})
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})
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end
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end
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