mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-11-09 12:00:17 +01:00
743507564f
- Moved the holographic item's name as a field in switch_params (pclasses.api.register_class) - Added wizard class' skeleton for later - Fixed a few bugs in nodes, inventory and api - Splitted tick function to bury items in two - Items from 3d_armor's armor inventory are also affected by inventory vacuuming (from tick function). The player's static armor inventory is first cleared, then copied to the detached one, then armor updates everything else (rendering, model, etc) - Fixed itemname of admin shield to reserve it properly - Return graveyard inventory if it already exists. Do not create it every two seconds
131 lines
3.9 KiB
Lua
Executable File
131 lines
3.9 KiB
Lua
Executable File
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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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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local tab = minetest.deserialize(staticdata)
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if tab then
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self.itemname = tab.itemname
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self.class = tab.class
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else
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self.itemname = staticdata:split("|")[1]
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self.class = staticdata:split("|")[2]
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end
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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 minetest.serialize({itemname = self.itemname, class = self.class})
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end,
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})
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function pclasses.register_class_switch(cname, params)
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local color = params.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 overlay = "pclasses_class_switch_orb_overlay.png"
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local holo_item = params.holo_item or "default:diamond"
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minetest.register_node(":pclasses:class_switch_" .. cname, {
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description = "Class switch orb (" .. cname .. ")",
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tiles = {(params.tile or overlay) .. "^[colorize:" .. txtcolor .. ":200"},
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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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can_dig = function(pos, player) return minetest.get_player_privs(player:get_player_name()).server == true end,
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sunlight_propagates = true,
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light_source = 10,
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sounds = default.node_sound_glass_defaults(),
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groups = {unbreakable = 1},
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after_place_node = function(pos)
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pos.y = pos.y + 1
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-- Clean remaining entities
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for _,ref in pairs(minetest.get_objects_inside_radius(pos, 1)) do
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local e = ref:get_luaentity()
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if e and e.name == "pclasses:item" then
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ref:remove()
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end
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end
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local obj = minetest.add_entity(pos, "pclasses:item")
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if obj then
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obj:get_luaentity():set_item(holo_item)
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obj:get_luaentity():set_class(cname)
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end
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pos.y = pos.y - 1
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local timer = minetest.get_node_timer(pos)
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timer:start(3)
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end,
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on_timer = function(pos)
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pos.y = pos.y + 1
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for _,ref in pairs(minetest.get_objects_inside_radius(pos, 1)) do
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local e = ref:get_luaentity()
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if e and e.name == "pclasses:item" then
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return true
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end
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end
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local obj = minetest.add_entity(pos, "pclasses:item")
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if obj then
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obj:get_luaentity():set_item(holo_item)
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obj:get_luaentity():set_class(cname)
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end
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return true
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end,
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on_destruct = function(pos)
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pos.y = pos.y + 1
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for _,ref in pairs(minetest.get_objects_inside_radius(pos, 1)) do
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local e = ref:get_luaentity()
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if e and e.name == "pclasses:item" then
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ref:remove()
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end
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end
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end,
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})
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end
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