forked from Mirrorlandia_minetest/minetest
22cbc05808
Co-authored-by: SmallJoker <mk939@ymail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
164 lines
5.5 KiB
Lua
164 lines
5.5 KiB
Lua
local S = minetest.get_translator("testitems")
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--
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-- Texture overlays for items
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--
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-- For the global overlay color test
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local GLOBAL_COLOR_ARG = "orange"
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-- Punch handler to set random color with "color" argument in item metadata
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local overlay_on_use = function(itemstack, user, pointed_thing)
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local meta = itemstack:get_meta()
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local color = math.random(0x0, 0xFFFFFF)
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local colorstr = string.format("#%06x", color)
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meta:set_string("color", colorstr)
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minetest.log("action", "[testitems] Color of "..itemstack:get_name().." changed to "..colorstr)
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return itemstack
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end
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-- Place handler to clear item metadata color
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local overlay_on_place = function(itemstack, user, pointed_thing)
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local meta = itemstack:get_meta()
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meta:set_string("color", "")
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return itemstack
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end
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minetest.register_craftitem("testitems:overlay_meta", {
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description = S("Texture Overlay Test Item, Meta Color") .. "\n" ..
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S("Image must be a square with rainbow cross (inventory and wield)") .. "\n" ..
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S("Item meta color must only change square color") .. "\n" ..
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S("Punch: Set random color") .. "\n" ..
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S("Place: Clear color"),
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-- Base texture: A grayscale square (can be colorized)
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inventory_image = "testitems_overlay_base.png",
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wield_image = "testitems_overlay_base.png",
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-- Overlay: A rainbow cross (NOT to be colorized!)
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inventory_overlay = "testitems_overlay_overlay.png",
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wield_overlay = "testitems_overlay_overlay.png",
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on_use = overlay_on_use,
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on_place = overlay_on_place,
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on_secondary_use = overlay_on_place,
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})
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minetest.register_craftitem("testitems:overlay_global", {
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description = S("Texture Overlay Test Item, Global Color") .. "\n" ..
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S("Image must be an orange square with rainbow cross (inventory and wield)"),
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-- Base texture: A grayscale square (to be colorized)
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inventory_image = "testitems_overlay_base.png",
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wield_image = "testitems_overlay_base.png",
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-- Overlay: A rainbow cross (NOT to be colorized!)
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inventory_overlay = "testitems_overlay_overlay.png",
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wield_overlay = "testitems_overlay_overlay.png",
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color = GLOBAL_COLOR_ARG,
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})
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--
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-- Item callbacks
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--
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minetest.register_craftitem("testitems:callback_1", {
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description = "Callback test item 1\n(Use/Drop + Sneak to switch to item 2)",
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inventory_image = "testitems_callback_1.png",
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wield_image = "testitems_callback_1.png",
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on_secondary_use = function(itemstack, user, pointed_thing)
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minetest.log("[testitems:callback_1 on_secondary_use] " .. itemstack:get_name())
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local ctrl = user and user:get_player_control() or {}
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if ctrl.sneak then
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itemstack = ItemStack(itemstack)
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itemstack:set_name("testitems:callback_2")
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return itemstack
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end
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end,
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on_drop = function(itemstack, dropper, pos)
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minetest.log("[testitems:callback_1 on_drop] " .. itemstack:get_name())
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local ctrl = dropper and dropper:get_player_control() or {}
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if ctrl.sneak then
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itemstack = ItemStack(itemstack)
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itemstack:set_name("testitems:callback_2")
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end
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return minetest.item_drop(itemstack, dropper, pos)
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end,
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on_pickup = function(itemstack, picker, pointed_thing, ...)
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minetest.log("[testitems:callback_1 on_pickup]")
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assert(pointed_thing.ref:get_luaentity().name == "__builtin:item")
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local ctrl = picker and picker:get_player_control() or {}
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if ctrl.aux1 then
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-- Debug message
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minetest.log(dump({...}))
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end
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if ctrl.sneak then
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-- Pick up one item of the other kind at once
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local taken = itemstack:take_item()
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taken:set_name("testitems:callback_2")
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local leftover = minetest.item_pickup(taken, picker, pointed_thing, ...)
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leftover:set_name("testitems:callback_1")
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itemstack:add_item(leftover)
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return itemstack
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elseif ctrl.up then
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-- Don't pick up
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return
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elseif ctrl.left then
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-- Eat it
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return minetest.do_item_eat(2, nil, itemstack, picker, pointed_thing)
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else
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-- Normal: pick up everything
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return minetest.item_pickup(itemstack, picker, pointed_thing, ...)
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end
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end,
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on_use = function(itemstack, user, pointed_thing)
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minetest.log("[testitems:callback_1 on_use] " .. itemstack:get_name())
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local ctrl = user and user:get_player_control() or {}
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if ctrl.sneak then
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itemstack = ItemStack(itemstack)
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itemstack:set_name("testitems:callback_2")
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return itemstack
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end
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end,
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after_use = function(itemstack, user, node, digparams) -- never called
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minetest.log("[testitems:callback_1 after_use]")
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local ctrl = user and user:get_player_control() or {}
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if ctrl.up then
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itemstack = ItemStack(itemstack)
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itemstack:set_name("testitems:callback_2")
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return itemstack
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end
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end,
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})
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minetest.register_craftitem("testitems:callback_2", {
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description = "Callback test item 2\n(Use to switch to item 1)",
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inventory_image = "testitems_callback_2.png",
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wield_image = "testitems_callback_2.png",
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on_use = function(itemstack, user, pointed_thing)
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minetest.log("[testitems:callback_2 on_use]")
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itemstack = ItemStack(itemstack)
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itemstack:set_name("testitems:callback_1")
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return itemstack
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end,
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})
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minetest.register_on_item_pickup(function(itemstack, picker, pointed_thing, time_from_last_punch, ...)
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assert(not pointed_thing or pointed_thing.ref:get_luaentity().name == "__builtin:item")
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local item_name = itemstack:get_name()
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if item_name ~= "testitems:callback_1" and item_name ~= "testitems:callback_2" then
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return
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end
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minetest.log("["..item_name.." register_on_item_pickup]")
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local ctrl = picker and picker:get_player_control() or {}
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if item_name == "testitems:callback_2" and not ctrl.sneak then
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-- Same here. Pick up the other item type.
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itemstack:set_name("testitems:callback_1")
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return picker:get_inventory():add_item("main", itemstack)
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end
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end)
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