2020-02-13 00:54:36 +02:00

481 lines
13 KiB
Lua

-- support for i18n
local S = armor_i18n.gettext
-- Update methods for supported inventories
local inventory_update
if minetest.global_exists("unified_inventory") then
inventory_update = function(player)
local page = unified_inventory.current_page[name]
unified_inventory.set_inventory_formspec(player, "armor")
unified_inventory.get_formspec(player, "armor")
unified_inventory.set_inventory_formspec(player, page)
end
elseif minetest.global_exists("sfinv") then
inventory_update = function(player)
sfinv.set_player_inventory_formspec(player)
end
elseif minetest.global_exists("inventory_plus") then
inventory_update = function(player)
local name = player:get_player_name()
local formspec = armor:get_armor_formspec(name, true)
local page = player:get_inventory_formspec()
if page:find("detached:"..name.."_armor") then
inventory_plus.set_inventory_formspec(player, formspec)
end
end
else
inventory_update = function()end
end
-- Shields enabled?
local shield = minetest.get_modpath("shields")
-- Supported armor stand slots
local elements = {"head", "torso", "legs", "feet"}
if shield then
table.insert(elements, "shield")
end
local armor_stand_formspec = function(playername)
return "formspec_version[1]" ..
"size[" .. (shield and 11 or 8) .. ",7]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
default.get_hotbar_bg(0,3) ..
"list[context;armor_head;3,0.5;1,1;]" ..
"list[context;armor_torso;4,0.5;1,1;]" ..
"list[context;armor_legs;3,1.5;1,1;]" ..
"list[context;armor_feet;4,1.5;1,1;]" ..
(shield and "list[context;armor_shield;5,1.5;1,1;]" or "") ..
"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]" ..
(shield and "image[5,1.5;1,1;3d_armor_stand_shield.png]" or "") ..
"button_exit[6,1.5;1,1;swap;Switch]" ..
"list[current_player;main;0,3;8,1;]" ..
"list[current_player;main;0,4.25;8,3;8]" ..
"label[9,1;"..playername.."]" ..
"list[detached:"..playername.."_armor;armor;9,4.25;2,3;]" ..
"listring[detached:"..playername.."_armor;armor]"
end
local function drop_armor(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for _, element in pairs(elements) do
local stack = inv:get_stack("armor_"..element, 1)
if stack and stack:get_count() > 0 then
armor.drop_armor(pos, stack)
inv:set_stack("armor_"..element, 1, nil)
end
end
end
local function get_stand_object(pos)
local object = nil
local objects = minetest.get_objects_inside_radius(pos, 0.5) 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
return object
end
local function update_entity(pos)
local node = minetest.get_node(pos)
local object = get_stand_object(pos)
if object then
if not string.find(node.name, "3d_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 groups = def.groups or {}
if groups["armor_"..element] then
if def.texture then
table.insert(textures, def.texture)
else
table.insert(textures, item:gsub("%:", "_")..".png")
end
end
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:set_yaw(yaw)
object:set_properties({textures={texture}})
end
end
local function has_locked_armor_stand_privilege(meta, player)
local name = ""
if player then
if minetest.check_player_privs(player, "protection_bypass") then
return true
end
name = player:get_player_name()
end
if name ~= meta:get_string("owner") then
return false
end
return true
end
local function add_hidden_node(pos, player)
local p = {x=pos.x, y=pos.y + 1, z=pos.z}
local name = player:get_player_name()
local node = minetest.get_node(p)
if node.name == "air" and not minetest.is_protected(pos, name) then
minetest.set_node(p, {name="3d_armor_stand:top"})
end
end
local function remove_hidden_node(pos)
local p = {x=pos.x, y=pos.y + 1, z=pos.z}
local node = minetest.get_node(p)
if node.name == "3d_armor_stand:top" then
minetest.remove_node(p)
end
end
local elements2groups = function(t)
local result = {}
for _,v in ipairs(t) do
result["armor_" .. v] = false
end
return result
end
local take_player_items = function(inv)
local result = {}
local slots = elements2groups(elements)
for i = 1, inv:get_size('armor') do
local stack = inv:get_stack("armor", i)
local def = stack:get_definition()
local groups = def and def.groups or nil
if groups then
for slot,used in pairs(slots) do
if not used and groups[slot] then
slots[slot] = true
result[slot] = {index=table.maxn(result)+1, stack=stack}
inv:set_stack("armor", i, nil)
break
end
end
end
end
return result
end
local take_stand_items = function(inv)
local result = {}
for i, element in ipairs(elements) do
local stack = inv:get_stack("armor_"..element, 1)
if not stack:is_empty() then
table.insert(result, stack)
inv:set_stack("armor_"..element, 1, nil)
end
end
return result
end
local function swap_armor(pos, player)
-- Collect player items removing them from inventory
local player_inv = minetest.get_inventory({type='detached',name=player:get_player_name()..'_armor'})
local player_items = take_player_items(player_inv)
-- Collect stand items removing them from inventory
local stand_inv = minetest.get_meta(pos):get_inventory()
local stand_items = take_stand_items(stand_inv)
-- debug stuff
local player_items_name = {}
local stand_items_name = {}
local size = player_inv:get_size('armor')
local min = 1
for _,stack in ipairs(stand_items) do
for i = min,size do
if player_inv:get_stack("armor", i):is_empty() then
player_inv:set_stack("armor", i, stack)
min = i + 1
break
else
print('slot ' .. i .. ' in use, trying to add ' .. stack:get_name())
end
end
end
for slot,data in pairs(player_items) do
-- save data.index into armor stand meta to keep ordering next time
stand_inv:set_stack(slot, 1, data.stack)
end
-- update inventories managed by supported inventory mods
update_entity(pos)
inventory_update(player)
end
minetest.register_node("3d_armor_stand:top", {
description = S("Armor stand top"),
paramtype = "light",
drawtype = "plantlike",
sunlight_propagates = true,
walkable = true,
pointable = false,
diggable = false,
buildable_to = false,
drop = "",
groups = {not_in_creative_inventory = 1},
on_blast = function() end,
tiles = {"3d_armor_trans.png"},
})
minetest.register_node("3d_armor_stand:armor_stand", {
description = S("Armor stand"),
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {"3d_armor_stand.png"},
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
{-0.5, -0.5, -0.5, 0.5, -0.4375, 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("infotext", S("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, placer)
local meta = minetest.get_meta(pos)
local formspec = armor_stand_formspec(placer and placer:get_player_name() or "")
meta:set_string("formspec", formspec)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
add_hidden_node(pos, placer)
end,
on_receive_fields = function (pos, formname, fields, sender)
if fields.swap then
swap_armor(pos, sender)
end
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)
remove_hidden_node(pos)
end,
on_blast = function(pos)
drop_armor(pos)
armor.drop_armor(pos, "3d_armor_stand:armor_stand")
minetest.remove_node(pos)
end,
})
minetest.register_node("3d_armor_stand:locked_armor_stand", {
description = S("Locked Armor stand"),
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {"3d_armor_stand_locked.png"},
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
{-0.5, -0.5, -0.5, 0.5, -0.4375, 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", S("Armor Stand"))
meta:set_string("owner", "")
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, placer)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", S("Armor Stand (owned by @1)", meta:get_string("owner")))
add_hidden_node(pos, placer)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not has_locked_armor_stand_privilege(meta, player) then
return 0
end
local def = stack:get_definition() or {}
local groups = def.groups or {}
if groups[listname] then
return 1
end
return 0
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not has_locked_armor_stand_privilege(meta, player) then
return 0
end
return stack:get_count()
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)
remove_hidden_node(pos)
end,
on_blast = function(pos)
-- Not affected by TNT
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 = {0,0,0,0,0,0},
textures = {"3d_armor_trans.png"},
pos = nil,
timer = 0,
on_activate = function(self)
local pos = self.object:get_pos()
if pos then
self.pos = vector.round(pos)
update_entity(pos)
end
end,
on_blast = function(self, damage)
local drops = {}
local node = minetest.get_node(self.pos)
if node.name == "3d_armor_stand:armor_stand" then
drop_armor(self.pos)
self.object:remove()
end
return false, false, drops
end,
})
minetest.register_abm({
nodenames = {"3d_armor_stand:locked_armor_stand", "3d_armor_stand:armor_stand"},
interval = 15,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local num
num = #minetest.get_objects_inside_radius(pos, 0.5)
if num > 0 then return end
update_entity(pos)
end
})
minetest.register_craft({
output = "3d_armor_stand:armor_stand",
recipe = {
{"", "group:fence", ""},
{"", "group:fence", ""},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
}
})
minetest.register_craft({
output = "3d_armor_stand:locked_armor_stand",
recipe = {
{"3d_armor_stand:armor_stand", "default:steel_ingot"},
}
})