mirror of
https://github.com/minetest-mods/3d_armor.git
synced 2025-02-17 00:52:30 +01:00
481 lines
13 KiB
Lua
481 lines
13 KiB
Lua
-- support for i18n
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local S = armor_i18n.gettext
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-- Update methods for supported inventories
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local inventory_update
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if minetest.global_exists("unified_inventory") then
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inventory_update = function(player)
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local page = unified_inventory.current_page[player:get_player_name()]
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unified_inventory.set_inventory_formspec(player, "armor")
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unified_inventory.get_formspec(player, "armor")
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unified_inventory.set_inventory_formspec(player, page)
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end
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elseif minetest.global_exists("sfinv") then
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inventory_update = function(player)
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sfinv.set_player_inventory_formspec(player)
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end
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elseif minetest.global_exists("inventory_plus") then
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inventory_update = function(player)
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local name = player:get_player_name()
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local formspec = armor:get_armor_formspec(name, true)
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local page = player:get_inventory_formspec()
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if page:find("detached:"..name.."_armor") then
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inventory_plus.set_inventory_formspec(player, formspec)
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end
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end
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else
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inventory_update = function()end
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end
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-- Shields enabled?
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local shield = minetest.get_modpath("shields")
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-- Supported armor stand slots
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local elements = {"head", "torso", "legs", "feet"}
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if shield then
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table.insert(elements, "shield")
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end
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local armor_stand_formspec = function(playername)
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return "formspec_version[1]" ..
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"size[" .. (shield and 11 or 8) .. ",7]" ..
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default.gui_bg ..
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default.gui_bg_img ..
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default.gui_slots ..
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default.get_hotbar_bg(0,3) ..
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"list[context;armor_head;3,0.5;1,1;]" ..
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"list[context;armor_torso;4,0.5;1,1;]" ..
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"list[context;armor_legs;3,1.5;1,1;]" ..
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"list[context;armor_feet;4,1.5;1,1;]" ..
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(shield and "list[context;armor_shield;5,1.5;1,1;]" or "") ..
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"image[3,0.5;1,1;3d_armor_stand_head.png]" ..
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"image[4,0.5;1,1;3d_armor_stand_torso.png]" ..
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"image[3,1.5;1,1;3d_armor_stand_legs.png]" ..
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"image[4,1.5;1,1;3d_armor_stand_feet.png]" ..
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(shield and "image[5,1.5;1,1;3d_armor_stand_shield.png]" or "") ..
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"button_exit[6,1.5;1,1;swap;Switch]" ..
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"list[current_player;main;0,3;8,1;]" ..
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"list[current_player;main;0,4.25;8,3;8]" ..
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"label[9,1;"..playername.."]" ..
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"list[detached:"..playername.."_armor;armor;9,4.25;2,3;]" ..
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"listring[detached:"..playername.."_armor;armor]"
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end
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local function drop_armor(pos)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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for _, element in pairs(elements) do
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local stack = inv:get_stack("armor_"..element, 1)
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if stack and stack:get_count() > 0 then
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armor.drop_armor(pos, stack)
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inv:set_stack("armor_"..element, 1, nil)
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end
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end
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end
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local function get_stand_object(pos)
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local object = nil
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local objects = minetest.get_objects_inside_radius(pos, 0.5) or {}
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for _, obj in pairs(objects) do
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local ent = obj:get_luaentity()
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if ent then
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if ent.name == "3d_armor_stand:armor_entity" then
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-- Remove duplicates
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if object then
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obj:remove()
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else
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object = obj
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end
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end
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end
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end
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return object
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end
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local function update_entity(pos)
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local node = minetest.get_node(pos)
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local object = get_stand_object(pos)
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if object then
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if not string.find(node.name, "3d_armor_stand:") then
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object:remove()
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return
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end
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else
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object = minetest.add_entity(pos, "3d_armor_stand:armor_entity")
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end
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if object then
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local texture = "3d_armor_trans.png"
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local textures = {}
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local yaw = 0
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if inv then
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for _, element in pairs(elements) do
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local stack = inv:get_stack("armor_"..element, 1)
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if stack:get_count() == 1 then
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local item = stack:get_name() or ""
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local def = stack:get_definition() or {}
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local groups = def.groups or {}
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if groups["armor_"..element] then
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if def.texture then
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table.insert(textures, def.texture)
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else
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table.insert(textures, item:gsub("%:", "_")..".png")
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end
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end
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end
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end
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end
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if #textures > 0 then
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texture = table.concat(textures, "^")
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end
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if node.param2 then
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local rot = node.param2 % 4
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if rot == 1 then
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yaw = 3 * math.pi / 2
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elseif rot == 2 then
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yaw = math.pi
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elseif rot == 3 then
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yaw = math.pi / 2
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end
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end
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object:set_yaw(yaw)
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object:set_properties({textures={texture}})
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end
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end
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local function has_locked_armor_stand_privilege(meta, player)
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local name = ""
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if player then
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if minetest.check_player_privs(player, "protection_bypass") then
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return true
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end
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name = player:get_player_name()
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end
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if name ~= meta:get_string("owner") then
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return false
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end
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return true
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end
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local function add_hidden_node(pos, player)
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local p = {x=pos.x, y=pos.y + 1, z=pos.z}
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local name = player:get_player_name()
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local node = minetest.get_node(p)
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if node.name == "air" and not minetest.is_protected(pos, name) then
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minetest.set_node(p, {name="3d_armor_stand:top"})
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end
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end
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local function remove_hidden_node(pos)
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local p = {x=pos.x, y=pos.y + 1, z=pos.z}
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local node = minetest.get_node(p)
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if node.name == "3d_armor_stand:top" then
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minetest.remove_node(p)
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end
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end
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local elements2groups = function(t)
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local result = {}
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for _,v in ipairs(t) do
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result["armor_" .. v] = false
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end
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return result
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end
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local take_player_items = function(inv)
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local result = {}
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local slots = elements2groups(elements)
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for i = 1, inv:get_size('armor') do
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local stack = inv:get_stack("armor", i)
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local def = stack:get_definition()
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local groups = def and def.groups or nil
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if groups then
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for slot,used in pairs(slots) do
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if not used and groups[slot] then
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slots[slot] = true
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result[slot] = {index=table.maxn(result)+1, stack=stack}
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inv:set_stack("armor", i, nil)
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break
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end
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end
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end
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end
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return result
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end
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local take_stand_items = function(inv)
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local result = {}
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for i, element in ipairs(elements) do
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local stack = inv:get_stack("armor_"..element, 1)
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if not stack:is_empty() then
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table.insert(result, stack)
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inv:set_stack("armor_"..element, 1, nil)
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end
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end
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return result
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end
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local function swap_armor(pos, player)
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-- Collect player items removing them from inventory
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local player_inv = minetest.get_inventory({type='detached',name=player:get_player_name()..'_armor'})
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local player_items = take_player_items(player_inv)
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-- Collect stand items removing them from inventory
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local stand_inv = minetest.get_meta(pos):get_inventory()
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local stand_items = take_stand_items(stand_inv)
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-- debug stuff
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local player_items_name = {}
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local stand_items_name = {}
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local size = player_inv:get_size('armor')
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local min = 1
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for _,stack in ipairs(stand_items) do
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for i = min,size do
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if player_inv:get_stack("armor", i):is_empty() then
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player_inv:set_stack("armor", i, stack)
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min = i + 1
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break
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else
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print('slot ' .. i .. ' in use, trying to add ' .. stack:get_name())
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end
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end
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end
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for slot,data in pairs(player_items) do
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-- save data.index into armor stand meta to keep ordering next time
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stand_inv:set_stack(slot, 1, data.stack)
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end
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-- update inventories managed by supported inventory mods
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update_entity(pos)
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inventory_update(player)
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end
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minetest.register_node("3d_armor_stand:top", {
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description = S("Armor stand top"),
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paramtype = "light",
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drawtype = "plantlike",
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sunlight_propagates = true,
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walkable = true,
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pointable = false,
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diggable = false,
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buildable_to = false,
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drop = "",
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groups = {not_in_creative_inventory = 1},
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on_blast = function() end,
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tiles = {"3d_armor_trans.png"},
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})
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minetest.register_node("3d_armor_stand:armor_stand", {
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description = S("Armor stand"),
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drawtype = "mesh",
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mesh = "3d_armor_stand.obj",
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tiles = {"3d_armor_stand.png"},
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paramtype = "light",
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paramtype2 = "facedir",
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walkable = false,
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selection_box = {
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type = "fixed",
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fixed = {
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{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
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{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5},
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},
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},
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groups = {choppy=2, oddly_breakable_by_hand=2},
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sounds = default.node_sound_wood_defaults(),
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("infotext", S("Armor Stand"))
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local inv = meta:get_inventory()
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for _, element in pairs(elements) do
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inv:set_size("armor_"..element, 1)
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end
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end,
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can_dig = function(pos, player)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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for _, element in pairs(elements) do
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if not inv:is_empty("armor_"..element) then
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return false
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end
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end
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return true
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end,
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after_place_node = function(pos, placer)
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local meta = minetest.get_meta(pos)
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local formspec = armor_stand_formspec(placer and placer:get_player_name() or "")
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meta:set_string("formspec", formspec)
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minetest.add_entity(pos, "3d_armor_stand:armor_entity")
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add_hidden_node(pos, placer)
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end,
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on_receive_fields = function (pos, formname, fields, sender)
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if fields.swap then
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swap_armor(pos, sender)
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end
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack)
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local def = stack:get_definition() or {}
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local groups = def.groups or {}
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if groups[listname] then
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return 1
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end
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return 0
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end,
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allow_metadata_inventory_move = function(pos)
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return 0
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end,
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on_metadata_inventory_put = function(pos)
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update_entity(pos)
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end,
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on_metadata_inventory_take = function(pos)
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update_entity(pos)
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end,
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after_destruct = function(pos)
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update_entity(pos)
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remove_hidden_node(pos)
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end,
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on_blast = function(pos)
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drop_armor(pos)
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armor.drop_armor(pos, "3d_armor_stand:armor_stand")
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minetest.remove_node(pos)
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end,
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})
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minetest.register_node("3d_armor_stand:locked_armor_stand", {
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description = S("Locked Armor stand"),
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drawtype = "mesh",
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mesh = "3d_armor_stand.obj",
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tiles = {"3d_armor_stand_locked.png"},
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paramtype = "light",
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paramtype2 = "facedir",
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walkable = false,
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selection_box = {
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type = "fixed",
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fixed = {
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{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
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{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5},
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},
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},
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groups = {choppy=2, oddly_breakable_by_hand=2},
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sounds = default.node_sound_wood_defaults(),
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", armor_stand_formspec)
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meta:set_string("infotext", S("Armor Stand"))
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meta:set_string("owner", "")
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local inv = meta:get_inventory()
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for _, element in pairs(elements) do
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inv:set_size("armor_"..element, 1)
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end
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end,
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can_dig = function(pos, player)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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for _, element in pairs(elements) do
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if not inv:is_empty("armor_"..element) then
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return false
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end
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end
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return true
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end,
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after_place_node = function(pos, placer)
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minetest.add_entity(pos, "3d_armor_stand:armor_entity")
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local meta = minetest.get_meta(pos)
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meta:set_string("owner", placer:get_player_name() or "")
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meta:set_string("infotext", S("Armor Stand (owned by @1)", meta:get_string("owner")))
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add_hidden_node(pos, placer)
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if not has_locked_armor_stand_privilege(meta, player) then
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return 0
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end
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local def = stack:get_definition() or {}
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local groups = def.groups or {}
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if groups[listname] then
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return 1
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end
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return 0
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end,
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allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if not has_locked_armor_stand_privilege(meta, player) then
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return 0
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end
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return stack:get_count()
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end,
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allow_metadata_inventory_move = function(pos)
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return 0
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end,
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on_metadata_inventory_put = function(pos)
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update_entity(pos)
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end,
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on_metadata_inventory_take = function(pos)
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update_entity(pos)
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end,
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after_destruct = function(pos)
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update_entity(pos)
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remove_hidden_node(pos)
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end,
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on_blast = function(pos)
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-- Not affected by TNT
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end,
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})
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minetest.register_entity("3d_armor_stand:armor_entity", {
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physical = true,
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visual = "mesh",
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mesh = "3d_armor_entity.obj",
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visual_size = {x=1, y=1},
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collisionbox = {0,0,0,0,0,0},
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textures = {"3d_armor_trans.png"},
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pos = nil,
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timer = 0,
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on_activate = function(self)
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local pos = self.object:get_pos()
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if pos then
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self.pos = vector.round(pos)
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update_entity(pos)
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end
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end,
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on_blast = function(self, damage)
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local drops = {}
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local node = minetest.get_node(self.pos)
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if node.name == "3d_armor_stand:armor_stand" then
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drop_armor(self.pos)
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self.object:remove()
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end
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return false, false, drops
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end,
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})
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minetest.register_abm({
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nodenames = {"3d_armor_stand:locked_armor_stand", "3d_armor_stand:armor_stand"},
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interval = 15,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local num
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num = #minetest.get_objects_inside_radius(pos, 0.5)
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if num > 0 then return end
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update_entity(pos)
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end
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})
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minetest.register_craft({
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output = "3d_armor_stand:armor_stand",
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recipe = {
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{"", "group:fence", ""},
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{"", "group:fence", ""},
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{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
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}
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})
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minetest.register_craft({
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output = "3d_armor_stand:locked_armor_stand",
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recipe = {
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{"3d_armor_stand:armor_stand", "default:steel_ingot"},
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}
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})
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