Merge pull request 'Remove image stack wieldview' (#2333) from MrRar/MineClone2:wieldview into master

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/2333
Reviewed-by: cora <cora@noreply.git.minetest.land>
This commit is contained in:
cora 2022-08-23 20:06:38 +00:00
commit 26a4b3d895
14 changed files with 71 additions and 142 deletions

@ -390,7 +390,7 @@ minetest.register_tool("mcl_fishing:fishing_rod", {
_doc_items_usagehelp = S("Rightclick to launch the bobber. When it sinks right-click again to reel in an item. Who knows what you're going to catch?"),
groups = { tool=1, fishing_rod=1, enchantability=1 },
inventory_image = "mcl_fishing_fishing_rod.png",
wield_image = "mcl_fishing_fishing_rod.png^[transformR270",
wield_image = "mcl_fishing_fishing_rod.png^[transformFY^[transformR90",
wield_scale = { x = 1.5, y = 1.5, z = 1 },
stack_max = 1,
on_place = fish,

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@ -227,6 +227,7 @@ filled_wield_def.drawtype = "mesh"
filled_wield_def.node_placement_prediction = ""
filled_wield_def.range = minetest.registered_items[""].range
filled_wield_def.on_place = mcl_util.call_on_rightclick
filled_wield_def._mcl_wieldview_item = "mcl_maps:filled_map"
for _, texture in pairs(mcl_skins.list) do
local def = table.copy(filled_wield_def)

@ -321,7 +321,7 @@ minetest.register_tool("mcl_mobitems:carrot_on_a_stick", {
_tt_help = S("Lets you ride a saddled pig"),
_doc_items_longdesc = S("A carrot on a stick can be used on saddled pigs to ride them."),
_doc_items_usagehelp = S("Place it on a saddled pig to mount it. You can now ride the pig like a horse. Pigs will also walk towards you when you just wield the carrot on a stick."),
wield_image = "mcl_mobitems_carrot_on_a_stick.png",
wield_image = "mcl_mobitems_carrot_on_a_stick.png^[transformFY^[transformR90",
inventory_image = "mcl_mobitems_carrot_on_a_stick.png",
groups = { transport = 1 },
_mcl_toollike_wield = true,

@ -31,12 +31,12 @@ minetest.register_tool("mcl_shields:shield", {
shield = 1,
weapon = 1,
enchantability = -1,
no_wieldview = 1,
offhand_item = 1,
},
sound = {breaks = "default_tool_breaks"},
_repair_material = "group:wood",
wield_scale = vector.new(2, 2, 2),
_mcl_wieldview_item = "",
})
local function wielded_item(obj, i)
@ -438,7 +438,6 @@ for _, colortab in pairs(mcl_banners.colors) do
shield = 1,
weapon = 1,
enchantability = -1,
no_wieldview = 1,
not_in_creative_inventory = 1,
offhand_item = 1,
},
@ -446,6 +445,7 @@ for _, colortab in pairs(mcl_banners.colors) do
_repair_material = "group:wood",
wield_scale = vector.new(2, 2, 2),
_shield_color = colortab[4],
_mcl_wieldview_item = "",
})
local banner = "mcl_banners:banner_item_" .. color

@ -103,10 +103,6 @@ function mcl_player.player_set_armor(player, texture)
set_texture(player, 2, texture)
end
function mcl_player.player_set_wielditem(player, texture)
set_texture(player, 3, texture)
end
function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
local name = player:get_player_name()
local model = player_model[name]

@ -359,15 +359,17 @@ minetest.register_globalstep(function(dtime)
end
if wielded_def and wielded_def._mcl_toollike_wield then
set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
set_bone_position_conditional(player,"Wield_Item", vector.new(0,4.7,3.1), vector.new(-90,225,90))
elseif string.find(wielded:get_name(), "mcl_bows:bow") then
set_bone_position_conditional(player,"Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
set_bone_position_conditional(player,"Wield_Item", vector.new(1,4,0), vector.new(90,130,115))
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0))
set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,73))
elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0))
set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,45))
elseif wielded_def.inventory_image == "" then
set_bone_position_conditional(player,"Wield_Item", vector.new(0,6,2), vector.new(180,-45,0))
else
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.3,2), vector.new(90,0,0))
end
-- controls right and left arms pitch when shooting a bow or blocking

@ -1,21 +1,13 @@
[mod] visible wielded items [wieldview]
[mod] visible wielded items [mcl_wieldview]
=======================================
Makes hand wielded items visible to other players.
default settings: [minetest.conf]
# Set number of seconds between visible wielded item updates.
wieldview_update_time = 2
# Show nodes as tiles, disabled by default
wieldview_node_tiles = false
Info for modders
################
Wield image transformation: To apply a simple transformation to the item in
hand, add the group “wieldview_transform” to the item definition. The group
rating equals one of the numbers used for the [transform texture modifier
of the Lua API.
Register an item with the property "_mcl_wieldview_item" to change the third person wield view appearance of the item.
"_mcl_wieldview_item" should be set to an item name that will be shown by the wield view instead of the item.
If you use an empty string, nothing will be shown.

@ -1,126 +1,64 @@
local get_connected_players = minetest.get_connected_players
local get_item_group = minetest.get_item_group
mcl_wieldview = {
players = {}
}
function mcl_wieldview.get_item_texture(itemname)
if itemname == "" or minetest.get_item_group(itemname, "no_wieldview") ~= 0 then
return
end
local def = minetest.registered_items[itemname]
if not def then
return
end
local inv_image = def.inventory_image
if inv_image == "" then
return
end
local texture = inv_image
local transform = get_item_group(itemname, "wieldview_transform")
if transform then
-- This actually works with groups ratings because transform1, transform2, etc.
-- have meaning and transform0 is used for identidy, so it can be ignored
texture = texture .. "^[transform" .. transform
end
return texture
end
function mcl_wieldview.update_wielded_item(player)
if not player then
return
end
local itemstack = player:get_wielded_item()
local itemname = itemstack:get_name()
local def = mcl_wieldview.players[player]
if def.item == itemname then
return
end
def.item = itemname
def.texture = mcl_wieldview.get_item_texture(itemname) or "blank.png"
mcl_player.player_set_wielditem(player, def.texture)
end
minetest.register_on_joinplayer(function(player)
mcl_wieldview.players[player] = {item = "", texture = "blank.png"}
minetest.after(0, function()
if not player:is_player() then
return
end
mcl_wieldview.update_wielded_item(player)
local itementity = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldnode")
itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 0, 45))
itementity:get_luaentity().wielder = player
end)
end)
minetest.register_on_leaveplayer(function(player)
mcl_wieldview.players[player] = nil
end)
minetest.register_globalstep(function()
local players = get_connected_players()
for i = 1, #players do
mcl_wieldview.update_wielded_item(players[i])
end
end)
minetest.register_entity("mcl_wieldview:wieldnode", {
minetest.register_entity("mcl_wieldview:wieldview", {
initial_properties = {
hp_max = 1,
visual = "wielditem",
physical = false,
textures = {""},
automatic_rotate = 1.5,
is_visible = true,
is_visible = false,
pointable = false,
collide_with_objects = false,
static_save = false,
collisionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
selectionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
visual_size = {x = 0.21, y = 0.21},
},
itemstring = "",
on_step = function(self)
if self.wielder:is_player() then
local def = mcl_wieldview.players[self.wielder]
local itemstring = def.item
if self.itemstring ~= itemstring then
local itemdef = minetest.registered_items[itemstring]
self.object:set_properties({glow = itemdef and itemdef.light_source or 0})
-- wield item as cubic
if def.texture == "blank.png" then
self.object:set_properties({textures = {itemstring}})
-- wield item as flat
else
self.object:set_properties({textures = {""}})
end
if minetest.get_item_group(itemstring, "no_wieldview") ~= 0 then
self.object:set_properties({textures = {""}})
end
self.itemstring = itemstring
end
else
self.object:remove()
end
end,
}
})
local wieldview_luaentites = {}
local function update_wieldview_entity(player)
local luaentity = wieldview_luaentites[player]
if luaentity and luaentity.object:get_yaw() then
local item = player:get_wielded_item():get_name()
if item == luaentity._item then return end
luaentity._item = item
local def = player:get_wielded_item():get_definition()
if def and def._mcl_wieldview_item then
item = def._mcl_wieldview_item
end
local item_def = minetest.registered_items[item]
luaentity.object:set_properties({
glow = item_def and item_def.light_source or 0,
wield_item = item,
is_visible = item ~= ""
})
else
-- If the player is running through an unloaded area,
-- the wieldview entity will sometimes get unloaded.
-- This code path is also used to initalize the wieldview.
-- Creating entites from minetest.register_on_joinplayer
-- is unreliable as of Minetest 5.6
local obj_ref = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldview")
if not obj_ref then return end
obj_ref:set_attach(player, "Wield_Item")
--obj_ref:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 45, 90))
wieldview_luaentites[player] = obj_ref:get_luaentity()
end
end
minetest.register_on_leaveplayer(function(player)
if wieldview_luaentites[player] then
wieldview_luaentites[player].object:remove()
end
wieldview_luaentites[player] = nil
end)
minetest.register_globalstep(function(dtime)
local players = minetest.get_connected_players()
for i, player in pairs(players) do
update_wieldview_entity(player)
end
end)

@ -1,4 +1,4 @@
name = mcl_wieldview
author = stujones11
description = Makes hand wielded items visible to other players.
depends = mcl_player
depends = mcl_armor, mcl_playerplus