Wieldhand: Specify which ItemStack to use (#8961)

Makes 'get_wield_item' to return the "main" ItemStack
This commit is contained in:
SmallJoker 2019-09-21 11:44:24 +02:00 committed by GitHub
parent 47da640d77
commit 5fa614d97e
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 37 additions and 41 deletions

@ -2556,8 +2556,7 @@ Player Inventory lists
* `craftresult`: list containing the crafted output
* `hand`: list containing an override for the empty hand
* Is not created automatically, use `InvRef:set_size`
* Is only used to enhance the empty hand's tool capabilities
Colors

@ -638,12 +638,13 @@ int LuaEntitySAO::punch(v3f dir,
FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
s32 old_hp = getHP();
const ItemStack &punchitem = puncher->getWieldedItem();
ItemStack selected_item, hand_item;
ItemStack tool_item = puncher->getWieldedItem(&selected_item, &hand_item);
PunchDamageResult result = getPunchDamage(
m_armor_groups,
toolcap,
&punchitem,
&tool_item,
time_from_last_punch);
bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
@ -1376,10 +1377,9 @@ u16 PlayerSAO::getWieldIndex() const
return m_player->getWieldIndex();
}
ItemStack PlayerSAO::getWieldedItem() const
ItemStack PlayerSAO::getWieldedItem(ItemStack *selected, ItemStack *hand) const
{
ItemStack selected_item, hand_item;
return m_player->getWieldedItem(&selected_item, &hand_item);
return m_player->getWieldedItem(selected, hand);
}
bool PlayerSAO::setWieldedItem(const ItemStack &item)

@ -277,7 +277,7 @@ public:
void setInventoryModified() {}
std::string getWieldList() const { return "main"; }
u16 getWieldIndex() const;
ItemStack getWieldedItem() const;
ItemStack getWieldedItem(ItemStack *selected, ItemStack *hand = nullptr) const;
bool setWieldedItem(const ItemStack &item);
/*

@ -1150,9 +1150,10 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
if (pointed_object->isGone())
return;
ItemStack punchitem = playersao->getWieldedItem();
ItemStack selected_item, hand_item;
ItemStack tool_item = playersao->getWieldedItem(&selected_item, &hand_item);
ToolCapabilities toolcap =
punchitem.getToolCapabilities(m_itemdef);
tool_item.getToolCapabilities(m_itemdef);
v3f dir = (pointed_object->getBasePosition() -
(playersao->getBasePosition() + playersao->getEyeOffset())
).normalize();
@ -1291,11 +1292,12 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
3: place block or right-click object
*/
else if (action == INTERACT_PLACE) {
ItemStack item = playersao->getWieldedItem();
ItemStack selected_item;
playersao->getWieldedItem(&selected_item, nullptr);
// Reset build time counter
if (pointed.type == POINTEDTHING_NODE &&
item.getDefinition(m_itemdef).type == ITEM_NODE)
selected_item.getDefinition(m_itemdef).type == ITEM_NODE)
getClient(pkt->getPeerId())->m_time_from_building = 0.0;
if (pointed.type == POINTEDTHING_OBJECT) {
@ -1311,13 +1313,12 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
// Do stuff
pointed_object->rightClick(playersao);
}
else if (m_script->item_OnPlace(
item, playersao, pointed)) {
} else if (m_script->item_OnPlace(
selected_item, playersao, pointed)) {
// Placement was handled in lua
// Apply returned ItemStack
if (playersao->setWieldedItem(item)) {
if (playersao->setWieldedItem(selected_item)) {
SendInventory(playersao, true);
}
}
@ -1327,7 +1328,7 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
RemoteClient *client = getClient(pkt->getPeerId());
v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_above, BS));
v3s16 blockpos2 = getNodeBlockPos(floatToInt(pointed_pos_under, BS));
if (!item.getDefinition(m_itemdef).node_placement_prediction.empty()) {
if (!selected_item.getDefinition(m_itemdef).node_placement_prediction.empty()) {
client->SetBlockNotSent(blockpos);
if (blockpos2 != blockpos) {
client->SetBlockNotSent(blockpos2);
@ -1345,15 +1346,16 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
4: use
*/
else if (action == INTERACT_USE) {
ItemStack item = playersao->getWieldedItem();
ItemStack selected_item;
playersao->getWieldedItem(&selected_item, nullptr);
actionstream << player->getName() << " uses " << item.name
actionstream << player->getName() << " uses " << selected_item.name
<< ", pointing at " << pointed.dump() << std::endl;
if (m_script->item_OnUse(
item, playersao, pointed)) {
selected_item, playersao, pointed)) {
// Apply returned ItemStack
if (playersao->setWieldedItem(item)) {
if (playersao->setWieldedItem(selected_item)) {
SendInventory(playersao, true);
}
}
@ -1364,14 +1366,15 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
5: rightclick air
*/
else if (action == INTERACT_ACTIVATE) {
ItemStack item = playersao->getWieldedItem();
ItemStack selected_item;
playersao->getWieldedItem(&selected_item, nullptr);
actionstream << player->getName() << " activates "
<< item.name << std::endl;
<< selected_item.name << std::endl;
if (m_script->item_OnSecondaryUse(
item, playersao)) {
if( playersao->setWieldedItem(item)) {
selected_item, playersao)) {
if (playersao->setWieldedItem(selected_item)) {
SendInventory(playersao, true);
}
}

@ -340,7 +340,9 @@ int ObjectRef::l_get_wielded_item(lua_State *L)
return 1;
}
LuaItemStack::create(L, co->getWieldedItem());
ItemStack selected_item;
co->getWieldedItem(&selected_item, nullptr);
LuaItemStack::create(L, selected_item);
return 1;
}

@ -68,25 +68,16 @@ float ServerActiveObject::getMinimumSavedMovement()
return 2.0*BS;
}
ItemStack ServerActiveObject::getWieldedItem() const
ItemStack ServerActiveObject::getWieldedItem(ItemStack *selected, ItemStack *hand) const
{
const Inventory *inv = getInventory();
if(inv)
{
const InventoryList *list = inv->getList(getWieldList());
if(list && (getWieldIndex() < (s32)list->getSize()))
return list->getItem(getWieldIndex());
}
*selected = ItemStack();
if (hand)
*hand = ItemStack();
return ItemStack();
}
bool ServerActiveObject::setWieldedItem(const ItemStack &item)
{
if(Inventory *inv = getInventory()) {
if (InventoryList *list = inv->getList(getWieldList())) {
list->changeItem(getWieldIndex(), item);
return true;
}
}
return false;
}

@ -180,7 +180,8 @@ public:
{ return ""; }
virtual u16 getWieldIndex() const
{ return 0; }
virtual ItemStack getWieldedItem() const;
virtual ItemStack getWieldedItem(ItemStack *selected,
ItemStack *hand = nullptr) const;
virtual bool setWieldedItem(const ItemStack &item);
inline void attachParticleSpawner(u32 id)
{