Move armor mods

This commit is contained in:
Wuzzy 2020-02-18 15:48:21 +01:00
parent fb251db925
commit ab4e46f97b
99 changed files with 23 additions and 50 deletions

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[mod] 3d Armor Stand [3d_armor_stand]
=====================================
License Source Code: LGPL v2.1
License Media: CC BY-SA 3.0
Source Code: Copyright (C) 2013 Stuart Jones - LGPL

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[mod] 3d Armor Stand [3d_armor_stand]
=====================================
Depends: mcl_armor
Adds an armor stand for armor storage and display.

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mcl_armor
mcl_core
mcl_sounds
mcl_stairs
screwdriver?

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local S = minetest.get_translator("3d_armor_stand")
local elements = {"head", "torso", "legs", "feet"}
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 = "blank.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 ""
if minetest.registered_aliases[item] then
item = minetest.registered_aliases[item]
end
local def = stack:get_definition() or {}
local groups = def.groups or {}
if groups["armor_"..element] then
local texture = def.texture or item:gsub("%:", "_")
table.insert(textures, texture..".png")
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
-- Drop all armor of the armor stand on the ground
local drop_armor = function(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 not stack:is_empty() then
local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
minetest.add_item(p, stack)
end
end
end
-- TODO: The armor stand should be an entity
minetest.register_node("3d_armor_stand:armor_stand", {
description = S("Armor Stand"),
_doc_items_longdesc = S("An armor stand is a decorative object which can display different pieces of armor. Anything which players can wear as armor can also be put on an armor stand."),
_doc_items_usagehelp = S("Just place an armor item on the armor stand. To take the top piece of armor from the armor stand, select your hand and use the place key on the armor stand."),
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
inventory_image = "3d_armor_stand_item.png",
wield_image = "3d_armor_stand_item.png",
tiles = {"default_wood.png", "mcl_stairs_stone_slab_top.png"},
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
is_ground_content = false,
stack_max = 16,
selection_box = {
type = "fixed",
fixed = {-0.5,-0.5,-0.5, 0.5,1.4,0.5}
},
-- TODO: This should be breakable by 2 quick punches
groups = {handy=1, deco_block=1, dig_by_piston=1, attached_node=1},
_mcl_hardness = 2,
sounds = mcl_sounds.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for _, element in pairs(elements) do
inv:set_size("armor_"..element, 1)
end
end,
-- Drop all armor on the ground when it got destroyed
on_destruct = drop_armor,
-- Put piece of armor on armor stand, or take one away
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local protname = clicker:get_player_name()
if minetest.is_protected(pos, protname) then
minetest.record_protection_violation(pos, protname)
return itemstack
end
local inv = minetest.get_inventory({type = "node", pos = pos})
if not inv then
return itemstack
end
-- Check if player wields armor
local name = itemstack:get_name()
local list
for e=1, #elements do
local g = minetest.get_item_group(name, "armor_" .. elements[e])
if g ~= nil and g ~= 0 then
list = "armor_" .. elements[e]
break
end
end
-- If player wields armor, put it on armor stand
local wielditem = clicker:get_wielded_item()
if list then
-- ... but only if the slot is free
local single_item = ItemStack(itemstack)
single_item:set_count(1)
if inv:is_empty(list) then
inv:add_item(list, single_item)
armor:play_equip_sound(clicker, single_item)
update_entity(pos)
itemstack:take_item()
return itemstack
end
end
-- Take armor from stand if player has a free hand or wields the same armor type (if stackable)
for e=1, #elements do
local stand_armor = inv:get_stack("armor_" .. elements[e], 1)
if not stand_armor:is_empty() then
local pinv = clicker:get_inventory()
local taken = false
-- Empty hand
if wielditem:get_name() == "" then
pinv:set_stack("main", clicker:get_wield_index(), stand_armor)
taken = true
-- Stackable armor type (if not already full). This is the case for e.g. mob heads.
-- This is done purely for convenience.
elseif (wielditem:get_name() == stand_armor:get_name() and wielditem:get_count() < wielditem:get_stack_max()) then
wielditem:set_count(wielditem:get_count()+1)
pinv:set_stack("main", clicker:get_wield_index(), wielditem)
taken = true
end
if taken then
armor:play_equip_sound(clicker, stand_armor, true)
stand_armor:take_item()
inv:set_stack("armor_" .. elements[e], 1, stand_armor)
end
update_entity(pos)
return clicker:get_wielded_item()
end
end
update_entity(pos)
return itemstack
end,
after_place_node = function(pos)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
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_move = function()
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)
end,
on_blast = function(pos)
local object = get_stand_object(pos)
if object then
object:remove()
end
minetest.after(1, function(pos)
update_entity(pos)
end, pos)
end,
on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.param2 = (node.param2 + 1) % 4
minetest.swap_node(pos, node)
update_entity(pos)
return true
end
return false
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 = {-0.1,-0.4,-0.1, 0.1,1.3,0.1},
pointable = false,
textures = {"blank.png"},
pos = nil,
timer = 0,
on_activate = function(self)
local pos = self.object:get_pos()
self.object:set_armor_groups({immortal=1})
if pos then
self.pos = vector.round(pos)
update_entity(pos)
end
end,
on_step = function(self, dtime)
if not self.pos then
return
end
self.timer = self.timer + dtime
if self.timer > 1 then
self.timer = 0
local pos = self.object:get_pos()
if pos then
if vector.equals(vector.round(pos), self.pos) then
return
end
end
update_entity(self.pos)
self.object:remove()
end
end,
})
-- FIXME: Armor helper entity can get destroyed by /clearobjects
minetest.register_lbm({
label = "Respawn armor stand entities",
name = "3d_armor_stand:respawn_entities",
nodenames = {"3d_armor_stand:armor_stand"},
run_at_every_load = true,
action = function(pos, node)
update_entity(pos, node)
end,
})
minetest.register_craft({
output = "3d_armor_stand:armor_stand",
recipe = {
{"mcl_core:stick", "mcl_core:stick", "mcl_core:stick"},
{"", "mcl_core:stick", ""},
{"mcl_core:stick", "mcl_stairs:slab_stone", "mcl_core:stick"},
}
})

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# textdomain: 3d_armor_stand
Armor Stand=Rüstungsständer
An armor stand is a decorative object which can display different pieces of armor. Anything which players can wear as armor can also be put on an armor stand.=Ein Rüstungsständer ist ein dekoratives Objekt, welches verschiedene Teile einer Rüstung präsentiert. Alles, was Spieler als Rüstung tragen kann, kann auch an einem Rüstungsständer platziert werden.
Just place an armor item on the armor stand. To take the top piece of armor from the armor stand, select your hand and use the place key on the armor stand.=Platzieren Sie einfach einen Rüstungsgegenstand auf den Rüstungsständer. Um das oberte Rüstungsteil zu nehmen, wählen Sie Ihre Hand aus und benutzen Sie die Platzieren-Taste auf dem Rüstungsständer.

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# textdomain: 3d_armor_stand
Armor Stand=Soporte para armadura
An armor stand is a decorative object which can display different pieces of armor. Anything which players can wear as armor can also be put on an armor stand.=Un soporte para armadura es un objeto decorativo que puede mostrar diferentes piezas de armadura. Cualquier cosa que los jugadores puedan usar como armadura también se puede poner en un soporte para armadura.
Just place an armor item on the armor stand. To take the top piece of armor from the armor stand, select your hand and use the place key on the armor stand.=Simplemente coloca un objeto de armadura en el soporte para armadura. Para tomar la pieza superior de armadura del soporte para armadura, seleccione su mano y use la tecla de posición en el soporte para armadura.

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# textdomain: 3d_armor_stand
Armor Stand=
An armor stand is a decorative object which can display different pieces of armor. Anything which players can wear as armor can also be put on an armor stand.=
Just place an armor item on the armor stand. To take the top piece of armor from the armor stand, select your hand and use the place key on the armor stand.=

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# Blender v2.73 (sub 0) OBJ File: '3d_armor_entity_3.blend'
# www.blender.org
mtllib 3d_armor_entity.mtl
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# www.blender.org
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vt 0.875000 0.500000
vt 0.750000 0.500000
vt 1.000000 0.500000
vt 1.000000 0.750000
vt 0.750000 0.750000
vt 0.625000 1.000000
vt 0.375000 1.000000
vt 0.625000 0.750000
vt 0.625000 0.500000
vt 0.250000 0.500000
vt 0.250000 0.750000
vt 0.625000 0.250000
vt 0.625000 -0.000000
vt 0.250000 0.250000
vt 0.250000 0.000000
vt 0.375000 0.250000
vt 0.250000 1.000000
vt 1.000000 1.000000
vt 0.750000 1.000000
vt 0.375000 -0.000000
vt 0.125000 0.250000
vt 0.125000 1.000000
vt 0.125000 0.000000
vt -0.000000 0.937500
vt 1.000000 0.937500
vt 0.937500 0.000000
vt 0.937500 1.000000
vt 1.000000 0.062500
vt 0.000000 0.062500
vt 0.062500 0.000000
vt 0.062500 1.000000
g Player_Cube_Stand
usemtl Stand
s off
f 64/1 29/2 30/3 63/4
f 52/5 50/6 10/7 9/8
f 17/9 18/10 5/11 6/12
f 68/3 66/2 6/1 5/4
f 7/13 8/14 54/7 53/8
f 67/15 68/16 5/17 18/7
f 62/4 27/3 29/18 64/8
f 66/3 65/18 17/8 6/4
f 9/19 10/20 12/21 11/22
f 63/7 30/15 28/16 61/17
f 65/18 67/15 18/7 17/8
f 61/8 28/18 27/15 62/7
f 19/23 7/24 36/14 35/25
f 8/14 7/13 19/26 20/25
f 23/15 24/18 13/20 14/21
f 13/8 15/27 16/28 14/7
f 39/29 38/30 42/10 41/11
f 29/31 27/4 28/1 30/32
f 25/28 26/27 43/26 44/25
f 38/12 25/19 44/13 42/33
f 25/28 32/7 31/8 26/27
f 8/26 20/13 33/33 34/29
f 25/19 38/12 37/11 32/20
f 31/17 40/7 39/28 26/34
f 26/34 39/28 41/25 43/23
f 43/7 41/28 42/34 44/17
f 53/22 54/21 55/35 56/36
f 36/14 7/24 53/17 56/7
f 8/26 34/29 55/11 54/20
f 34/37 36/33 56/4 55/1
f 51/13 21/26 22/25 49/14
f 20/4 3/12 1/19 32/8
f 40/15 31/16 19/23 35/25
f 35/29 33/30 37/2 40/3
f 33/33 20/13 32/5 37/38
f 3/14 4/24 2/23 1/25
f 19/12 4/4 3/1 20/9
f 31/36 2/17 4/7 19/22
f 32/22 1/7 2/8 31/19
f 23/5 62/38 64/33 22/13
f 21/14 63/24 61/39 24/6
f 61/3 62/2 16/10 15/11
f 62/38 23/5 14/8 16/4
f 24/6 61/39 15/17 13/7
f 50/18 66/3 12/11 10/20
f 66/40 68/38 11/4 12/1
f 50/18 49/26 65/29 66/3
f 51/25 52/15 68/16 67/23
f 68/16 52/15 9/21 11/35
f 49/26 22/13 64/33 65/29
f 51/25 67/23 63/24 21/14
f 67/33 65/37 64/30 63/29
f 37/1 22/2 21/3 40/4
f 38/4 23/3 22/18 37/8
f 40/7 21/15 24/16 39/17
f 39/8 24/18 23/15 38/7
f 36/2 34/3 50/4 52/1
f 35/15 36/16 52/17 51/7
f 34/3 33/18 49/8 50/4
f 33/18 35/15 51/7 49/8
g Player_Cube_Base
usemtl Base
f 47/17 48/1 46/10 45/35
f 59/1 57/10 58/35 60/17
f 48/17 60/41 58/42 46/35
f 46/43 58/10 57/35 45/44
f 47/1 45/10 57/45 59/46
f 48/47 47/48 59/17 60/1

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