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mannequin.lua
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mannequin.lua
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-- this code isdelivered from code in 3d_armor_stand mod.
-- support for i18n
local S = clothing.translator
local mannequin_stand_formspec = "size[8,7]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
default.get_hotbar_bg(0,3) ..
"list[current_name;clothing;3,0.0;2,3;]" ..
"list[current_player;main;0,3;8,1;]" ..
"list[current_player;main;0,4.25;8,3;8]"
local y_change = - 7.0/16
local function drop_armor(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for index = 1,inv:get_size("clothing") do
local stack = inv:get_stack("clothing", index)
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 == "clothing:mannequin_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, "clothing:mannequin_") then
object:remove()
return
end
else
local opos = {x=pos.x, z=pos.z}
opos.y = pos.y + y_change
object = minetest.add_entity(opos, "clothing:mannequin_entity")
end
if object then
local cape_texture = "clothing_mannequin.png"
local cloth_texture = "clothing_transparent.png"
local trans_texture = "clothing_transparent.png"
local cloth_textures = {}
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local yaw = 0
if inv then
for index = 1,inv:get_size("clothing") do
local stack = inv:get_stack("clothing", index)
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["clothing"] then
if def.uv_image then
table.insert(cloth_textures, "("..def.uv_image..")")
else
table.insert(cloth_textures, item:gsub("%:", "_")..".png")
end
elseif groups["cape"] then
if def.uv_image then
cape_texture = "clothing_mannequin.png^("..def.uv_image..")"
else
cape_textures = "clothing_mannequin.png^"..item:gsub("%:", "_")..".png"
end
end
end
end
end
if (cloth_textures[1]~=nil) then
cloth_texture = table.concat(cloth_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+math.pi)
object:set_properties({textures={cape_texture, cloth_texture, trans_texture, trans_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="clothing:mannequin_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 == "clothing:mannequin_stand_top" then
minetest.remove_node(p)
end
end
minetest.register_node("clothing:mannequin_stand_top", {
description = S("Mannequin 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 = {"clothing_transparent.png"},
})
minetest.register_node("clothing:mannequin_stand", {
description = S("Mannequin stand"),
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.0625, -0.4375, -0.0625, 0.0625, 1.25, 0.0625},
{-0.25, -0.5, -0.25, 0.25, -0.4375, 0.25},
},
},
tiles = {"clothing_mannequin_stand.png"},
use_texture_alpha = "clip",
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", mannequin_stand_formspec)
meta:set_string("infotext", S("Mannequin Stand"))
local inv = meta:get_inventory()
inv:set_size("clothing", 6)
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if not inv:is_empty("clothing") then
return false
end
return true
end,
after_place_node = function(pos, placer)
local opos = {x=pos.x, z=pos.z}
opos.y = pos.y + y_change
minetest.add_entity(opos, "clothing:mannequin_entity")
add_hidden_node(opos, placer)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack)
local def = stack:get_definition() or {}
local groups = def.groups or {}
if (groups["clothing"] or groups["cape"]) 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_entity("clothing:mannequin_entity", {
physical = true,
visual = "mesh",
--mesh = "skinsdb_3d_armor_character_5.b3d",
mesh = "clothing_mannequin.obj",
visual_size = {x=1, y=1},
collisionbox = {0,0,0,0,0,0},
textures = {"clothing_mannequin.png", "clothing_transparent.png", "clothing_transparent.png", "clothing_transparent.png"},
use_texture_alpha = true,
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 == "clothing:mannequin_stand" then
drop_armor(self.pos)
self.object:remove()
end
return false, false, drops
end,
})
minetest.register_abm({
nodenames = {"clothing:mannequin_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
})
if minetest.get_modpath("basic_materials") then
minetest.register_craft({
output = "clothing:mannequin_stand",
recipe = {
{"dye:orange", "basic_materials:plastic_sheet", "dye:white"},
{"basic_materials:plastic_strip", "basic_materials:plastic_sheet", "basic_materials:plastic_strip"},
{"basic_materials:plastic_strip", "basic_materials:plastic_sheet", "basic_materials:plastic_strip"},
}
})
end