forked from Mineclonia/Mineclonia
Implement formspec-free armor stand usage
- Rightclick with armor to place armor - Rightclick with bare hands to take first armor from up to down
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@ -1,15 +1,3 @@
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local armor_stand_formspec = "size[8,7]" ..
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"list[current_name;armor_head;3,0.5;1,1;]" ..
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"list[current_name;armor_torso;4,0.5;1,1;]" ..
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"list[current_name;armor_legs;3,1.5;1,1;]" ..
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"list[current_name;armor_feet;4,1.5;1,1;]" ..
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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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"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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local elements = {"head", "torso", "legs", "feet"}
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local elements = {"head", "torso", "legs", "feet"}
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local function get_stand_object(pos)
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local function get_stand_object(pos)
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@ -98,7 +86,6 @@ minetest.register_node("3d_armor_stand:armor_stand", {
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sounds = mcl_sounds.node_sound_wood_defaults(),
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sounds = mcl_sounds.node_sound_wood_defaults(),
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on_construct = function(pos)
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on_construct = function(pos)
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local meta = minetest.get_meta(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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local inv = meta:get_inventory()
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local inv = meta:get_inventory()
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for _, element in pairs(elements) do
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for _, element in pairs(elements) do
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inv:set_size("armor_"..element, 1)
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inv:set_size("armor_"..element, 1)
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@ -114,6 +101,46 @@ minetest.register_node("3d_armor_stand:armor_stand", {
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end
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end
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return true
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return true
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end,
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end,
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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-- Check if player wields armor
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local name = itemstack:get_name()
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local list
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for e=1, #elements do
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local g = minetest.get_item_group(name, "armor_" .. elements[e])
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if g ~= nil and g ~= 0 then
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list = "armor_" .. elements[e]
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break
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end
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end
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-- If player wields armor, put it on armor stand
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local inv = minetest.get_inventory({type = "node", pos = pos})
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local wielditem = clicker:get_wielded_item()
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if not inv then return end
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if list then
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if inv:room_for_item(list, itemstack) then
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inv:add_item(list, itemstack)
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update_entity(pos)
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itemstack:take_item()
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end
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return itemstack
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elseif wielditem:get_name() == "" then
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-- If player does not wield anything, take the first available armor from the armor stand
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-- and give it to the player
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for e=1, #elements do
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local stand_armor = inv:get_stack("armor_" .. elements[e], 1)
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if not stand_armor:is_empty() then
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local pinv = clicker:get_inventory()
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pinv:set_stack("main", clicker:get_wield_index(), stand_armor)
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stand_armor:take_item()
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inv:set_stack("armor_" .. elements[e], 1, stand_armor)
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update_entity(pos)
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return clicker:get_wielded_item()
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end
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end
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end
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return itemstack
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end,
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after_place_node = function(pos)
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after_place_node = function(pos)
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minetest.add_entity(pos, "3d_armor_stand:armor_entity")
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minetest.add_entity(pos, "3d_armor_stand:armor_entity")
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end,
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end,
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