Integrate armor stand
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@ -422,10 +422,13 @@ end
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function mcl_util.call_on_rightclick(itemstack, player, pointed_thing)
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-- Call on_rightclick if the pointed node defines it
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if pointed_thing and pointed_thing.type == "node" then
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local node = minetest.get_node(pointed_thing.under)
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local pos = pointed_thing.under
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local node = minetest.get_node(pos)
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if player and not player:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, user, itemstack) or itemstack
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local nodedef = minetest.registered_nodes[node.name]
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local on_rightclick = nodedef and nodedef.on_rightclick
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if on_rightclick then
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return on_rightclick(pos, node, player, itemstack, pointed_thing) or itemstack
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end
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end
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end
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@ -36,16 +36,30 @@ function mcl_armor.on_unequip(itemstack, obj)
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mcl_armor.update(obj)
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end
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function mcl_armor.equip(itemstack, obj)
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function mcl_armor.equip(itemstack, obj, swap)
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local def = itemstack:get_definition()
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if not def then
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return itemstack
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end
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local element = mcl_armor.elements[def._mcl_armor_element or ""]
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local inv = mcl_util.get_inventory(obj)
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if element and inv then
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if inv:get_stack("armor", element.index):is_empty() then
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local equipping_item = itemstack:take_item()
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inv:set_stack("armor", element.index, equipping_item)
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mcl_armor.on_equip(equipping_item, obj)
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local old_stack = inv:get_stack("armor", element.index)
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local new_stack
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if swap then
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new_stack = itemstack
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itemstack = old_stack
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else
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new_stack = itemstack:take_item()
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end
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if swap or old_stack:is_empty() then
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inv:set_stack("armor", element.index, new_stack)
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mcl_armor.on_equip(new_stack, obj)
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end
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end
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@ -1,60 +1,41 @@
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local S = minetest.get_translator("mcl_armor_stand")
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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 object = nil
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local objects = minetest.get_objects_inside_radius(pos, 0.5) or {}
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for _, obj in pairs(objects) do
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local ent = obj:get_luaentity()
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if ent then
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if ent.name == "mcl_armor_stand:armor_entity" then
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-- Remove duplicates
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if object then
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obj:remove()
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else
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object = obj
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end
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end
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end
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end
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return object
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-- Spawn a stand entity
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local function spawn_stand_entity(pos, node)
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local luaentity = minetest.add_entity(pos, "mcl_armor_stand:armor_entity"):get_luaentity()
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luaentity:update_rotation(node or minetest.get_node(pos))
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return luaentity
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end
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local function update_entity(pos, node)
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local node = node or minetest.get_node(pos)
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local object = get_stand_object(pos)
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if object then
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if not string.find(node.name, "mcl_armor_stand:") then
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object:remove()
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return
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end
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else
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object = minetest.add_entity(pos, "mcl_armor_stand:armor_entity")
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end
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if object then
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local yaw = 0
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if node.param2 then
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local rot = node.param2 % 4
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if rot == 1 then
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yaw = 3 * math.pi / 2
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elseif rot == 2 then
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yaw = math.pi
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elseif rot == 3 then
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yaw = math.pi / 2
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-- Find a stand entity or spawn one
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local function get_stand_entity(pos, node)
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for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 0)) do
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local luaentity = obj:get_luaentity()
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if luaentity and luaentity.name == "mcl_armor_stand:armor_entity" then
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return luaentity
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end
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end
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object:set_yaw(yaw)
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mcl_armor.update(object)
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return spawn_stand_entity(pos, node)
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end
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-- Migrate the old inventory format
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local function migrate_inventory(inv)
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inv:set_size("armor", 5)
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local lists = inv:get_lists()
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for name, element in pairs(mcl_armor.elements) do
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local listname = "armor_" .. name
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local list = lists[listname]
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if list then
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inv:set_stack("armor", element.index, list[1])
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inv:set_size(listname, 0)
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end
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end
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end
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-- Drop all armor of the armor stand on the ground
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local drop_armor = function(pos)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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for _, element in pairs(elements) do
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local stack = inv:get_stack("armor_"..element, 1)
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-- Drop all armor on the ground when it got destroyed
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local function drop_inventory(pos)
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local inv = minetest.get_meta(pos):get_inventory()
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for _, stack in pairs(inv:get_list("armor")) do
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if not stack:is_empty() then
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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}
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minetest.add_item(p, stack)
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@ -87,136 +68,27 @@ minetest.register_node("mcl_armor_stand:armor_stand", {
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_mcl_hardness = 2,
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sounds = mcl_sounds.node_sound_wood_defaults(),
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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for _, element in pairs(elements) do
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inv:set_size("armor_"..element, 1)
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end
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spawn_stand_entity(pos)
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end,
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on_destruct = function(pos)
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drop_inventory(pos)
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end,
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-- Drop all armor on the ground when it got destroyed
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on_destruct = drop_armor,
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-- Put piece of armor on armor stand, or take one away
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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print(pos, node, clicker, itemstack, pointed_thing)
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local protname = clicker:get_player_name()
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if minetest.is_protected(pos, protname) then
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minetest.record_protection_violation(pos, protname)
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return itemstack
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end
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local inv = minetest.get_inventory({type = "node", pos = pos})
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if not inv then
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return itemstack
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end
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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 wielditem = clicker:get_wielded_item()
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if list then
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-- ... but only if the slot is free
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local single_item = ItemStack(itemstack)
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single_item:set_count(1)
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if inv:is_empty(list) then
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inv:add_item(list, single_item)
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mcl_armor.play_equip_sound(single_item, nil, pos)
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update_entity(pos)
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itemstack:take_item()
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return itemstack
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end
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end
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-- Take armor from stand if player has a free hand or wields the same armor type (if stackable)
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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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local taken = false
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-- Empty hand
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if wielditem:get_name() == "" then
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pinv:set_stack("main", clicker:get_wield_index(), stand_armor)
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taken = true
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-- Stackable armor type (if not already full). This is the case for e.g. mob heads.
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-- This is done purely for convenience.
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elseif (wielditem:get_name() == stand_armor:get_name() and wielditem:get_count() < wielditem:get_stack_max()) then
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wielditem:set_count(wielditem:get_count()+1)
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pinv:set_stack("main", clicker:get_wield_index(), wielditem)
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taken = true
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end
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if taken then
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mcl_armor.play_equip_sound(stand_armor, nil, pos, true)
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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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end
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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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update_entity(pos)
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return itemstack
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end,
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after_place_node = function(pos)
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minetest.add_entity(pos, "mcl_armor_stand:armor_entity")
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end,
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allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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local name = player:get_player_name()
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if minetest.is_protected(pos, name) then
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minetest.record_protection_violation(pos, name)
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return 0
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else
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return stack:get_count()
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end
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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local name = player:get_player_name()
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if minetest.is_protected(pos, name) then
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minetest.record_protection_violation(pos, name)
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return 0
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end
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local def = stack:get_definition() or {}
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local groups = def.groups or {}
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if groups[listname] then
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return 1
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end
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return 0
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end,
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allow_metadata_inventory_move = function()
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return 0
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end,
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on_metadata_inventory_put = function(pos)
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update_entity(pos)
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end,
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on_metadata_inventory_take = function(pos)
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update_entity(pos)
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end,
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after_destruct = function(pos)
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update_entity(pos)
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end,
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on_blast = function(pos, _, do_drop)
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local object = get_stand_object(pos)
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if object then
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object:remove()
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end
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minetest.after(1, function(pos)
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update_entity(pos)
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end, pos)
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minetest.remove_node(pos)
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if do_drop then
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minetest.add_item(pos, "mcl_armor_stand:armor_stand")
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end
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return mcl_armor.equip(itemstack, get_stand_entity(pos, node).object, true)
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end,
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on_rotate = function(pos, node, user, mode)
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if mode == screwdriver.ROTATE_FACE then
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node.param2 = (node.param2 + 1) % 4
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minetest.swap_node(pos, node)
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update_entity(pos)
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get_stand_entity(pos, node):update_rotation(node)
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return true
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end
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return false
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@ -224,6 +96,7 @@ minetest.register_node("mcl_armor_stand:armor_stand", {
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})
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minetest.register_entity("mcl_armor_stand:armor_entity", {
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initial_properties = {
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physical = true,
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visual = "mesh",
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mesh = "3d_armor_entity.obj",
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@ -231,45 +104,35 @@ minetest.register_entity("mcl_armor_stand:armor_entity", {
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collisionbox = {-0.1,-0.4,-0.1, 0.1,1.3,0.1},
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pointable = false,
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textures = {"blank.png"},
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pos = nil,
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timer = 0,
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal=1})
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local pos = self.object:get_pos()
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self.pos = vector.round(pos)
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self.inventory = minetest.get_meta(pos):get_inventory()
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update_entity(pos)
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static_save = false,
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},
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on_activate = function(self)
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self.object:set_armor_groups({immortal = 1})
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self.node_pos = vector.round(self.object:get_pos())
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self.inventory = minetest.get_meta(self.node_pos):get_inventory()
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migrate_inventory(self.inventory)
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end,
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on_step = function(self, dtime)
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if minetest.get_node(self.node_pos).name ~= "mcl_armor_stand:armor_stand" then
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self.object:remove()
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end
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end,
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update_armor = function(self, info)
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self.object:set_properties({textures = {info.texture}})
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end,
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on_step = function(self, dtime)
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if not self.pos then
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return
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end
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self.timer = self.timer + dtime
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if self.timer > 1 then
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self.timer = 0
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local pos = self.object:get_pos()
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if pos then
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if vector.equals(vector.round(pos), self.pos) then
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return
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end
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end
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update_entity(self.pos)
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self.object:remove()
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end
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update_rotation = function(self, node)
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self.object:set_yaw(minetest.dir_to_yaw(minetest.facedir_to_dir(node.param2)))
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end,
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})
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-- FIXME: Armor helper entity can get destroyed by /clearobjects
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minetest.register_lbm({
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label = "Respawn armor stand entities",
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name = "mcl_armor_stand:respawn_entities",
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nodenames = {"mcl_armor_stand:armor_stand"},
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run_at_every_load = true,
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action = function(pos, node)
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update_entity(pos, node)
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spawn_stand_entity(pos, node)
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end,
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})
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@ -282,7 +145,6 @@ minetest.register_craft({
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}
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})
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-- Legacy handling
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minetest.register_alias("3d_armor_stand:armor_stand", "mcl_armor_stand:armor_stand")
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minetest.register_entity(":3d_armor_stand:armor_entity", {
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