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Integrate dispensers

This commit is contained in:
Lizzy Fleckenstein 2021-04-22 13:51:36 +02:00
parent 9f7b371bfc
commit 222104b3cb
1 changed files with 15 additions and 76 deletions

View File

@ -136,93 +136,32 @@ local dispenserdef = {
-- Hardcoded dispensions -- -- Hardcoded dispensions --
-- Armor, mob heads and pumpkins -- Armor, mob heads and pumpkins
if igroups.armor_head or igroups.armor_torso or igroups.armor_legs or igroups.armor_feet then if igroups.armor then
local armor_type, armor_slot
local armor_dispensed = false
if igroups.armor_head then
armor_type = "armor_head"
armor_slot = 2
elseif igroups.armor_torso then
armor_type = "armor_torso"
armor_slot = 3
elseif igroups.armor_legs then
armor_type = "armor_legs"
armor_slot = 4
elseif igroups.armor_feet then
armor_type = "armor_feet"
armor_slot = 5
end
local droppos_below = {x = droppos.x, y = droppos.y - 1, z = droppos.z} local droppos_below = {x = droppos.x, y = droppos.y - 1, z = droppos.z}
local dropnode_below = minetest.get_node(droppos_below)
-- Put armor on player or armor stand
local standpos
if dropnode.name == "mcl_armor_stand:armor_stand" then
standpos = droppos
elseif dropnode_below.name == "mcl_armor_stand:armor_stand" then
standpos = droppos_below
end
if standpos then
local dropmeta = minetest.get_meta(standpos)
local dropinv = dropmeta:get_inventory()
if dropinv:room_for_item(armor_type, dropitem) then
dropinv:add_item(armor_type, dropitem)
minetest.registered_nodes["mcl_armor_stand:armor_stand"].on_metadata_inventory_put(standpos)
stack:take_item()
inv:set_stack("main", stack_id, stack)
mcl_armor.play_equip_sound(dropitem, nil, standpos)
armor_dispensed = true
end
else
-- Put armor on nearby player
-- First search for player in front of dispenser (check 2 nodes)
local objs1 = minetest.get_objects_inside_radius(droppos, 1)
local objs2 = minetest.get_objects_inside_radius(droppos_below, 1)
local objs_table = {objs1, objs2}
local player
for oi=1, #objs_table do
local objs_inner = objs_table[oi]
for o=1, #objs_inner do
--[[ First player in list is the lucky one. The other player get nothing :-(
If multiple players are close to the dispenser, it can be a bit
-- unpredictable on who gets the armor. ]]
if objs_inner[o]:is_player() then
player = objs_inner[o]
break
end
end
if player then
break
end
end
-- If player found, add armor
if player then
local ainv = minetest.get_inventory({type="detached", name=player:get_player_name().."_armor"})
local pinv = player:get_inventory()
if ainv:get_stack("armor", armor_slot):is_empty() and pinv:get_stack("armor", armor_slot):is_empty() then
ainv:set_stack("armor", armor_slot, dropitem)
pinv:set_stack("armor", armor_slot, dropitem)
mcl_armor.update(player)
mcl_armor.play_equip_sound(dropitem, player)
stack:take_item() for _, objs in ipairs({minetest.get_objects_inside_radius(droppos, 1), minetest.get_objects_inside_radius(droppos_below, 1)}) do
inv:set_stack("main", stack_id, stack) for _, obj in ipairs(objs) do
armor_dispensed = true stack = mcl_armor.equip(stack, obj)
if stack:is_empty() then
break
end
end
if stack:is_empty() then
break
end end
end end
-- Place head or pumpkin as node, if equipping it as armor has failed -- Place head or pumpkin as node, if equipping it as armor has failed
if not armor_dispensed then if not stack:is_empty() then
if igroups.head or iname == "mcl_farming:pumpkin_face" then if igroups.head or iname == "mcl_farming:pumpkin_face" then
if dropnodedef.buildable_to then if dropnodedef.buildable_to then
minetest.set_node(droppos, {name = iname, param2 = node.param2}) minetest.set_node(droppos, {name = iname, param2 = node.param2})
stack:take_item() stack:take_item()
inv:set_stack("main", stack_id, stack)
end
end end
end end
end end
inv:set_stack("main", stack_id, stack)
-- Spawn Egg -- Spawn Egg
elseif igroups.spawn_egg then elseif igroups.spawn_egg then
-- Spawn mob -- Spawn mob