forked from VoxeLibre/VoxeLibre
master #1
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@ -103,10 +103,10 @@ local function get_armor_texture(textures, name, modname, itemname, itemstring)
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end
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if overlay == "" then return core_armor_texture end -- key not present; armor not trimmed
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return core_armor_texture .. overlay
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end
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return func
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end
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@ -129,6 +129,7 @@ function mcl_armor.register_set(def)
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local groups = table.copy(groups)
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groups["armor_" .. name] = 1
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groups["combat_armor_" .. name] = 1
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groups["armor_" .. def.name] = 1
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groups.armor = 1
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groups.combat_armor = 1
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groups.mcl_armor_points = def.points[name]
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@ -326,12 +327,12 @@ end
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tt.register_snippet(function(itemstring, toolcaps, stack)
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if not stack then return nil end
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local meta = stack:get_meta()
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if not mcl_armor.is_trimmed(stack) then return nil end
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if not mcl_armor.is_trimmed(stack) then return nil end
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-- we need to get the part of the overlay image between the overlay begin ( and the trim name end _
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-- we COULD easily store this info in meta, but that would bloat the meta storage, as the same few values would be stored over and over again on every trimmed item
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-- this is fine here as this code gets only executed when you put armor and a trim in a smithing table
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local full_overlay = meta:get_string("mcl_armor:trim_overlay")
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local trim_name = full_overlay:match("%((.-)%_")
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local trim_name = full_overlay:match("%((.-)%_")
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return "Upgrade:\n " .. trim_name:gsub("^%l", string.upper) .. " Armor Trim"
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end)
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@ -339,4 +340,4 @@ function mcl_armor.is_trimmed(itemstack)
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-- this meta value will be there for every trimmed armor piece
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-- remember, get_string returns "" if the key doesn't exist
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return itemstack:get_meta():get_string("mcl_armor:trim_overlay") ~= ""
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end
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end
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@ -71,5 +71,6 @@ dofile(modpath .. "/api.lua")
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dofile(modpath .. "/player.lua")
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dofile(modpath .. "/damage.lua")
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dofile(modpath .. "/register.lua")
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dofile(modpath .. "/leather.lua")
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dofile(modpath .. "/alias.lua")
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dofile(modpath .. "/trims.lua")
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@ -0,0 +1,207 @@
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local C = minetest.colorize
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local colors = {
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-- { ID, decription, wool, dye }
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{ "red", "Red", "mcl_dye:red", "#951d1d" },
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{ "blue", "Blue", "mcl_dye:blue", "#2a2c94" },
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{ "cyan", "Cyan", "mcl_dye:cyan", "#0d7d8e" },
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{ "grey", "Grey", "mcl_dye:dark_grey", "#363a3f" },
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{ "silver", "Light Grey", "mcl_dye:grey", "#818177" },
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{ "black", "Black", "mcl_dye:black", "#020307" },
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{ "yellow", "Yellow", "mcl_dye:yellow", "#f2b410" },
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{ "green", "Green", "mcl_dye:dark_green", "#495d20" },
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{ "magenta", "Magenta", "mcl_dye:magenta", "#ae2ea4" },
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{ "orange", "Orange", "mcl_dye:orange", "#e36501" },
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{ "purple", "Purple", "mcl_dye:violet", "#681ba1" },
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{ "brown", "Brown", "mcl_dye:brown", "#623b1a" },
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{ "pink", "Pink", "mcl_dye:pink", "#d66691" },
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{ "lime", "Lime", "mcl_dye:green", "#60ad13" },
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{ "light_blue", "Light Blue", "mcl_dye:lightblue", "#1f8eca" },
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{ "white", "White", "mcl_dye:white", "#d1d7d8" },
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}
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local function color_string_to_table(colorstring)
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return {
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r = tonumber(colorstring:sub(2,3), 16), -- 16 as second parameter allows hexadecimal
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g = tonumber(colorstring:sub(4,5), 16),
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b = tonumber(colorstring:sub(6,7), 16),
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}
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end
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local function av(a, b)
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return (a + b)/2
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end
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local function calculate_color(first, last)
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return {
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r = av(first.r, last.r),
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g = av(first.g, last.g),
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b = av(first.b, last.b),
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}
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end
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local function get_texture_function(texture)
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local function get_texture(_, itemstack)
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local out
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local color = itemstack:get_meta():get_string("mcl_armor:color")
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if color == "" or color == nil then
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out = texture
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else
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out = texture.."^[hsl:0:100:50^[multiply:"..color
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end
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if mcl_enchanting.is_enchanted(itemstack:get_name()) then
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return out..mcl_enchanting.overlay
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else
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return out
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end
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end
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return get_texture
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end
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function mcl_armor.colorize_leather_armor(itemstack, colorstring)
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if not itemstack or minetest.get_item_group(itemstack:get_name(), "armor_leather") == 0 then
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return
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end
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local color = color_string_to_table(colorstring)
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colorstring = minetest.colorspec_to_colorstring(color)
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local meta = itemstack:get_meta()
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local old_color = meta:get_string("mcl_armor:color")
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if old_color == colorstring then return
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elseif old_color ~= "" then
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color = calculate_color(
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color_string_to_table(minetest.colorspec_to_colorstring(old_color)),
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color
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)
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colorstring = minetest.colorspec_to_colorstring(color)
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end
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meta:set_string("mcl_armor:color", colorstring)
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meta:set_string("inventory_image",
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itemstack:get_definition().inventory_image .. "^[hsl:0:100:50^[multiply:" .. colorstring
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)
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tt.reload_itemstack_description(itemstack)
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return itemstack
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end
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function mcl_armor.wash_leather_armor(itemstack)
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if not itemstack or minetest.get_item_group(itemstack:get_name(), "armor_leather") == 0 then
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return
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end
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local meta = itemstack:get_meta()
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meta:set_string("mcl_armor:color", "")
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meta:set_string("inventory_image", "")
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tt.reload_itemstack_description(itemstack)
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return itemstack
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end
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mcl_armor.register_set({
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name = "leather",
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description = "Leather",
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descriptions = {
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head = "Cap",
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torso = "Tunic",
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legs = "Pants",
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},
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durability = 80,
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enchantability = 15,
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points = {
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head = 1,
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torso = 3,
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legs = 2,
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feet = 1,
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},
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textures = {
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head = get_texture_function("mcl_armor_helmet_leather.png"),
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torso = get_texture_function("mcl_armor_chestplate_leather.png"),
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legs = get_texture_function("mcl_armor_leggings_leather.png"),
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feet = get_texture_function("mcl_armor_boots_leather.png"),
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},
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craft_material = "mcl_mobitems:leather",
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})
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tt.register_priority_snippet(function(_, _, itemstack)
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if not itemstack or minetest.get_item_group(itemstack:get_name(), "armor_leather") == 0 then
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return
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end
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local color = itemstack:get_meta():get_string("mcl_armor:color")
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if color and color ~= "" then
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local text = C(mcl_colors.GRAY, "Dyed: "..color)
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return text, false
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end
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end)
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for name, element in pairs(mcl_armor.elements) do
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local modname = minetest.get_current_modname()
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local itemname = modname .. ":" .. element.name .. "_leather"
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minetest.register_craft({
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type = "shapeless",
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output = itemname,
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recipe = {
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itemname,
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"group:dye",
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},
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})
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local ench_itemname = itemname .. "_enchanted"
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minetest.register_craft({
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type = "shapeless",
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output = ench_itemname,
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recipe = {
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ench_itemname,
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"group:dye",
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},
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})
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end
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local function colorizing_crafting(itemstack, player, old_craft_grid, craft_inv)
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if minetest.get_item_group(itemstack:get_name(), "armor_leather") == 0 then
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return
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end
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local found_la = nil
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local dye_color = nil
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for _, item in pairs(old_craft_grid) do
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local name = item:get_name()
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if name == "" then
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-- continue
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elseif minetest.get_item_group(name, "armor_leather") > 0 then
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if found_la then return end
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found_la = item
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elseif minetest.get_item_group(name, "dye") > 0 then
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if dye_color then return end
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for _, row in pairs(colors) do
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if row[3] == name then dye_color = row[4] end
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end
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else return end
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end
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return mcl_armor.colorize_leather_armor(found_la, dye_color) or ItemStack()
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end
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minetest.register_craft_predict(colorizing_crafting)
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minetest.register_on_craft(colorizing_crafting)
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minetest.register_chatcommand("color_leather", {
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params = "<color>",
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description = "Colorize a piece of leather armor, or wash it",
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privs = {debug = true},
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func = function(name, param)
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local player = minetest.get_player_by_name(name)
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if player then
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local item = player:get_wielded_item()
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if not item or minetest.get_item_group(item:get_name(), "armor_leather") == 0 then
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return false, "Not leather armor."
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end
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if param == "wash" then
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player:set_wielded_item(mcl_armor.wash_leather_armor(item))
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return true, "Washed."
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end
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local colorstring = minetest.colorspec_to_colorstring(param)
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if not colorstring then return false, "Invalid color" end
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player:set_wielded_item(mcl_armor.colorize_leather_armor(item, colorstring))
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return true, "Done: " .. colorstring
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else
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return false, "Player isn't online"
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end
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end,
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})
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@ -1,5 +1,5 @@
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name = mcl_armor
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author = stu
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description = Adds craftable armor that is visible to other players.
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depends = mcl_core, mcl_player, mcl_enchanting, mcl_damage, mcl_grindstone
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depends = mcl_core, mcl_player, mcl_enchanting, mcl_damage, mcl_colors, mcl_grindstone
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optional_depends = mcl_fire, ethereal, bakedclay
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@ -1,24 +1,5 @@
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local S = minetest.get_translator(minetest.get_current_modname())
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mcl_armor.register_set({
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name = "leather",
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description = "Leather",
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descriptions = {
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head = "Cap",
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torso = "Tunic",
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legs = "Pants",
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},
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durability = 80,
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enchantability = 15,
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points = {
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head = 1,
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torso = 3,
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legs = 2,
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feet = 1,
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},
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craft_material = "mcl_mobitems:leather",
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})
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mcl_armor.register_set({
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name = "gold",
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description = "Golden",
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@ -94,6 +94,14 @@ local function register_filled_cauldron(water_level, description, liquid)
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drop = "mcl_cauldrons:cauldron",
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_mcl_hardness = 2,
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_mcl_blast_resistance = 2,
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on_rightclick = function(pos, node, player, itemstack)
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local outcome = mcl_armor.wash_leather_armor(itemstack)
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if outcome then
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minetest.sound_play("mcl_potions_bottle_pour",
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{pos=pos, gain=0.5, max_hear_range=16},true)
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end
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return outcome
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end,
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})
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-- Add entry aliases for the Help
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