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MineClone2/mods/PLAYER/mcl_skins/init.lua

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-- Skins for MineClone 2
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mcl_skins = {
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skins = {}, list = {}, previews = {}, meta = {},
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modpath = minetest.get_modpath("mcl_skins"),
skin_count = 0, -- counter of _custom_ skins (all skins except character.png)
}
-- Load support for intllib.
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local S, NS = dofile(mcl_skins.modpath .. "/intllib.lua")
-- load skin list and metadata
local id, f, data, skin = 1
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mcl_skins.list[0] = "character"
while true do
skin = "character_" .. id
-- does skin file exist ?
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f = io.open(mcl_skins.modpath .. "/textures/" .. skin .. ".png")
-- escape loop if not found and remove last entry
if not f then
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mcl_skins.list[id] = nil
id = id - 1
break
end
f:close()
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table.insert(mcl_skins.list, skin)
-- does metadata exist for that skin file ?
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f = io.open(mcl_skins.modpath .. "/meta/" .. skin .. ".txt")
if f then
data = minetest.deserialize("return {" .. f:read('*all') .. "}")
f:close()
end
-- add metadata to list
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mcl_skins.meta[skin] = {
name = data and data.name or "",
author = data and data.author or "",
}
id = id + 1
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mcl_skins.skin_count = mcl_skins.skin_count + 1
end
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mcl_skins.set_player_skin = function(player, skin_id)
if not player then
return false
end
local playername = player:get_player_name()
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local skin, skin_file, preview
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if skin_id == nil or type(skin_id) ~= "number" or skin_id < 0 or skin_id > mcl_skins.skin_count then
return false
elseif skin_id == 0 then
skin = "character"
preview = "player"
else
skin = "character_" .. tostring(skin_id)
preview = "player_" .. tostring(skin_id)
end
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skin_file = skin .. ".png"
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mcl_skins.skins[playername] = skin
mcl_skins.previews[playername] = preview
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player:set_attribute("mcl_skins:skin_id", tostring(skin_id))
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mcl_skins.update_player_skin(player)
if minetest.get_modpath("3d_armor") then
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armor.textures[playername].skin = skin_file
armor:update_player_visuals(player)
end
if minetest.get_modpath("mcl_inventory") then
mcl_inventory.update_inventory_formspec(player)
end
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for i=1, #mcl_skins.registered_on_set_skins do
mcl_skins.registered_on_set_skins[i](player, skin)
end
minetest.log("action", "[mcl_skins] Player skin for "..playername.." set to skin #"..skin_id)
return true
end
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mcl_skins.update_player_skin = function(player)
if not player then
return
end
local playername = player:get_player_name()
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mcl_player.player_set_textures(player, { mcl_skins.skins[playername] .. ".png" }, mcl_skins.previews[playername] .. ".png" )
end
-- load player skin on join
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
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local skin_id = player:get_attribute("mcl_skins:skin_id")
local set_skin
-- do we already have a skin in player attributes?
if skin_id then
set_skin = tonumber(skin_id)
-- otherwise use random skin if not set
else
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set_skin = math.random(0, mcl_skins.skin_count)
end
if set_skin then
local ok = mcl_skins.set_player_skin(player, set_skin)
if not ok then
set_skin = math.random(0, mcl_skins.skin_count)
minetest.log("warning", "[mcl_skins] Player skin for "..name.." not found, falling back to skin #"..set_skin)
mcl_skins.set_player_skin(player, set_skin)
end
end
end)
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mcl_skins.registered_on_set_skins = {}
mcl_skins.register_on_set_skin = function(func)
table.insert(mcl_skins.registered_on_set_skins, func)
end
-- command to set player skin (usually for custom skins)
minetest.register_chatcommand("setskin", {
params = "[<player>] <skin number>",
description = S("Select player skin of yourself or another player"),
privs = {},
func = function(name, param)
local playername, skin_id = string.match(param, "([^ ]+) (%d+)")
if not playername or not skin_id then
skin_id = string.match(param, "(%d+)")
if not skin_id then
return false, S("Insufficient or wrong parameters")
end
playername = name
end
skin_id = tonumber(skin_id)
local player = minetest.get_player_by_name(playername)
if not player then
return false, S("Player @1 not online!", playername)
end
if name ~= playername then
local privs = minetest.get_player_privs(name)
if not privs.server then
return false, S("You need the “server” privilege to change the skin of other players!")
end
end
local skin
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local ok = mcl_skins.set_player_skin(player, skin_id)
if not ok then
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return false, S("Invalid skin number! Valid numbers: 0 to @1", mcl_skins.skin_count)
end
local skinfile = "Skin #"..skin_id
local your_msg = S("Your skin has been set to: @1", skinfile)
if name == playername then
return true, your_msg
else
minetest.chat_send_player(playername, your_msg)
return true, S("Skin of @1 set to: @2", playername, skinfile)
end
end,
})
minetest.log("action", "[mcl_skins] Mod initialized with "..mcl_skins.skin_count.." custom skin(s)")