diff --git a/mods/3d_armor/3d_armor_stand/LICENSE.txt b/mods/3d_armor/3d_armor_stand/LICENSE.txt new file mode 100644 index 0000000000..5c8246a9df --- /dev/null +++ b/mods/3d_armor/3d_armor_stand/LICENSE.txt @@ -0,0 +1,7 @@ +[mod] 3d Armor Stand [3d_armor_stand] +===================================== + +License Source Code: LGPL v2.1 + +Lecense Media: CC BY-SA 3.0 + diff --git a/mods/3d_armor/3d_armor_stand/README.txt b/mods/3d_armor/3d_armor_stand/README.txt new file mode 100644 index 0000000000..6a98ab996c --- /dev/null +++ b/mods/3d_armor/3d_armor_stand/README.txt @@ -0,0 +1,21 @@ +[mod] 3d Armor Stand [3d_armor_stand] +===================================== + +Depends: 3d_armor + +Adds a chest-like armor stand for armor storage and display. + +Crafting +-------- + +F = Wooden Fence [default:fence_wood] +S = Steel Ingot [default:steel_ingot] + ++---+---+---+ +| | F | | ++---+---+---+ +| | F | | ++---+---+---+ +| S | S | S | ++---+---+---+ + diff --git a/mods/3d_armor/3d_armor_stand/depends.txt b/mods/3d_armor/3d_armor_stand/depends.txt new file mode 100644 index 0000000000..fdbb29000a --- /dev/null +++ b/mods/3d_armor/3d_armor_stand/depends.txt @@ -0,0 +1,2 @@ +3d_armor + diff --git a/mods/3d_armor/3d_armor_stand/init.lua b/mods/3d_armor/3d_armor_stand/init.lua new file mode 100644 index 0000000000..0a4e91c125 --- /dev/null +++ b/mods/3d_armor/3d_armor_stand/init.lua @@ -0,0 +1,301 @@ +local armor_stand_formspec = "size[8,7]" .. + default.gui_bg .. + default.gui_bg_img .. + default.gui_slots .. + default.get_hotbar_bg(0,3) .. + "list[current_name;armor_head;3,0.5;1,1;]" .. + "list[current_name;armor_torso;4,0.5;1,1;]" .. + "list[current_name;armor_legs;3,1.5;1,1;]" .. + "list[current_name;armor_feet;4,1.5;1,1;]" .. + "image[3,0.5;1,1;3d_armor_stand_head.png]" .. + "image[4,0.5;1,1;3d_armor_stand_torso.png]" .. + "image[3,1.5;1,1;3d_armor_stand_legs.png]" .. + "image[4,1.5;1,1;3d_armor_stand_feet.png]" .. + "list[current_player;main;0,3;8,1;]" .. + "list[current_player;main;0,4.25;8,3;8]" + +local elements = {"head", "torso", "legs", "feet"} + +local function get_stand_object(pos) + local object = nil + local objects = minetest.get_objects_inside_radius(pos, 0.5) or {} + for _, obj in pairs(objects) do + local ent = obj:get_luaentity() + if ent then + if ent.name == "3d_armor_stand:armor_entity" then + -- Remove duplicates + if object then + obj:remove() + else + object = obj + end + end + end + end + return object +end + +local function update_entity(pos) + local node = minetest.get_node(pos) + local object = get_stand_object(pos) + if object then + if not string.find(node.name, "3d_armor_stand:") then + object:remove() + return + end + else + object = minetest.add_entity(pos, "3d_armor_stand:armor_entity") + end + if object then + local texture = "3d_armor_trans.png" + local textures = {} + local meta = minetest.get_meta(pos) + local inv = meta:get_inventory() + local yaw = 0 + if inv then + for _, element in pairs(elements) do + local stack = inv:get_stack("armor_"..element, 1) + if stack:get_count() == 1 then + local item = stack:get_name() or "" + local def = stack:get_definition() or {} + local groups = def.groups or {} + if groups["armor_"..element] then + local texture = def.texture or item:gsub("%:", "_") + table.insert(textures, texture..".png") + end + end + end + end + if #textures > 0 then + texture = table.concat(textures, "^") + end + if node.param2 then + local rot = node.param2 % 4 + if rot == 1 then + yaw = 3 * math.pi / 2 + elseif rot == 2 then + yaw = math.pi + elseif rot == 3 then + yaw = math.pi / 2 + end + end + object:setyaw(yaw) + object:set_properties({textures={texture}}) + end +end + +local function has_locked_armor_stand_privilege(meta, player) + local name = "" + if player then + if minetest.check_player_privs(player, "protection_bypass") then + return true + end + name = player:get_player_name() + end + if name ~= meta:get_string("owner") then + return false + end + return true +end + +minetest.register_node("3d_armor_stand:armor_stand", { + description = "Armor stand", + drawtype = "mesh", + mesh = "3d_armor_stand.obj", + tiles = {"default_wood.png", "default_steel_block.png"}, + paramtype = "light", + paramtype2 = "facedir", + walkable = false, + selection_box = { + type = "fixed", + fixed = {-0.5,-0.5,-0.5, 0.5,1.4,0.5} + }, + groups = {choppy=2, oddly_breakable_by_hand=2}, + sounds = default.node_sound_wood_defaults(), + on_construct = function(pos) + local meta = minetest.get_meta(pos) + meta:set_string("formspec", armor_stand_formspec) + meta:set_string("infotext", "Armor Stand") + local inv = meta:get_inventory() + for _, element in pairs(elements) do + inv:set_size("armor_"..element, 1) + end + end, + can_dig = function(pos, player) + local meta = minetest.get_meta(pos) + local inv = meta:get_inventory() + for _, element in pairs(elements) do + if not inv:is_empty("armor_"..element) then + return false + end + end + return true + end, + after_place_node = function(pos) + minetest.add_entity(pos, "3d_armor_stand:armor_entity") + end, + allow_metadata_inventory_put = function(pos, listname, index, stack) + local def = stack:get_definition() or {} + local groups = def.groups or {} + if groups[listname] then + return 1 + end + return 0 + end, + allow_metadata_inventory_move = function(pos) + return 0 + end, + on_metadata_inventory_put = function(pos) + update_entity(pos) + end, + on_metadata_inventory_take = function(pos) + update_entity(pos) + end, + after_destruct = function(pos) + update_entity(pos) + end, + on_blast = function(pos) + local object = get_stand_object(pos) + if object then + object:remove() + end + minetest.after(1, function(pos) + update_entity(pos) + end, pos) + end, +}) + +minetest.register_node("3d_armor_stand:locked_armor_stand", { + description = "Locked Armor stand", + drawtype = "mesh", + mesh = "3d_armor_stand.obj", + tiles = {"default_wood.png", "default_steel_block.png"}, + paramtype = "light", + paramtype2 = "facedir", + walkable = false, + selection_box = { + type = "fixed", + fixed = {-0.5,-0.5,-0.5, 0.5,1.4,0.5} + }, + groups = {choppy=2, oddly_breakable_by_hand=2}, + sounds = default.node_sound_wood_defaults(), + on_construct = function(pos) + local meta = minetest.get_meta(pos) + meta:set_string("formspec", armor_stand_formspec) + meta:set_string("infotext", "Armor Stand") + meta:set_string("owner", "") + local inv = meta:get_inventory() + for _, element in pairs(elements) do + inv:set_size("armor_"..element, 1) + end + end, + can_dig = function(pos, player) + local meta = minetest.get_meta(pos) + local inv = meta:get_inventory() + for _, element in pairs(elements) do + if not inv:is_empty("armor_"..element) then + return false + end + end + return true + end, + after_place_node = function(pos, placer) + minetest.add_entity(pos, "3d_armor_stand:armor_entity") + local meta = minetest.get_meta(pos) + meta:set_string("owner", placer:get_player_name() or "") + meta:set_string("infotext", "Armor Stand (owned by " .. + meta:get_string("owner") .. ")") + end, + allow_metadata_inventory_put = function(pos, listname, index, stack, player) + local meta = minetest.get_meta(pos) + if not has_locked_armor_stand_privilege(meta, player) then + return 0 + end + local def = stack:get_definition() or {} + local groups = def.groups or {} + if groups[listname] then + return 1 + end + return 0 + end, + allow_metadata_inventory_take = function(pos, listname, index, stack, player) + local meta = minetest.get_meta(pos) + if not has_locked_armor_stand_privilege(meta, player) then + return 0 + end + return stack:get_count() + end, + allow_metadata_inventory_move = function(pos) + return 0 + end, + on_metadata_inventory_put = function(pos) + update_entity(pos) + end, + on_metadata_inventory_take = function(pos) + update_entity(pos) + end, + after_destruct = function(pos) + update_entity(pos) + end, + on_blast = function(pos) + local object = get_stand_object(pos) + if object then + object:remove() + end + minetest.after(1, function(pos) + update_entity(pos) + end, pos) + end, +}) + +minetest.register_entity("3d_armor_stand:armor_entity", { + physical = true, + visual = "mesh", + mesh = "3d_armor_entity.obj", + visual_size = {x=1, y=1}, + collisionbox = {-0.1,-0.4,-0.1, 0.1,1.3,0.1}, + textures = {"3d_armor_trans.png"}, + pos = nil, + timer = 0, + on_activate = function(self) + local pos = self.object:getpos() + if pos then + self.pos = vector.round(pos) + update_entity(pos) + end + end, + on_step = function(self, dtime) + if not self.pos then + return + end + self.timer = self.timer + dtime + if self.timer > 1 then + self.timer = 0 + local pos = self.object:getpos() + if pos then + if vector.equals(vector.round(pos), self.pos) then + return + end + end + update_entity(self.pos) + self.object:remove() + end + end, +}) + +minetest.register_craft({ + output = "3d_armor_stand:armor_stand", + recipe = { + {"", "default:fence_wood", ""}, + {"", "default:fence_wood", ""}, + {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}, + } +}) + +minetest.register_craft({ + output = "3d_armor_stand:locked_armor_stand", + recipe = { + {"3d_armor_stand:armor_stand", "default:steel_ingot"}, + } +}) + diff --git a/mods/3d_armor/3d_armor_stand/models/3d_armor_entity.obj b/mods/3d_armor/3d_armor_stand/models/3d_armor_entity.obj new file mode 100644 index 0000000000..052f692553 --- /dev/null +++ b/mods/3d_armor/3d_armor_stand/models/3d_armor_entity.obj @@ -0,0 +1,193 @@ +# Blender v2.73 (sub 0) OBJ File: '3d_armor_entity_3.blend' +# www.blender.org +mtllib 3d_armor_entity.mtl +o Player_Cube +v 2.200000 9.763893 1.200000 +v 2.200000 9.763893 -1.200000 +v 2.200000 2.663871 1.200000 +v 2.200000 2.663871 -1.200000 +v -2.200000 9.763893 -1.200000 +v -2.200000 9.763893 1.200000 +v -2.200000 2.663871 -1.200000 +v -2.200000 2.663871 1.200000 +v 2.300000 13.863962 2.300000 +v 2.300000 13.863962 -2.300000 +v 2.300000 9.263885 2.300000 +v 2.300000 9.263885 -2.300000 +v -2.300000 13.863962 -2.300000 +v -2.300000 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