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Simplify armor stack handling w/ armor stand

This commit is contained in:
Wuzzy 2017-06-11 21:08:19 +02:00
parent 3fe49f49fc
commit 175890fb15
1 changed files with 21 additions and 9 deletions

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@ -137,21 +137,33 @@ minetest.register_node("3d_armor_stand:armor_stand", {
inv:add_item(list, single_item) inv:add_item(list, single_item)
update_entity(pos) update_entity(pos)
itemstack:take_item() itemstack:take_item()
return itmstack
end end
return itemstack end
elseif wielditem:get_name() == "" then
-- If player does not wield anything, take the first available armor from the armor stand -- Take armor from stand if player has a free hand or wields the same armor type (if stackable)
-- and give it to the player
for e=1, #elements do for e=1, #elements do
local stand_armor = inv:get_stack("armor_" .. elements[e], 1) local stand_armor = inv:get_stack("armor_" .. elements[e], 1)
if not stand_armor:is_empty() then if not stand_armor:is_empty() then
local pinv = clicker:get_inventory() local pinv = clicker:get_inventory()
local taken = false
-- Empty hand
if wielditem:get_name() == "" then
pinv:set_stack("main", clicker:get_wield_index(), stand_armor) pinv:set_stack("main", clicker:get_wield_index(), stand_armor)
taken = true
-- Stackable armor type (if not already full). This is the case for e.g. mob heads.
-- This is done purely for convenience.
elseif (wielditem:get_name() == stand_armor:get_name() and wielditem:get_count() < wielditem:get_stack_max()) then
wielditem:set_count(wielditem:get_count()+1)
pinv:set_stack("main", clicker:get_wield_index(), wielditem)
taken = true
end
if taken then
stand_armor:take_item() stand_armor:take_item()
inv:set_stack("armor_" .. elements[e], 1, stand_armor) inv:set_stack("armor_" .. elements[e], 1, stand_armor)
update_entity(pos) update_entity(pos)
return clicker:get_wielded_item()
end end
return clicker:get_wielded_item()
end end
end end
return itemstack return itemstack