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local S = minetest.get_translator ( minetest.get_current_modname ( ) )
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-- Spawn a stand entity
local function spawn_stand_entity ( pos , node )
local luaentity = minetest.add_entity ( pos , " mcl_armor_stand:armor_entity " ) : get_luaentity ( )
luaentity : update_rotation ( node or minetest.get_node ( pos ) )
return luaentity
end
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-- Find a stand entity or spawn one
local function get_stand_entity ( pos , node )
for _ , obj in ipairs ( minetest.get_objects_inside_radius ( pos , 0 ) ) do
local luaentity = obj : get_luaentity ( )
if luaentity and luaentity.name == " mcl_armor_stand:armor_entity " then
return luaentity
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end
end
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return spawn_stand_entity ( pos , node )
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end
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-- Migrate the old inventory format
local function migrate_inventory ( inv )
inv : set_size ( " armor " , 5 )
local lists = inv : get_lists ( )
for name , element in pairs ( mcl_armor.elements ) do
local listname = " armor_ " .. name
local list = lists [ listname ]
if list then
inv : set_stack ( " armor " , element.index , list [ 1 ] )
inv : set_size ( listname , 0 )
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end
end
end
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-- Drop all armor on the ground when it got destroyed
local function drop_inventory ( pos )
local inv = minetest.get_meta ( pos ) : get_inventory ( )
for _ , stack in pairs ( inv : get_list ( " armor " ) ) do
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if not stack : is_empty ( ) then
local p = { x = pos.x + math.random ( 0 , 10 ) / 10 - 0.5 , y = pos.y , z = pos.z + math.random ( 0 , 10 ) / 10 - 0.5 }
minetest.add_item ( p , stack )
end
end
end
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-- TODO: The armor stand should be an entity
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minetest.register_node ( " mcl_armor_stand:armor_stand " , {
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description = S ( " Armor Stand " ) ,
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_tt_help = S ( " Displays pieces of armor " ) ,
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_doc_items_longdesc = S ( " An armor stand is a decorative object which can display different pieces of armor. Anything which players can wear as armor can also be put on an armor stand. " ) ,
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_doc_items_usagehelp = S ( " Just place an armor item on the armor stand. To take the top piece of armor from the armor stand, select your hand and use the place key on the armor stand. " ) ,
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drawtype = " mesh " ,
mesh = " 3d_armor_stand.obj " ,
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inventory_image = " mcl_armor_stand_item.png " ,
wield_image = " mcl_armor_stand_item.png " ,
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tiles = { " default_wood.png " , " mcl_stairs_stone_slab_top.png " } ,
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paramtype = " light " ,
paramtype2 = " facedir " ,
walkable = false ,
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is_ground_content = false ,
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stack_max = 16 ,
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selection_box = {
type = " fixed " ,
fixed = { - 0.5 , - 0.5 , - 0.5 , 0.5 , 1.4 , 0.5 }
} ,
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-- TODO: This should be breakable by 2 quick punches
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groups = { handy = 1 , deco_block = 1 , dig_by_piston = 1 , attached_node = 1 } ,
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_mcl_hardness = 2 ,
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sounds = mcl_sounds.node_sound_wood_defaults ( ) ,
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on_construct = function ( pos )
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spawn_stand_entity ( pos )
end ,
on_destruct = function ( pos )
drop_inventory ( pos )
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end ,
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on_rightclick = function ( pos , node , clicker , itemstack , pointed_thing )
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local protname = clicker : get_player_name ( )
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if minetest.is_protected ( pos , protname ) then
minetest.record_protection_violation ( pos , protname )
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return itemstack
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end
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return mcl_armor.equip ( itemstack , get_stand_entity ( pos , node ) . object , true )
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end ,
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on_rotate = function ( pos , node , user , mode )
if mode == screwdriver.ROTATE_FACE then
node.param2 = ( node.param2 + 1 ) % 4
minetest.swap_node ( pos , node )
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get_stand_entity ( pos , node ) : update_rotation ( node )
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return true
end
return false
end ,
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} )
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minetest.register_entity ( " mcl_armor_stand:armor_entity " , {
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initial_properties = {
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 } ,
pointable = false ,
textures = { " blank.png " } ,
timer = 0 ,
static_save = false ,
} ,
on_activate = function ( self )
self.object : set_armor_groups ( { immortal = 1 } )
self.node_pos = vector.round ( self.object : get_pos ( ) )
self.inventory = minetest.get_meta ( self.node_pos ) : get_inventory ( )
migrate_inventory ( self.inventory )
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mcl_armor.update ( self.object )
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end ,
on_step = function ( self , dtime )
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if minetest.get_node ( self.node_pos ) . name ~= " mcl_armor_stand:armor_stand " then
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self.object : remove ( )
end
end ,
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update_armor = function ( self , info )
self.object : set_properties ( { textures = { info.texture } } )
end ,
update_rotation = function ( self , node )
self.object : set_yaw ( minetest.dir_to_yaw ( minetest.facedir_to_dir ( node.param2 ) ) )
end ,
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} )
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minetest.register_lbm ( {
label = " Respawn armor stand entities " ,
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name = " mcl_armor_stand:respawn_entities " ,
nodenames = { " mcl_armor_stand:armor_stand " } ,
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run_at_every_load = true ,
action = function ( pos , node )
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spawn_stand_entity ( pos , node )
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end ,
} )
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minetest.register_craft ( {
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output = " mcl_armor_stand:armor_stand " ,
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recipe = {
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{ " mcl_core:stick " , " mcl_core:stick " , " mcl_core:stick " } ,
{ " " , " mcl_core:stick " , " " } ,
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{ " mcl_core:stick " , " mcl_stairs:slab_stone " , " mcl_core:stick " } ,
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}
} )
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-- Legacy handling
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minetest.register_alias ( " 3d_armor_stand:armor_stand " , " mcl_armor_stand:armor_stand " )
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minetest.register_entity ( " :3d_armor_stand:armor_entity " , {
on_activate = function ( self )
minetest.log ( " action " , " [mcl_armor_stand] Removing legacy entity: 3d_armor_stand:armor_entity " )
self.object : remove ( )
end ,
static_save = false ,
} )