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Don't always update shield texture using set_properties

dyable-leather-armor
NO411 2022-03-18 23:23:01 +01:00
parent 7c0a48bebf
commit 6158e4e50d
1 changed files with 105 additions and 89 deletions

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@ -67,6 +67,7 @@ minetest.register_entity("mcl_shields:shield_entity", {
}, },
_blocking = false, _blocking = false,
_shield_number = 2, _shield_number = 2,
_texture_copy = "",
on_step = function(self, dtime, moveresult) on_step = function(self, dtime, moveresult)
local player = self.object:get_attach() local player = self.object:get_attach()
if not player then if not player then
@ -96,7 +97,13 @@ minetest.register_entity("mcl_shields:shield_entity", {
if shield_is_enchanted(player, i) then if shield_is_enchanted(player, i) then
shield_texture = shield_texture .. overlay shield_texture = shield_texture .. overlay
end end
self.object:set_properties({textures = {shield_texture}})
if self._texture_copy ~= shield_texture then
self.object:set_properties({textures = {shield_texture}})
minetest.chat_send_all("updated")
end
self._texture_copy = shield_texture
end, end,
}) })
@ -297,6 +304,71 @@ local function update_shield_entity(player, blocking, i)
end end
end end
local function add_shield_hud(shieldstack, player)
local texture = hud
if mcl_enchanting.is_enchanted(shieldstack:get_name()) then
texture = texture .. overlay
end
local offset = 100
if blocking == 1 then
texture = texture .. "^[transform4"
offset = -100
else
player:hud_set_flags({wielditem = false})
end
shield_hud[player] = player:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -101, y = -101},
offset = {x = offset, y = 0},
text = texture,
z_index = -200,
})
playerphysics.add_physics_factor(player, "speed", "shield_speed", 0.5)
set_interact(player, nil)
end
local function update_shield_hud(player, blocking, shieldstack)
local shieldhud = shield_hud[player]
if not shieldhud then
add_shield_hud(shieldstack, player)
return
end
local wielditem = player:hud_get_flags().wielditem
if blocking == 1 then
if not wielditem then
player:hud_change(shieldhud, "text", hud .. "^[transform4")
player:hud_change(shieldhud, "offset", {x = -100, y = 0})
player:hud_set_flags({wielditem = true})
end
elseif wielditem then
player:hud_change(shieldhud, "text", hud)
player:hud_change(shieldhud, "offset", {x = 100, y = 0})
player:hud_set_flags({wielditem = false})
end
local image = player:hud_get(shieldhud).text
local enchanted = hud .. overlay
local enchanted1 = image == enchanted
local enchanted2 = image == enchanted .. "^[transform4"
if mcl_enchanting.is_enchanted(shieldstack:get_name()) then
if not enchanted1 and not enchanted2 then
if blocking == 1 then
player:hud_change(shieldhud, "text", hud .. overlay .. "^[transform4")
else
player:hud_change(shieldhud, "text", hud .. overlay)
end
end
elseif enchanted1 or enchanted2 then
if blocking == 1 then
player:hud_change(shieldhud, "text", hud .. "^[transform4")
else
player:hud_change(shieldhud, "text", hud)
end
end
end
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do for _, player in pairs(minetest.get_connected_players()) do
@ -305,65 +377,7 @@ minetest.register_globalstep(function(dtime)
local blocking, shieldstack = mcl_shields.is_blocking(player) local blocking, shieldstack = mcl_shields.is_blocking(player)
if blocking then if blocking then
local shieldhud = shield_hud[player] update_shield_hud(player, blocking, shieldstack)
if not shieldhud then
local texture = hud
if mcl_enchanting.is_enchanted(shieldstack:get_name()) then
texture = texture .. overlay
end
local offset = 100
if blocking == 1 then
texture = texture .. "^[transform4"
offset = -100
else
player:hud_set_flags({wielditem = false})
end
shield_hud[player] = player:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -101, y = -101},
offset = {x = offset, y = 0},
text = texture,
z_index = -200,
})
playerphysics.add_physics_factor(player, "speed", "shield_speed", 0.5)
set_interact(player, nil)
else
local wielditem = player:hud_get_flags().wielditem
if blocking == 1 then
if not wielditem then
player:hud_change(shieldhud, "text", hud .. "^[transform4")
player:hud_change(shieldhud, "offset", {x = -100, y = 0})
player:hud_set_flags({wielditem = true})
end
else
if wielditem then
player:hud_change(shieldhud, "text", hud)
player:hud_change(shieldhud, "offset", {x = 100, y = 0})
player:hud_set_flags({wielditem = false})
end
end
local image = player:hud_get(shieldhud).text
local enchanted = hud .. overlay
local enchanted1 = image == enchanted
local enchanted2 = image == enchanted .. "^[transform4"
if mcl_enchanting.is_enchanted(shieldstack:get_name()) then
if not enchanted1 and not enchanted2 then
if blocking == 1 then
player:hud_change(shieldhud, "text", hud .. overlay .. "^[transform4")
else
player:hud_change(shieldhud, "text", hud .. overlay)
end
end
elseif enchanted1 or enchanted2 then
if blocking == 1 then
player:hud_change(shieldhud, "text", hud .. "^[transform4")
else
player:hud_change(shieldhud, "text", hud)
end
end
end
else else
remove_shield_hud(player) remove_shield_hud(player)
end end
@ -439,36 +453,38 @@ local function to_shield_texture(banner_texture)
end end
local function craft_banner_on_shield(itemstack, player, old_craft_grid, craft_inv) local function craft_banner_on_shield(itemstack, player, old_craft_grid, craft_inv)
if string.find(itemstack:get_name(), "mcl_shields:shield_") then if not string.find(itemstack:get_name(), "mcl_shields:shield_") then
local shield_stack return itemstack
for i = 1, player:get_inventory():get_size("craft") do end
local stack = old_craft_grid[i]
local name = stack:get_name() local shield_stack
if minetest.get_item_group(name, "shield") then for i = 1, player:get_inventory():get_size("craft") do
shield_stack = stack local stack = old_craft_grid[i]
break local name = stack:get_name()
end if minetest.get_item_group(name, "shield") then
end shield_stack = stack
for i = 1, player:get_inventory():get_size("craft") do break
local banner_stack = old_craft_grid[i] end
local banner_name = banner_stack:get_name() end
if string.find(banner_name, "mcl_banners:banner") and shield_stack then
local banner_meta = banner_stack:get_meta() for i = 1, player:get_inventory():get_size("craft") do
local layers_meta = banner_meta:get_string("layers") local banner_stack = old_craft_grid[i]
local new_shield_meta = itemstack:get_meta() local banner_name = banner_stack:get_name()
if layers_meta ~= "" then if string.find(banner_name, "mcl_banners:banner") and shield_stack then
local color = mcl_banners.color_reverse(banner_name) local banner_meta = banner_stack:get_meta()
local layers = minetest.deserialize(layers_meta) local layers_meta = banner_meta:get_string("layers")
local texture = mcl_banners.make_banner_texture(color, layers) local new_shield_meta = itemstack:get_meta()
new_shield_meta:set_string("description", mcl_banners.make_advanced_banner_description(itemstack:get_description(), layers)) if layers_meta ~= "" then
new_shield_meta:set_string("mcl_shields:shield_custom_pattern_texture", to_shield_texture(texture)) local color = mcl_banners.color_reverse(banner_name)
end local layers = minetest.deserialize(layers_meta)
itemstack:set_wear(shield_stack:get_wear()) local texture = mcl_banners.make_banner_texture(color, layers)
break new_shield_meta:set_string("description", mcl_banners.make_advanced_banner_description(itemstack:get_description(), layers))
end new_shield_meta:set_string("mcl_shields:shield_custom_pattern_texture", to_shield_texture(texture))
end
itemstack:set_wear(shield_stack:get_wear())
break
end end
end end
return itemstack
end end
minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv) minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv)