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Simplify armor stack handling w/ armor stand
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parent
3fe49f49fc
commit
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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", {
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inv:add_item(list, single_item)
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inv:add_item(list, single_item)
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update_entity(pos)
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update_entity(pos)
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itemstack:take_item()
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itemstack:take_item()
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return itmstack
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end
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end
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return itemstack
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end
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elseif wielditem:get_name() == "" then
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-- If player does not wield anything, take the first available armor from the armor stand
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-- Take armor from stand if player has a free hand or wields the same armor type (if stackable)
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-- and give it to the player
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for e=1, #elements do
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for e=1, #elements do
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local stand_armor = inv:get_stack("armor_" .. elements[e], 1)
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local stand_armor = inv:get_stack("armor_" .. elements[e], 1)
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if not stand_armor:is_empty() then
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if not stand_armor:is_empty() then
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local pinv = clicker:get_inventory()
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local pinv = clicker:get_inventory()
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local taken = false
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-- Empty hand
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if wielditem:get_name() == "" then
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pinv:set_stack("main", clicker:get_wield_index(), stand_armor)
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pinv:set_stack("main", clicker:get_wield_index(), stand_armor)
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taken = true
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-- Stackable armor type (if not already full). This is the case for e.g. mob heads.
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-- This is done purely for convenience.
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elseif (wielditem:get_name() == stand_armor:get_name() and wielditem:get_count() < wielditem:get_stack_max()) then
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wielditem:set_count(wielditem:get_count()+1)
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pinv:set_stack("main", clicker:get_wield_index(), wielditem)
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taken = true
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end
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if taken then
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stand_armor:take_item()
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stand_armor:take_item()
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inv:set_stack("armor_" .. elements[e], 1, stand_armor)
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inv:set_stack("armor_" .. elements[e], 1, stand_armor)
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update_entity(pos)
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update_entity(pos)
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return clicker:get_wielded_item()
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end
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end
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return clicker:get_wielded_item()
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end
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end
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end
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end
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return itemstack
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return itemstack
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