Merge pull request 'Colored Leather Armor' (#4024) from AFCMS/MineClone2:colored-leather-2 into master

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/4024
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
This commit is contained in:
the-real-herowl 2024-02-02 03:25:08 +00:00
commit 87abd0f4dc
6 changed files with 223 additions and 25 deletions

View file

@ -103,10 +103,10 @@ local function get_armor_texture(textures, name, modname, itemname, itemstring)
end end
if overlay == "" then return core_armor_texture end -- key not present; armor not trimmed if overlay == "" then return core_armor_texture end -- key not present; armor not trimmed
return core_armor_texture .. overlay return core_armor_texture .. overlay
end end
return func return func
end end
@ -129,6 +129,7 @@ function mcl_armor.register_set(def)
local groups = table.copy(groups) local groups = table.copy(groups)
groups["armor_" .. name] = 1 groups["armor_" .. name] = 1
groups["combat_armor_" .. name] = 1 groups["combat_armor_" .. name] = 1
groups["armor_" .. def.name] = 1
groups.armor = 1 groups.armor = 1
groups.combat_armor = 1 groups.combat_armor = 1
groups.mcl_armor_points = def.points[name] groups.mcl_armor_points = def.points[name]
@ -326,12 +327,12 @@ end
tt.register_snippet(function(itemstring, toolcaps, stack) tt.register_snippet(function(itemstring, toolcaps, stack)
if not stack then return nil end if not stack then return nil end
local meta = stack:get_meta() local meta = stack:get_meta()
if not mcl_armor.is_trimmed(stack) then return nil end if not mcl_armor.is_trimmed(stack) then return nil end
-- we need to get the part of the overlay image between the overlay begin ( and the trim name end _ -- we need to get the part of the overlay image between the overlay begin ( and the trim name end _
-- we COULD easily store this info in meta, but that would bloat the meta storage, as the same few values would be stored over and over again on every trimmed item -- we COULD easily store this info in meta, but that would bloat the meta storage, as the same few values would be stored over and over again on every trimmed item
-- this is fine here as this code gets only executed when you put armor and a trim in a smithing table -- this is fine here as this code gets only executed when you put armor and a trim in a smithing table
local full_overlay = meta:get_string("mcl_armor:trim_overlay") local full_overlay = meta:get_string("mcl_armor:trim_overlay")
local trim_name = full_overlay:match("%((.-)%_") local trim_name = full_overlay:match("%((.-)%_")
return "Upgrade:\n " .. trim_name:gsub("^%l", string.upper) .. " Armor Trim" return "Upgrade:\n " .. trim_name:gsub("^%l", string.upper) .. " Armor Trim"
end) end)
@ -339,4 +340,4 @@ function mcl_armor.is_trimmed(itemstack)
-- this meta value will be there for every trimmed armor piece -- this meta value will be there for every trimmed armor piece
-- remember, get_string returns "" if the key doesn't exist -- remember, get_string returns "" if the key doesn't exist
return itemstack:get_meta():get_string("mcl_armor:trim_overlay") ~= "" return itemstack:get_meta():get_string("mcl_armor:trim_overlay") ~= ""
end end

View file

@ -71,5 +71,6 @@ dofile(modpath .. "/api.lua")
dofile(modpath .. "/player.lua") dofile(modpath .. "/player.lua")
dofile(modpath .. "/damage.lua") dofile(modpath .. "/damage.lua")
dofile(modpath .. "/register.lua") dofile(modpath .. "/register.lua")
dofile(modpath .. "/leather.lua")
dofile(modpath .. "/alias.lua") dofile(modpath .. "/alias.lua")
dofile(modpath .. "/trims.lua") dofile(modpath .. "/trims.lua")

View file

@ -0,0 +1,207 @@
local C = minetest.colorize
local colors = {
-- { ID, decription, wool, dye }
{ "red", "Red", "mcl_dye:red", "#951d1d" },
{ "blue", "Blue", "mcl_dye:blue", "#2a2c94" },
{ "cyan", "Cyan", "mcl_dye:cyan", "#0d7d8e" },
{ "grey", "Grey", "mcl_dye:dark_grey", "#363a3f" },
{ "silver", "Light Grey", "mcl_dye:grey", "#818177" },
{ "black", "Black", "mcl_dye:black", "#020307" },
{ "yellow", "Yellow", "mcl_dye:yellow", "#f2b410" },
{ "green", "Green", "mcl_dye:dark_green", "#495d20" },
{ "magenta", "Magenta", "mcl_dye:magenta", "#ae2ea4" },
{ "orange", "Orange", "mcl_dye:orange", "#e36501" },
{ "purple", "Purple", "mcl_dye:violet", "#681ba1" },
{ "brown", "Brown", "mcl_dye:brown", "#623b1a" },
{ "pink", "Pink", "mcl_dye:pink", "#d66691" },
{ "lime", "Lime", "mcl_dye:green", "#60ad13" },
{ "light_blue", "Light Blue", "mcl_dye:lightblue", "#1f8eca" },
{ "white", "White", "mcl_dye:white", "#d1d7d8" },
}
local function color_string_to_table(colorstring)
return {
r = tonumber(colorstring:sub(2,3), 16), -- 16 as second parameter allows hexadecimal
g = tonumber(colorstring:sub(4,5), 16),
b = tonumber(colorstring:sub(6,7), 16),
}
end
local function av(a, b)
return (a + b)/2
end
local function calculate_color(first, last)
return {
r = av(first.r, last.r),
g = av(first.g, last.g),
b = av(first.b, last.b),
}
end
local function get_texture_function(texture)
local function get_texture(_, itemstack)
local out
local color = itemstack:get_meta():get_string("mcl_armor:color")
if color == "" or color == nil then
out = texture
else
out = texture.."^[hsl:0:100:50^[multiply:"..color
end
if mcl_enchanting.is_enchanted(itemstack:get_name()) then
return out..mcl_enchanting.overlay
else
return out
end
end
return get_texture
end
function mcl_armor.colorize_leather_armor(itemstack, colorstring)
if not itemstack or minetest.get_item_group(itemstack:get_name(), "armor_leather") == 0 then
return
end
local color = color_string_to_table(colorstring)
colorstring = minetest.colorspec_to_colorstring(color)
local meta = itemstack:get_meta()
local old_color = meta:get_string("mcl_armor:color")
if old_color == colorstring then return
elseif old_color ~= "" then
color = calculate_color(
color_string_to_table(minetest.colorspec_to_colorstring(old_color)),
color
)
colorstring = minetest.colorspec_to_colorstring(color)
end
meta:set_string("mcl_armor:color", colorstring)
meta:set_string("inventory_image",
itemstack:get_definition().inventory_image .. "^[hsl:0:100:50^[multiply:" .. colorstring
)
tt.reload_itemstack_description(itemstack)
return itemstack
end
function mcl_armor.wash_leather_armor(itemstack)
if not itemstack or minetest.get_item_group(itemstack:get_name(), "armor_leather") == 0 then
return
end
local meta = itemstack:get_meta()
meta:set_string("mcl_armor:color", "")
meta:set_string("inventory_image", "")
tt.reload_itemstack_description(itemstack)
return itemstack
end
mcl_armor.register_set({
name = "leather",
description = "Leather",
descriptions = {
head = "Cap",
torso = "Tunic",
legs = "Pants",
},
durability = 80,
enchantability = 15,
points = {
head = 1,
torso = 3,
legs = 2,
feet = 1,
},
textures = {
head = get_texture_function("mcl_armor_helmet_leather.png"),
torso = get_texture_function("mcl_armor_chestplate_leather.png"),
legs = get_texture_function("mcl_armor_leggings_leather.png"),
feet = get_texture_function("mcl_armor_boots_leather.png"),
},
craft_material = "mcl_mobitems:leather",
})
tt.register_priority_snippet(function(_, _, itemstack)
if not itemstack or minetest.get_item_group(itemstack:get_name(), "armor_leather") == 0 then
return
end
local color = itemstack:get_meta():get_string("mcl_armor:color")
if color and color ~= "" then
local text = C(mcl_colors.GRAY, "Dyed: "..color)
return text, false
end
end)
for name, element in pairs(mcl_armor.elements) do
local modname = minetest.get_current_modname()
local itemname = modname .. ":" .. element.name .. "_leather"
minetest.register_craft({
type = "shapeless",
output = itemname,
recipe = {
itemname,
"group:dye",
},
})
local ench_itemname = itemname .. "_enchanted"
minetest.register_craft({
type = "shapeless",
output = ench_itemname,
recipe = {
ench_itemname,
"group:dye",
},
})
end
local function colorizing_crafting(itemstack, player, old_craft_grid, craft_inv)
if minetest.get_item_group(itemstack:get_name(), "armor_leather") == 0 then
return
end
local found_la = nil
local dye_color = nil
for _, item in pairs(old_craft_grid) do
local name = item:get_name()
if name == "" then
-- continue
elseif minetest.get_item_group(name, "armor_leather") > 0 then
if found_la then return end
found_la = item
elseif minetest.get_item_group(name, "dye") > 0 then
if dye_color then return end
for _, row in pairs(colors) do
if row[3] == name then dye_color = row[4] end
end
else return end
end
return mcl_armor.colorize_leather_armor(found_la, dye_color) or ItemStack()
end
minetest.register_craft_predict(colorizing_crafting)
minetest.register_on_craft(colorizing_crafting)
minetest.register_chatcommand("color_leather", {
params = "<color>",
description = "Colorize a piece of leather armor, or wash it",
privs = {debug = true},
func = function(name, param)
local player = minetest.get_player_by_name(name)
if player then
local item = player:get_wielded_item()
if not item or minetest.get_item_group(item:get_name(), "armor_leather") == 0 then
return false, "Not leather armor."
end
if param == "wash" then
player:set_wielded_item(mcl_armor.wash_leather_armor(item))
return true, "Washed."
end
local colorstring = minetest.colorspec_to_colorstring(param)
if not colorstring then return false, "Invalid color" end
player:set_wielded_item(mcl_armor.colorize_leather_armor(item, colorstring))
return true, "Done: " .. colorstring
else
return false, "Player isn't online"
end
end,
})

View file

@ -1,5 +1,5 @@
name = mcl_armor name = mcl_armor
author = stu author = stu
description = Adds craftable armor that is visible to other players. description = Adds craftable armor that is visible to other players.
depends = mcl_core, mcl_player, mcl_enchanting, mcl_damage, mcl_grindstone depends = mcl_core, mcl_player, mcl_enchanting, mcl_damage, mcl_colors, mcl_grindstone
optional_depends = mcl_fire, ethereal, bakedclay optional_depends = mcl_fire, ethereal, bakedclay

View file

@ -1,24 +1,5 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator(minetest.get_current_modname())
mcl_armor.register_set({
name = "leather",
description = "Leather",
descriptions = {
head = "Cap",
torso = "Tunic",
legs = "Pants",
},
durability = 80,
enchantability = 15,
points = {
head = 1,
torso = 3,
legs = 2,
feet = 1,
},
craft_material = "mcl_mobitems:leather",
})
mcl_armor.register_set({ mcl_armor.register_set({
name = "gold", name = "gold",
description = "Golden", description = "Golden",

View file

@ -94,6 +94,14 @@ local function register_filled_cauldron(water_level, description, liquid)
drop = "mcl_cauldrons:cauldron", drop = "mcl_cauldrons:cauldron",
_mcl_hardness = 2, _mcl_hardness = 2,
_mcl_blast_resistance = 2, _mcl_blast_resistance = 2,
on_rightclick = function(pos, node, player, itemstack)
local outcome = mcl_armor.wash_leather_armor(itemstack)
if outcome then
minetest.sound_play("mcl_potions_bottle_pour",
{pos=pos, gain=0.5, max_hear_range=16},true)
end
return outcome
end,
}) })
-- Add entry aliases for the Help -- Add entry aliases for the Help