local S = minetest.get_translator("mcl_armor_stand") -- 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 -- 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 end end return spawn_stand_entity(pos, node) end -- 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) end end end -- 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 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 -- TODO: The armor stand should be an entity minetest.register_node("mcl_armor_stand:armor_stand", { description = S("Armor Stand"), _tt_help = S("Displays pieces of armor"), _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."), _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."), drawtype = "mesh", mesh = "3d_armor_stand.obj", inventory_image = "3d_armor_stand_item.png", wield_image = "3d_armor_stand_item.png", tiles = {"default_wood.png", "mcl_stairs_stone_slab_top.png"}, paramtype = "light", paramtype2 = "facedir", walkable = false, is_ground_content = false, stack_max = 16, selection_box = { type = "fixed", fixed = {-0.5,-0.5,-0.5, 0.5,1.4,0.5} }, -- TODO: This should be breakable by 2 quick punches groups = {handy=1, deco_block=1, dig_by_piston=1, attached_node=1}, _mcl_hardness = 2, sounds = mcl_sounds.node_sound_wood_defaults(), on_construct = function(pos) spawn_stand_entity(pos) end, on_destruct = function(pos) drop_inventory(pos) end, on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) local protname = clicker:get_player_name() if minetest.is_protected(pos, protname) then minetest.record_protection_violation(pos, protname) return itemstack end return mcl_armor.equip(itemstack, get_stand_entity(pos, node).object, true) end, on_rotate = function(pos, node, user, mode) if mode == screwdriver.ROTATE_FACE then node.param2 = (node.param2 + 1) % 4 minetest.swap_node(pos, node) get_stand_entity(pos, node):update_rotation(node) return true end return false end, }) minetest.register_entity("mcl_armor_stand:armor_entity", { 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) mcl_armor.update(self.object) end, on_step = function(self, dtime) if minetest.get_node(self.node_pos).name ~= "mcl_armor_stand:armor_stand" then self.object:remove() end end, 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, }) minetest.register_lbm({ label = "Respawn armor stand entities", name = "mcl_armor_stand:respawn_entities", nodenames = {"mcl_armor_stand:armor_stand"}, run_at_every_load = true, action = function(pos, node) spawn_stand_entity(pos, node) end, }) minetest.register_craft({ output = "mcl_armor_stand:armor_stand", recipe = { {"mcl_core:stick", "mcl_core:stick", "mcl_core:stick"}, {"", "mcl_core:stick", ""}, {"mcl_core:stick", "mcl_stairs:slab_stone", "mcl_core:stick"}, } }) -- Legacy handling minetest.register_alias("3d_armor_stand:armor_stand", "mcl_armor_stand:armor_stand") 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, })