painting methods improved for new plane model

This commit is contained in:
Alexsandro Percy 2023-06-13 12:09:13 -03:00
parent 62a155606e
commit 471d97decc
3 changed files with 106 additions and 28 deletions

View File

@ -367,12 +367,12 @@ function airutils.set_paint(self, puncher, itmstck, texture_name)
local color, indx, _
if split[1] then _,indx = split[1]:find('dye') end
if indx then
for clr,_ in pairs(airutils.colors) do
--[[for clr,_ in pairs(airutils.colors) do
local _,x = split[2]:find(clr)
if x then color = clr end
end
end]]--
--lets paint!!!!
--local color = item_name:sub(indx+1)
local color = (item_name:sub(indx+1)):gsub(":", "")
local colstr = airutils.colors[color]
--minetest.chat_send_all(color ..' '.. dump(colstr))
if colstr then
@ -406,22 +406,6 @@ function airutils.paint(self, colstr, texture_name)
end
end
function airutils.paint_with_mask(self, colstr, target_texture, mask_texture)
if colstr then
self._color = colstr
self._det_color = mask_colstr
local l_textures = self.initial_properties.textures
for _, texture in ipairs(l_textures) do
local indx = texture:find(target_texture)
if indx then
--"("..target_texture.."^[mask:"..mask_texture..")"
l_textures[_] = "("..target_texture.."^[multiply:".. colstr..")^("..target_texture.."^[mask:"..mask_texture..")"
end
end
self.object:set_properties({textures=l_textures})
end
end
function airutils.getAngleFromPositions(origin, destiny)
local angle_north = math.deg(math.atan2(destiny.x - origin.x, destiny.z - origin.z))
if angle_north < 0 then angle_north = angle_north + 360 end

View File

@ -1,7 +1,7 @@
dofile(minetest.get_modpath("airutils") .. DIR_DELIM .. "lib_planes" .. DIR_DELIM .. "global_definitions.lua")
function lib_change_color(self, colstr)
airutils.paint(self, colstr, self._painting_texture)
airutils.param_paint(self, colstr)
end
function airutils.get_staticdata(self) -- unloaded/unloads ... is now saved
@ -47,10 +47,11 @@ function airutils.on_activate(self, staticdata, dtime_s)
self._register_parts_method(self)
end
airutils.paint(self, self._color, self._painting_texture)
if self._alternate_painting_texture and self._mask_painting_texture then
airutils.param_paint(self, self._color)
--TODO
--[[if self._alternate_painting_texture and self._mask_painting_texture then
airutils.paint_with_mask(self, self._color, self._alternate_painting_texture, self._mask_painting_texture)
end
end]]--
self.object:set_armor_groups({immortal=1})
@ -457,7 +458,7 @@ function airutils.logic(self)
end
function airutils.on_punch(self, puncher, ttime, toolcaps, dir, damage)
if not puncher or not puncher:is_player() then
if not puncher or not puncher:is_player() then
return
end
@ -491,14 +492,14 @@ function airutils.on_punch(self, puncher, ttime, toolcaps, dir, damage)
--repair
if (item_name == "airutils:repair_tool")
and self._engine_running == false then
if self.hp_max < 50 then
if self.hp_max < self._max_plane_hp then
local inventory_item = "default:steel_ingot"
local inv = puncher:get_inventory()
if inv:contains_item("main", inventory_item) then
local stack = ItemStack(inventory_item .. " 1")
inv:remove_item("main", stack)
self.hp_max = self.hp_max + 10
if self.hp_max > 50 then self.hp_max = 50 end
if self.hp_max > self._max_plane_hp then self.hp_max = self._max_plane_hp end
airutils.setText(self, self.infotext)
else
minetest.chat_send_player(puncher:get_player_name(), "You need steel ingots in your inventory to perform this repair.")
@ -509,8 +510,7 @@ function airutils.on_punch(self, puncher, ttime, toolcaps, dir, damage)
-- deal with painting or destroying
if itmstck then
if airutils.set_paint(self, puncher, itmstck, self._painting_texture) == false then
if airutils.set_param_paint(self, puncher, itmstck) == false then
if not self.driver and toolcaps and toolcaps.damage_groups
and toolcaps.damage_groups.fleshy and item_name ~= airutils.fuel then
--airutils.hurt(self,toolcaps.damage_groups.fleshy - 1)

View File

@ -329,4 +329,98 @@ function airutils.engine_set_sound_and_animation(self)
end
end
function airutils.add_paintable_part(self, entity_ref)
if not self._paintable_parts then self._paintable_parts = {} end
table.insert(self._paintable_parts, entity_ref:get_luaentity())
end
function airutils.set_param_paint(self, puncher, itmstck)
local item_name = ""
if itmstck then item_name = itmstck:get_name() end
if item_name == "automobiles_lib:painter" or item_name == "bike:painter" then
--painting with bike painter
local meta = itmstck:get_meta()
local colstr = meta:get_string("paint_color")
airutils.param_paint(self, colstr)
return true
else
--painting with dyes
local split = string.split(item_name, ":")
local color, indx, _
if split[1] then _,indx = split[1]:find('dye') end
if indx then
--[[for clr,_ in pairs(airutils.colors) do
local _,x = split[2]:find(clr)
if x then color = clr end
end]]--
--lets paint!!!!
local color = (item_name:sub(indx+1)):gsub(":", "")
local colstr = airutils.colors[color]
--minetest.chat_send_all(color ..' '.. dump(colstr))
--minetest.chat_send_all(dump(airutils.colors))
if colstr then
airutils.param_paint(self, colstr)
itmstck:set_count(itmstck:get_count()-1)
if puncher ~= nil then puncher:set_wielded_item(itmstck) end
return true
end
-- end painting
end
end
return false
end
local function _paint(self, l_textures, colstr, paint_list, mask_associations)
paint_list = paint_list or self._painting_texture
mask_associations = mask_associations or self._mask_painting_associations
for _, texture in ipairs(l_textures) do
for i, texture_name in ipairs(paint_list) do --textures list
local indx = texture:find(texture_name)
if indx then
l_textures[_] = texture_name.."^[multiply:".. colstr --paint it normally
local mask_texture = mask_associations[texture_name] --check if it demands a maks too
if mask_texture then --so it then
l_textures[_] = "("..l_textures[_]..")^("..texture_name.."^[mask:"..mask_texture..")" --add the mask
end
end
end
end
return l_textures
end
--painting
function airutils.param_paint(self, colstr)
if not self then return end
if colstr then
self._color = colstr
local l_textures = self.initial_properties.textures
l_textures = _paint(self, l_textures, colstr) --paint the main plane
self.object:set_properties({textures=l_textures})
if self._paintable_parts then --paint individual parts
for i, part_entity in ipairs(self._paintable_parts) do
local p_textures = part_entity.initial_properties.textures
p_textures = _paint(part_entity, p_textures, colstr, self._painting_texture, self._mask_painting_associations)
part_entity.object:set_properties({textures=p_textures})
end
end
end
end
function airutils.paint_with_mask(self, colstr, target_texture, mask_texture)
if colstr then
self._color = colstr
self._det_color = mask_colstr
local l_textures = self.initial_properties.textures
for _, texture in ipairs(l_textures) do
local indx = texture:find(target_texture)
if indx then
--"("..target_texture.."^[mask:"..mask_texture..")"
l_textures[_] = "("..target_texture.."^[multiply:".. colstr..")^("..target_texture.."^[mask:"..mask_texture..")"
end
end
self.object:set_properties({textures=l_textures})
end
end