wardrobe/skinMethods.lua

120 lines
3.5 KiB
Lua

-- Returns:
-- initSkin(player)
-- changeSkin(playerName, skin)
-- updateSkin(player)
local wardrobe = wardrobe or {};
--- Methods for initializing/changing/updating skin. Valid values are keys
-- from the SKIN_CHANGE_METHODS table (below). nil means use the default
-- method.
local SKIN_CHANGE_METHOD = '3d_armor';
local playerMesh = "character.b3d";
do -- autodetect version of player mesh used by default
if default and default.registered_player_models then
local haveCharName = false; -- 'character.*' has priority
local name = nil;
local nNames = 0;
for k in pairs(default.registered_player_models) do
if string.find(k, "^character\\.[^\\.]+$") then
if haveCharName then nNames = 2; break; end;
name = k;
nNames = 1;
haveCharName = true;
elseif not haveCharName then
name = k;
nNames = nNames + 1;
end;
end;
if nNames == 1 then playerMesh = name; end;
end;
end;
local function changeWardrobeSkin(playerName, skin)
local player = minetest.get_player_by_name(playerName);
if not player then
error("unknown player '"..playerName.."'");
end;
if skin and not wardrobe.skinNames[skin] then
error("unknown skin '"..skin.."'");
end;
-- clear homedecor wardrobe skin
player:set_attribute("homedecor:player_skin", "")
wardrobe.playerSkins[playerName] = skin;
wardrobe.storage.savePlayerSkins();
end;
local function defaultUpdateSkin(player)
local playerName = player:get_player_name();
if not playerName or playerName == "" then return; end;
local skin = wardrobe.playerSkins[playerName];
if not skin or not wardrobe.skinNames[skin] then return; end;
player:set_properties(
{
visual = "mesh",
visual_size = { x = 1, y = 1 },
mesh = playerMesh,
textures = { skin }
});
end;
--- Method for updating the player skin, IF the dependent mod is enabled.
local SKIN_CHANGE_METHODS =
{
default =
{
required_mods = {},
initSkin = defaultUpdateSkin,
changeSkin = changeWardrobeSkin,
updateSkin = defaultUpdateSkin
},
["3d_armor"] =
{
required_mods = { '3d_armor' },
initSkin = function(player)
local playerName = player:get_player_name()
if not playerName or playerName == "" then return end
local skin = wardrobe.playerSkins[playerName]
if not skin or not wardrobe.skinNames[skin] then return end
armor.textures[playerName].skin = skin
armor:update_player_visuals(player)
end,
changeSkin = function(playerName, skin)
changeWardrobeSkin(playerName, skin);
if skin == nil then
-- character creator skin will restore at next login, or now by pressing 'Done' in character creator
armor.textures[playerName].skin = armor.default_skin..".png"
else
armor.textures[playerName].skin = skin
end
end,
updateSkin = function(player)
armor:update_player_visuals(player);
end,
},
};
local methods = SKIN_CHANGE_METHODS[SKIN_CHANGE_METHOD];
if methods then
for _, mod in ipairs(methods.required_mods) do
if not minetest.get_modpath(mod) then methods = nil; break; end;
end;
end;
if not methods then methods = SKIN_CHANGE_METHODS.default; end;
return methods.initSkin, methods.changeSkin, methods.updateSkin;