224 lines
6.0 KiB
Lua
224 lines
6.0 KiB
Lua
nametags = {
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nametag_cache = {},
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item_texture_cache = {},
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armor_cache = {},
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}
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function nametags.get_wield_entity(player)
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for _, child in pairs(minetest.get_objects_inside_radius(player:get_pos(), 1)) do
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if child:get_attach() == player then
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local child_prop = child:get_properties()
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if child_prop.visual == "wielditem" then
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return child
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end
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end
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end
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end
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function nametags.resize_image(image)
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return image .. "^[resize:32x32"
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end
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function nametags.colorize_tiledef(tile, node_color)
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if tile.name == "" then
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return
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end
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local color = tile.color or node_color
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if color then
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return "(" .. tile.name .. ")^[multiply:" .. minetest.rgba(color.r, color.g, color.b, color.a)
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else
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return tile.name
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end
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end
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function nametags.render_tile(nodedef, n)
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local img = nametags.colorize_tiledef(nodedef.tiles[n], nodedef.color)
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local overlay = nametags.colorize_tiledef(nodedef.overlay_tiles[n], nodedef.color)
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if overlay then
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img = img .. "^(" .. overlay .. ")"
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end
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return img
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end
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function nametags.create_item_texture(itemname)
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local itemdef = minetest.get_item_def(itemname)
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local nodedef = minetest.get_node_def(itemname)
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if itemdef then
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if itemdef.inventory_image ~= "" then
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return itemdef.inventory_image
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elseif nodedef then
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if nodedef.drawtype == "mesh" or nodedef.drawtype == "nodebox" then
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return nodedef.tiles[1].name
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else
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return minetest.inventorycube(
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nametags.render_tile(nodedef, 1),
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nametags.render_tile(nodedef, 6),
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nametags.render_tile(nodedef, 5)
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)
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end
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end
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end
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end
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function nametags.get_item_texture(itemname)
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local cached_texture = nametags.item_texture_cache[itemname]
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if cached_texture then
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return cached_texture
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end
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local texture = nametags.create_item_texture(itemname)
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nametags.item_texture_cache[itemname] = texture
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return texture
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end
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function nametags.parse_armor_texture(armor_texture)
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if armor_texture == "blank.png" then
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return {}
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end
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local armor_pieces = {}
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local armor_textures = armor_texture:sub(2, #armor_texture - 1):split(")^(")
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for _, texture in ipairs(armor_textures) do
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local itemname = nametags.armor_cache[texture]
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if not itemname then
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local piece_textures = texture:split("^")
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local enchanted = false
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if #piece_textures > 1 and piece_textures[2] == "[colorize:purple:50" then
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enchanted = true
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end
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local components = (piece_textures[1] or ""):split("_")
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local modname = table.remove(components, 1) or ""
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if modname then
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if modname == "mcl" then
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modname = modname .. "_" .. (table.remove(components, 1) or "")
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end
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local subname = table.concat(components, "_"):split(".")[1]
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itemname = modname .. ":" .. subname
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if enchanted then
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itemname = itemname .. "_enchanted"
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end
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end
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nametags.armor_cache[texture] = itemname
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end
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table.insert(armor_pieces, 1, itemname)
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end
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return armor_pieces
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end
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function nametags.wield_entity_get_itemname(obj)
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local prop = obj and obj:get_properties()
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return prop and prop.textures[1] or ""
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end
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local blank_resized = nametags.resize_image("blank.png")
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function nametags.update_nametag(player)
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if player:is_player() and not player:is_local_player() then
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local props = player:get_properties()
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local nametag = props.nametag
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local hp = player:get_hp()
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local idx = nametag:find("♥")
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if idx then
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nametag = nametag:sub(1, idx + 2) .. hp
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else
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nametag = nametag .. minetest.get_color_escape_sequence("#FF0000") .. " ♥" .. hp
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end
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player:set_properties({
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nametag = nametag,
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nametag_bgcolor = {a = 128, r = 0, g = 0, b = 0}
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})
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local cache = nametags.nametag_cache[player]
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if not cache then
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cache = {
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armor_texture = "blank.png",
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armor_textures = {},
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wield_texture = "blank.png",
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wield_texture_resized = blank_resized,
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wield_entity_itemname = "",
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wield_entity = nametags.get_wield_entity(player),
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nametag_images = {blank_resized},
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}
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nametags.nametag_cache[player] = cache
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end
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local wield_texture = props.textures[3]
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local wield_texture_blank = wield_texture == "blank.png"
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local wield_entity_itemname = ""
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local wield_cached = cache.wield_texture == wield_texture
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if wield_texture_blank then
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wield_entity_itemname = nametags.wield_entity_get_itemname(cache.wield_entity)
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wield_cached = wield_cached and cache.wield_entity_itemname == wield_entity_itemname
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end
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local armor_texture = props.textures[2]
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local armor_cached = cache.armor_texture == armor_texture
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local nametag_images
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if wield_cached and armor_cached then
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nametag_images = cache.nametag_images
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else
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local wield_texture_resized
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if wield_cached then
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wield_texture_resized = cache.wield_texture_resized
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else
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if wield_texture_blank then
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if wield_entity_itemname ~= "" then
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wield_texture = nametags.get_item_texture(wield_entity_itemname) or "blank.png"
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end
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end
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wield_texture_resized = nametags.resize_image(wield_texture)
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cache.wield_texture = wield_texture
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cache.wield_texture_resized = wield_texture_resized
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end
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local armor_textures
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if armor_cached then
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armor_textures = cache.armor_textures
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else
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armor_textures = {}
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for _, piece in ipairs(nametags.parse_armor_texture(armor_texture)) do
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local texture = nametags.get_item_texture(piece)
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if texture then
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table.insert(armor_textures, nametags.resize_image(texture))
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end
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end
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cache.armor_texture = armor_texture
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cache.armor_textures = armor_textures
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end
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nametag_images = {wield_texture_resized}
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for _, texture in ipairs(armor_textures) do
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table.insert(nametag_images, texture)
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end
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cache.nametag_images = nametag_images
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end
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player:set_nametag_images(nametag_images)
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end
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end
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minetest.register_on_object_properties_change(nametags.update_nametag)
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minetest.register_on_object_hp_change(nametags.update_nametag)
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minetest.register_on_object_add(function(obj)
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local attach = obj:get_attach()
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if attach and attach:is_player() and not attach:is_local_player() then
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local cache = nametags.nametag_cache[attach]
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if cache then
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cache.wield_entity = obj
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end
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end
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end)
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