3d_armor/armor_api.lua

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2013-03-03 20:46:10 +01:00
armor_api = {
default_character_skin = "3d_armor_character.png",
player_hp = {},
wielded_items = {},
}
armor_api.get_player_skin = function(self, name)
local mod_path = minetest.get_modpath("skins")
if mod_path then
local skin = skins.skins[name]
if skin then
if skin ~= skins.default() and skins.get_type(skin) == skins.type.MODEL then
return skin..".png"
end
end
end
return self.default_character_skin
end
armor_api.get_wielded_item_texture = function(self, player)
if not player then
return nil
end
local stack = player:get_wielded_item()
local item = stack:get_name()
if not item then
return nil
end
local texture = minetest.registered_items[item].inventory_image
if texture == "" then
return minetest.registered_items[item].tiles[1]
end
return texture
end
armor_api.set_player_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local texture = "3d_armor_character_bg.png^[combine:64x64:0,32="..self:get_player_skin(name)
local player_inv = player:get_inventory()
local wielded_item_texture = self:get_wielded_item_texture(player)
if wielded_item_texture then
texture = texture.."^[combine:64x64:0,0="..wielded_item_texture
end
local armor = {head, torso, legs, shield}
for _,v in ipairs({"head", "torso", "legs"}) do
local stack = player_inv:get_stack("armor_"..v, 1)
armor[v] = stack:get_definition().groups["armor_"..v] or 0
if armor[v] > 0 then
item = stack:get_name()
texture = texture.."^[combine:64x64:0,32="..item:gsub("%:", "_")..".png"
end
end
local stack = player_inv:get_stack("armor_shield", 1)
armor["shield"] = stack:get_definition().groups["armor_shield"] or 0
if armor["shield"] > 0 then
item = stack:get_name()
texture = texture.."^[combine:16x16:16,0="..minetest.registered_items[item].inventory_image
end
local armor_level = math.floor(
(.2*armor["head"]) +
(.3*armor["torso"]) +
(.2*armor["legs"]) +
(.3*armor["shield"])
)
local level = (armor_level / 2) + 0.5
local fleshy = 3 - (armor_level / 2)
local armor_groups = {level=1, fleshy=3, snappy=1, choppy=1}
armor_groups.level = level
armor_groups.fleshy = fleshy
player:set_armor_groups(armor_groups)
player:set_properties({
visual = "mesh",
textures = {texture},
visual_size = {x=1, y=1},
})
end
armor_api.update_wielded_item = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local stack = player:get_wielded_item()
local item = stack:get_name()
if not item then
return
end
if self.wielded_items[name] then
if self.wielded_items[name] == item then
return
end
self:set_player_armor(player)
end
self.wielded_items[name] = item
end
armor_api.update_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local hp = player:get_hp()
if hp == nil or hp == self.player_hp[name] then
return
end
if self.player_hp[name] > hp then
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_outfit"})
if armor_inv == nil then
return
end
local heal_max = 0
for _,v in ipairs({"head", "torso", "legs", "shield"}) do
local stack = armor_inv:get_stack("armor_"..v, 1)
local use = stack:get_definition().groups["armor_use"] or 0
local heal = stack:get_definition().groups["armor_heal"] or 0
stack:add_wear(use)
armor_inv:set_stack("armor_"..v, 1, stack)
player_inv:set_stack("armor_"..v, 1, stack)
if stack:get_count() == 0 then
self:set_player_armor(player)
end
heal_max = heal_max + heal
end
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
end
end
self.player_hp[name] = hp
end