Corrected directory structure.
11
3d_armor/LICENSE.md
Normal file
@ -0,0 +1,11 @@
|
||||
3D Armor - Visible Player Armor
|
||||
===============================
|
||||
|
||||
Default Item Textures (C) Cisoun - WTFPL
|
||||
|
||||
Armor Textures: Copyright (C) 2013 Ryan Jones - CC-BY-SA
|
||||
|
||||
Source Code: Copyright (C) 2013 Stuart Jones - GPL v3
|
||||
|
||||
Special credit to Jordach and MirceaKitsune for providing the default 3d character model.
|
||||
|
5
3d_armor/README.md
Normal file
@ -0,0 +1,5 @@
|
||||
3d Armor - Visible Player Armor
|
||||
===============================
|
||||
|
||||
An experimental mod exploring the possibilty of alpha-blending various 'wearable' UV maps with the player character mesh. This same principle could be extended to other types of clothing, jewelery or whatever else.
|
||||
|
142
3d_armor/armor_api.lua
Normal file
@ -0,0 +1,142 @@
|
||||
|
||||
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
|
||||
if not minetest.registered_items[item] then
|
||||
return nil
|
||||
end
|
||||
local texture = minetest.registered_items[item].inventory_image
|
||||
if texture == "" then
|
||||
if not minetest.registered_items[item].tiles then
|
||||
return nil
|
||||
end
|
||||
texture = 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:64x64:16,0="..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
|
||||
|
84
3d_armor/crafting_guide.txt
Normal file
@ -0,0 +1,84 @@
|
||||
3D Armor -- Visible Player Armor
|
||||
--------------------------------
|
||||
|
||||
Crafting Guide
|
||||
--------------
|
||||
|
||||
S = Steel Ingot [default:steel_ingot], W = Wood [default:wood]
|
||||
|
||||
Steel Helmet [3d_armor:helmet_steel]
|
||||
|
||||
+---+---+---+
|
||||
| S | S | S |
|
||||
+---+---+---+
|
||||
| S | | S |
|
||||
+---+---+---+
|
||||
| | | |
|
||||
+---+---+---+
|
||||
|
||||
Steel Chestplate [3d_armor:chestplate_steel]
|
||||
|
||||
+---+---+---+
|
||||
| S | | S |
|
||||
+---+---+---+
|
||||
| S | S | S |
|
||||
+---+---+---+
|
||||
| S | S | S |
|
||||
+---+---+---+
|
||||
|
||||
Steel Leggings [3d_armor:leggings_steel]
|
||||
|
||||
+---+---+---+
|
||||
| S | S | S |
|
||||
+---+---+---+
|
||||
| S | | S |
|
||||
+---+---+---+
|
||||
| S | | S |
|
||||
+---+---+---+
|
||||
|
||||
Steel Shield [3d_armor:shield_steel]
|
||||
|
||||
+---+---+---+
|
||||
| S | S | S |
|
||||
+---+---+---+
|
||||
| S | S | S |
|
||||
+---+---+---+
|
||||
| | S | |
|
||||
+---+---+---+
|
||||
|
||||
Wooden Shield [3d_armor:shield_wood]
|
||||
|
||||
+---+---+---+
|
||||
| W | W | W |
|
||||
+---+---+---+
|
||||
| w | W | W |
|
||||
+---+---+---+
|
||||
| | W | |
|
||||
+---+---+---+
|
||||
|
||||
Enhanced Wooden Shield [3d_armor:shield_enhanced_wood]
|
||||
|
||||
+---+---+---+
|
||||
| S | W | S |
|
||||
+---+---+---+
|
||||
| W | S | W |
|
||||
+---+---+---+
|
||||
| | W | |
|
||||
+---+---+---+
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
2
3d_armor/depends.txt
Normal file
@ -0,0 +1,2 @@
|
||||
inventory_plus
|
||||
default
|
180
3d_armor/init.lua
Normal file
@ -0,0 +1,180 @@
|
||||
|
||||
local time = 0
|
||||
local update_time = tonumber(minetest.setting_get("3d_armor_update_time"))
|
||||
if update_time == nil then
|
||||
update_time = 2
|
||||
minetest.setting_set("3d_armor_update_time", tostring(update_time))
|
||||
end
|
||||
|
||||
dofile(minetest.get_modpath(minetest.get_current_modname()).."/armor_api.lua")
|
||||
|
||||
minetest.register_tool("3d_armor:helmet_steel", {
|
||||
description = "Steel Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_steel.png",
|
||||
groups = {armor_head=3, armor_heal=15, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
|
||||
minetest.register_tool("3d_armor:chestplate_steel", {
|
||||
description = "Steel Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_steel.png",
|
||||
groups = {armor_torso=3, armor_heal=20, armor_use=2500},
|
||||
wear = 0,
|
||||
})
|
||||
|
||||
minetest.register_tool("3d_armor:leggings_steel", {
|
||||
description = "Steel Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_steel.png",
|
||||
groups = {armor_legs=3, armor_heal=15, armor_use=1500},
|
||||
wear = 0,
|
||||
})
|
||||
|
||||
minetest.register_tool("3d_armor:shield_steel", {
|
||||
description = "Steel Shield",
|
||||
inventory_image = "3d_armor_inv_shield_steel.png",
|
||||
groups = {armor_shield=3, armor_heal=20, armor_use=1500},
|
||||
wear = 0,
|
||||
})
|
||||
|
||||
minetest.register_tool("3d_armor:shield_wood", {
|
||||
description = "Wooden Shield",
|
||||
inventory_image = "3d_armor_inv_shield_wood.png",
|
||||
groups = {armor_shield=2, armor_heal=10, armor_use=10000},
|
||||
wear = 0,
|
||||
})
|
||||
|
||||
minetest.register_tool("3d_armor:shield_enhanced_wood", {
|
||||
description = "Enhanced Wooden Shield",
|
||||
inventory_image = "3d_armor_inv_shield_enhanced_wood.png",
|
||||
groups = {armor_shield=2, armor_heal=15, armor_use=3000},
|
||||
wear = 0,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:helmet_steel",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "", "default:steel_ingot"},
|
||||
{"", "", ""},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:chestplate_steel",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:leggings_steel",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "", "default:steel_ingot"},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:shield_steel",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"", "default:steel_ingot", ""},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:shield_wood",
|
||||
recipe = {
|
||||
{"default:wood", "default:wood", "default:wood"},
|
||||
{"default:wood", "default:wood", "default:wood"},
|
||||
{"", "default:wood", ""},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:shield_enhanced_wood",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:wood", "default:steel_ingot"},
|
||||
{"default:wood", "default:steel_ingot", "default:wood"},
|
||||
{"", "default:wood", ""},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
local name = player:get_player_name()
|
||||
if fields.outfit then
|
||||
inventory_plus.set_inventory_formspec(player, "size[8,7.5]"
|
||||
.."button[0,0;2,0.5;main;Back]"
|
||||
.."list[current_player;main;0,3.5;8,4;]"
|
||||
.."list[detached:"..name.."_outfit;armor_head;3,0;1,1;]"
|
||||
.."list[detached:"..name.."_outfit;armor_torso;3,1;1,1;]"
|
||||
.."list[detached:"..name.."_outfit;armor_legs;3,2;1,1;]"
|
||||
.."list[detached:"..name.."_outfit;armor_shield;4,1;1,1;]")
|
||||
return
|
||||
end
|
||||
for field, _ in pairs(fields) do
|
||||
if string.sub(field,0,string.len("skins_set_")) == "skins_set_" then
|
||||
minetest.after(1, function(player)
|
||||
armor_api:set_player_armor(player)
|
||||
end, player)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
inventory_plus.register_button(player,"outfit", "Outfit")
|
||||
local player_inv = player:get_inventory()
|
||||
local name = player:get_player_name()
|
||||
local armor_inv = minetest.create_detached_inventory(name.."_outfit",{
|
||||
on_put = function(inv, listname, index, stack, player)
|
||||
player:get_inventory():set_stack(listname, index, stack)
|
||||
armor_api:set_player_armor(player)
|
||||
end,
|
||||
on_take = function(inv, listname, index, stack, player)
|
||||
player:get_inventory():set_stack(listname, index, nil)
|
||||
armor_api:set_player_armor(player)
|
||||
end,
|
||||
allow_put = function(inv, listname, index, stack, player)
|
||||
if inv:is_empty(listname) then
|
||||
return 1
|
||||
end
|
||||
return 0
|
||||
end,
|
||||
allow_take = function(inv, listname, index, stack, player)
|
||||
return stack:get_count()
|
||||
end,
|
||||
})
|
||||
for _,v in ipairs({"head", "torso", "legs", "shield"}) do
|
||||
local armor = "armor_"..v
|
||||
player_inv:set_size(armor, 1)
|
||||
armor_inv:set_size(armor, 1)
|
||||
armor_inv:set_stack(armor, 1, player_inv:get_stack(armor, 1))
|
||||
end
|
||||
armor_api.player_hp[name] = 0
|
||||
local texture = armor_api:get_player_skin(name)
|
||||
player:set_properties({
|
||||
visual = "mesh",
|
||||
mesh = "3d_armor_character.x",
|
||||
textures = {texture},
|
||||
visual_size = {x=1, y=1},
|
||||
})
|
||||
minetest.after(1, function(player)
|
||||
armor_api:set_player_armor(player)
|
||||
end, player)
|
||||
end)
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
time = time + dtime
|
||||
if time > update_time then
|
||||
for _,player in ipairs(minetest.get_connected_players()) do
|
||||
armor_api:update_wielded_item(player)
|
||||
armor_api:update_armor(player)
|
||||
end
|
||||
time = 0
|
||||
end
|
||||
end)
|
||||
|
BIN
3d_armor/models/3d_armor_character.blend
Normal file
BIN
3d_armor/models/3d_armor_character.png
Normal file
After Width: | Height: | Size: 2.2 KiB |
6654
3d_armor/models/3d_armor_character.x
Normal file
BIN
3d_armor/models/3d_armor_character_tmp.png
Normal file
After Width: | Height: | Size: 3.0 KiB |
BIN
3d_armor/textures/3d_armor_character_bg.png
Normal file
After Width: | Height: | Size: 167 B |
BIN
3d_armor/textures/3d_armor_chestplate_steel.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
3d_armor/textures/3d_armor_helmet_steel.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
3d_armor/textures/3d_armor_inv_chestplate_steel.png
Normal file
After Width: | Height: | Size: 258 B |
BIN
3d_armor/textures/3d_armor_inv_helmet_steel.png
Normal file
After Width: | Height: | Size: 255 B |
BIN
3d_armor/textures/3d_armor_inv_leggings_steel.png
Normal file
After Width: | Height: | Size: 251 B |
BIN
3d_armor/textures/3d_armor_inv_shield_enhanced_wood.png
Normal file
After Width: | Height: | Size: 747 B |
BIN
3d_armor/textures/3d_armor_inv_shield_steel.png
Normal file
After Width: | Height: | Size: 697 B |
BIN
3d_armor/textures/3d_armor_inv_shield_wood.png
Normal file
After Width: | Height: | Size: 667 B |
BIN
3d_armor/textures/3d_armor_leggings_steel.png
Normal file
After Width: | Height: | Size: 774 B |