Make armor more configurable

This commit is contained in:
stujones11 2014-04-13 20:17:11 +01:00
parent 8457220413
commit 8a881022e9
5 changed files with 115 additions and 33 deletions

@ -1,7 +1,9 @@
[mod] Visible Player Armor [3d_armor]
=====================================
depends: default, inventory_plus
Depends: default
Recommends: inventory_plus or unified_inventory (use only one)
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.
@ -9,8 +11,9 @@ a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
Overall level is boosted by 10% when wearing a full matching set.
default settings: [minetest.conf]
Configuration
-------------
# Set number of seconds between armor updates.
3d_armor_update_time = 1
Armor can be configured by adding a file called armor.conf in 3d_armor mod directory.
see armor.conf.example for all available options.

@ -0,0 +1,30 @@
--Armor Configuration (defaults)
-- Increase this if you get initialization glitches when a player first joins.
ARMOR_INIT_DELAY = 1
-- Number of initialization attempts.
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
ARMOR_INIT_TIMES = 1
-- Increase this if armor is not getting into bones due to server lag.
ARMOR_BONES_DELAY = 1
-- How often player armor/wield items are updated.
ARMOR_UPDATE_TIME = 1
-- Drop armor when a player dies.
-- Uses bones mod if present, otherwise items are dropped around the player.
ARMOR_DROP = true
-- Pulverise armor when a player dies, overrides ARMOR_DROP.
ARMOR_DESTROY = false
-- You can use this to increase or decrease armor effectiveness,
-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half,
ARMOR_LEVEL_MULTIPLIER = 1
-- You can use this to increase or decrease armor effectiveness,
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
ARMOR_HEAL_MULTIPLIER = 1

@ -1,9 +1,20 @@
local time = 0
local update_time = tonumber(minetest.setting_get("3d_armor_update_time"))
if not update_time then
update_time = 1
minetest.setting_set("3d_armor_update_time", tostring(update_time))
ARMOR_INIT_DELAY = 1
ARMOR_INIT_TIMES = 1
ARMOR_BONES_DELAY = 1
ARMOR_UPDATE_TIME = 1
ARMOR_DROP = true
ARMOR_DESTROY = false
ARMOR_LEVEL_MULTIPLIER = 1
ARMOR_HEAL_MULTIPLIER = 1
local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
local input = io.open(modpath.."/armor.conf", "r")
if input then
dofile(modpath.."/armor.conf")
input:close()
input = nil
end
local time = 0
armor = {
player_hp = {},
@ -125,6 +136,8 @@ armor.set_player_armor = function(self, player)
if material.type and material.count == #self.elements then
armor_level = armor_level * 1.1
end
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
if #textures > 0 then
armor_texture = table.concat(textures, "^")
end
@ -185,6 +198,7 @@ armor.update_armor = function(self, player)
end
self.def[name].state = state
self.def[name].count = items
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
@ -225,7 +239,7 @@ end
default.player_register_model("3d_armor_character.x", {
animation_speed = 30,
textures = {
armor.default_skin,
armor.default_skin..".png",
"3d_armor_trans.png",
"3d_armor_trans.png",
},
@ -340,15 +354,17 @@ minetest.register_on_joinplayer(function(player)
armor.textures[name].skin = "player_"..name..".png"
end
end
minetest.after(1, function(player)
for i=1, ARMOR_INIT_TIMES do
minetest.after(ARMOR_INIT_DELAY * i, function(player)
armor:set_player_armor(player)
if inventory_plus == nil and unified_inventory == nil then
armor:update_inventory(player)
end
end, player)
end
end)
if minetest.get_modpath("bones") then
if ARMOR_DROP == true or ARMOR_DESTROY == true then
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local pos = player:getpos()
@ -359,12 +375,24 @@ if minetest.get_modpath("bones") then
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
for i=1, player_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
table.insert(drop, stack)
armor_inv:set_stack("armor", i, nil)
player_inv:set_stack("armor", i, nil)
end
end
armor:set_player_armor(player)
minetest.after(1, function() --TODO: Make delay configurable
if unified_inventory then
unified_inventory.set_inventory_formspec(player, "craft")
elseif inventory_plus then
local formspec = inventory_plus.get_formspec(player,"main")
inventory_plus.set_inventory_formspec(player, formspec)
else
armor:update_inventory(player)
end
if ARMOR_DESTROY == false then
if minetest.get_modpath("bones") then
minetest.after(ARMOR_BONES_DELAY, function()
local node = minetest.get_node(pos)
if node.name == "bones:bones" then
local meta = minetest.get_meta(pos)
@ -379,13 +407,30 @@ if minetest.get_modpath("bones") then
end
end
end)
else
for _,stack in ipairs(drop) do
local obj = minetest.add_item(pos, stack:get_name())
if obj then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end
end
end
end
end
end)
end
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > update_time then
if time > ARMOR_UPDATE_TIME then
for _,player in ipairs(minetest.get_connected_players()) do
armor:update_armor(player)
end

@ -1,4 +1,5 @@
dofile(minetest.get_modpath(minetest.get_current_modname()).."/armor.lua")
ARMOR_MOD_NAME = minetest.get_current_modname()
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua")
local use_moreores = minetest.get_modpath("moreores")
-- Regisiter Head Armor

@ -17,6 +17,9 @@ when wearing a full matching set (helmet, chestplate, leggings and boots of the
Compatible with player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam.
Armor can be configured by adding a file called armor.conf in 3d_armor mod directory.
see armor.conf.example for all available options.
[mod] Visible Wielded Items [wieldview]
---------------------------------------