mirror of
https://github.com/minetest-mods/3d_armor.git
synced 2024-11-26 06:13:45 +01:00
Code re-organisation
This should make it easier to merge features from the now out-dated development branch.
This commit is contained in:
parent
3c4500a9bf
commit
f74a52df62
@ -1,45 +0,0 @@
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minetest.register_alias("adminboots","3d_armor:boots_admin")
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minetest.register_alias("adminhelmet","3d_armor:helmet_admin")
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minetest.register_alias("adminchestplate","3d_armor:chestplate_admin")
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minetest.register_alias("adminleggings","3d_armor:leggings_admin")
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minetest.register_tool("3d_armor:helmet_admin", {
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description = "Admin Helmet",
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inventory_image = "3d_armor_inv_helmet_admin.png",
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groups = {armor_head=1000, armor_heal=1000, armor_use=0, armor_water=1, not_in_creative_inventory=1},
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wear = 0,
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on_drop = function(itemstack, dropper, pos)
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return
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end,
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})
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minetest.register_tool("3d_armor:chestplate_admin", {
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description = "Admin Chestplate",
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inventory_image = "3d_armor_inv_chestplate_admin.png",
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groups = {armor_torso=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
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wear = 0,
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on_drop = function(itemstack, dropper, pos)
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return
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end,
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})
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minetest.register_tool("3d_armor:leggings_admin", {
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description = "Admin Leggings",
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inventory_image = "3d_armor_inv_leggings_admin.png",
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groups = {armor_legs=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
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wear = 0,
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on_drop = function(itemstack, dropper, pos)
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return
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end,
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})
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minetest.register_tool("3d_armor:boots_admin", {
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description = "Admin Boots",
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inventory_image = "3d_armor_inv_boots_admin.png",
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groups = {armor_feet=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
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wear = 0,
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on_drop = function(itemstack, dropper, pos)
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return
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end,
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})
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267
3d_armor/api.lua
Normal file
267
3d_armor/api.lua
Normal file
@ -0,0 +1,267 @@
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local skin_previews = {}
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local use_player_monoids = minetest.global_exists("player_monoids")
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local use_armor_monoid = minetest.global_exists("armor_monoid")
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armor = {
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timer = 0,
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elements = {"head", "torso", "legs", "feet"},
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physics = {"jump","speed","gravity"},
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formspec = "size[8,8.5]"..
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default.gui_bg..
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default.gui_bg_img..
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default.gui_slots..
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default.get_hotbar_bg(0,4.25)..
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"image[2,0.5;2,4;armor_preview]"..
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"list[current_player;main;0,4.25;8,1;]"..
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"list[current_player;main;0,5.5;8,3;8]"..
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"list[current_player;craft;4,0.5;3,3;]"..
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"list[current_player;craftpreview;7,1.5;1,1;]"..
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"listring[current_player;main]"..
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"listring[current_player;craft]",
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def = {},
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textures = {},
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default_skin = "character",
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version = "0.4.8",
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}
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armor.update_player_visuals = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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if self.textures[name] then
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default.player_set_textures(player, {
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self.textures[name].skin,
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self.textures[name].armor,
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self.textures[name].wielditem,
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})
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end
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end
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armor.set_player_armor = function(self, player)
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local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
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if not name then
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return
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end
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local armor_texture = "3d_armor_trans.png"
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local armor_level = 0
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local armor_heal = 0
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local armor_fire = 0
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local armor_water = 0
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local armor_radiation = 0
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local state = 0
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local items = 0
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local elements = {}
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local textures = {}
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local physics_o = {speed=1,gravity=1,jump=1}
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local material = {type=nil, count=1}
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local preview = armor:get_preview(name)
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for _,v in ipairs(self.elements) do
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elements[v] = false
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end
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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local item = stack:get_name()
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if stack:get_count() == 1 then
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local def = stack:get_definition()
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for k, v in pairs(elements) do
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if v == false then
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local level = def.groups["armor_"..k]
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if level then
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local texture = def.texture or item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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preview = preview.."^"..texture.."_preview.png"
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armor_level = armor_level + level
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state = state + stack:get_wear()
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items = items + 1
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armor_heal = armor_heal + (def.groups["armor_heal"] or 0)
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armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
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armor_water = armor_water + (def.groups["armor_water"] or 0)
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armor_radiation = armor_radiation + (def.groups["armor_radiation"] or 0)
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for kk,vv in ipairs(self.physics) do
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local o_value = def.groups["physics_"..vv]
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if o_value then
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physics_o[vv] = physics_o[vv] + o_value
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end
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.type then
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if material.type == mat then
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material.count = material.count + 1
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end
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else
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material.type = mat
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end
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elements[k] = true
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end
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end
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end
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end
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end
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if minetest.get_modpath("shields") then
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armor_level = armor_level * 0.9
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end
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if material.type and material.count == #self.elements then
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armor_level = armor_level * 1.1
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end
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armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
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armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
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armor_radiation = armor_radiation * ARMOR_RADIATION_MULTIPLIER
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if #textures > 0 then
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armor_texture = table.concat(textures, "^")
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end
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local armor_groups = {fleshy=100}
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if armor_level > 0 then
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armor_groups.level = math.floor(armor_level / 20)
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armor_groups.fleshy = 100 - armor_level
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armor_groups.radiation = 100 - armor_radiation
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end
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if use_armor_monoid then
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armor_monoid.monoid:add_change(player, {
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fleshy = armor_groups.fleshy / 100
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}, "3d_armor:armor")
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else
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player:set_armor_groups(armor_groups)
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end
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if use_player_monoids then
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player_monoids.speed:add_change(player, physics_o.speed,
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"3d_armor:physics")
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player_monoids.jump:add_change(player, physics_o.jump,
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"3d_armor:physics")
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player_monoids.gravity:add_change(player, physics_o.gravity,
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"3d_armor:physics")
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else
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player:set_physics_override(physics_o)
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end
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self.textures[name].armor = armor_texture
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self.textures[name].preview = preview
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self.def[name].state = state
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self.def[name].count = items
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self.def[name].level = armor_level
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self.def[name].heal = armor_heal
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self.def[name].jump = physics_o.jump
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self.def[name].speed = physics_o.speed
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self.def[name].gravity = physics_o.gravity
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self.def[name].fire = armor_fire
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self.def[name].water = armor_water
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self.def[name].radiation = armor_radiation
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self:update_player_visuals(player)
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end
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armor.get_player_skin = function(self, name)
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local skin = nil
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if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then
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skin = skins.skins[name]
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elseif self.skin_mod == "u_skins" then
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skin = u_skins.u_skins[name]
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elseif self.skin_mod == "wardrobe" then
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skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
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end
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return skin or armor.default_skin
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end
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armor.add_preview = function(self, preview)
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skin_previews[preview] = true
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end
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armor.get_preview = function(self, name)
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local preview = armor:get_player_skin(name).."_preview.png"
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if skin_previews[preview] then
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return preview
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end
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return "character_preview.png"
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end
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armor.get_armor_formspec = function(self, name, listring)
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if not armor.textures[name] then
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minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
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return ""
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end
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if not armor.def[name] then
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minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
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return ""
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end
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local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
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if listring == true then
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formspec = formspec.."listring[current_player;main]"..
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"listring[detached:"..name.."_armor;armor]"
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end
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formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
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formspec = formspec:gsub("armor_level", armor.def[name].level)
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formspec = formspec:gsub("armor_heal", armor.def[name].heal)
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formspec = formspec:gsub("armor_fire", armor.def[name].fire)
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formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
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formspec = formspec:gsub("player_name", armor.def[name].radiation)
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return formspec
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end
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armor.update_inventory = function(self, player)
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local name = armor:get_valid_player(player, "[set_player_armor]")
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if not name or self.inv_mod == "inventory_enhanced" then
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return
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end
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if self.inv_mod == "smart_inventory" then
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local state = smart_inventory.get_page_state("player", name)
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if state then
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state:get("update_hook"):submit()
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end
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elseif self.inv_mod == "sfinv" then
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if sfinv.set_page then
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sfinv.set_page(player, "3d_armor:armor")
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else
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-- Backwards compat
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sfinv.set_player_inventory_formspec(player, {
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page = "3d_armor:armor"
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})
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end
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elseif self.inv_mod == "unified_inventory" then
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if unified_inventory.current_page[name] == "armor" then
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unified_inventory.set_inventory_formspec(player, "armor")
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end
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else
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if self.inv_mod == "inventory_plus" then
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local formspec = armor:get_armor_formspec(name, true)
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local page = player:get_inventory_formspec()
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if page:find("detached:"..name.."_armor") then
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inventory_plus.set_inventory_formspec(player, formspec)
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end
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elseif not core.setting_getbool("creative_mode") then
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local formspec = armor:get_armor_formspec(name)
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player:set_inventory_formspec(formspec)
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end
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end
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end
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armor.get_valid_player = function(self, player, msg)
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msg = msg or ""
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if not player then
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minetest.log("error", "3d_armor: Player reference is nil "..msg)
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return
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end
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local name = player:get_player_name()
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if not name then
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minetest.log("error", "3d_armor: Player name is nil "..msg)
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return
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end
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local pos = player:getpos()
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local player_inv = player:get_inventory()
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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if not pos then
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minetest.log("error", "3d_armor: Player position is nil "..msg)
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return
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elseif not player_inv then
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minetest.log("error", "3d_armor: Player inventory is nil "..msg)
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return
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elseif not armor_inv then
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minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg)
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return
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end
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return name, player_inv, armor_inv, pos
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end
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armor.drop_armor = function(pos, stack)
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local obj = minetest.add_item(pos, stack)
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if obj then
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obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
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end
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end
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File diff suppressed because it is too large
Load Diff
@ -1,254 +1,455 @@
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ARMOR_MOD_NAME = minetest.get_current_modname()
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ARMOR_INIT_DELAY = 1
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ARMOR_INIT_TIMES = 1
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ARMOR_BONES_DELAY = 1
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ARMOR_UPDATE_TIME = 1
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ARMOR_DROP = minetest.get_modpath("bones") ~= nil
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ARMOR_DESTROY = false
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ARMOR_LEVEL_MULTIPLIER = 1
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ARMOR_HEAL_MULTIPLIER = 1
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ARMOR_RADIATION_MULTIPLIER = 1
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ARMOR_MATERIALS = {
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wood = "group:wood",
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cactus = "default:cactus",
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steel = "default:steel_ingot",
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bronze = "default:bronze_ingot",
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diamond = "default:diamond",
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gold = "default:gold_ingot",
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mithril = "moreores:mithril_ingot",
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crystal = "ethereal:crystal_ingot",
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}
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ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
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ARMOR_FIRE_NODES = {
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{"default:lava_source", 5, 8},
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{"default:lava_flowing", 5, 8},
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{"fire:basic_flame", 3, 4},
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{"fire:permanent_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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{"ethereal:fire_flower", 2, 1},
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{"default:torch", 1, 1},
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{"default:torch_ceiling", 1, 1},
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{"default:torch_wall", 1, 1},
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}
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local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
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local worldpath = minetest.get_worldpath()
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local input = io.open(modpath.."/armor.conf", "r")
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if input then
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dofile(modpath.."/armor.conf")
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input:close()
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input = nil
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end
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input = io.open(worldpath.."/armor.conf", "r")
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if input then
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dofile(worldpath.."/armor.conf")
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input:close()
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input = nil
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end
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dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/api.lua")
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dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua")
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dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/admin.lua")
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if ARMOR_MATERIALS.wood then
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minetest.register_tool("3d_armor:helmet_wood", {
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description = "Wood Helmet",
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inventory_image = "3d_armor_inv_helmet_wood.png",
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groups = {armor_head=5, armor_heal=0, armor_use=2000},
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wear = 0,
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-- Mod Compatibility
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local armor_formpage = "image[2.5,0;2,4;armor_preview]"..
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default.gui_bg..
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default.gui_bg_img..
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default.gui_slots..
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default.get_hotbar_bg(0, 4.7)..
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"label[5,1;Level: armor_level]"..
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"label[5,1.5;Heal: armor_heal]"..
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"list[current_player;main;0,4.7;8,1;]"..
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"list[current_player;main;0,5.85;8,3;8]"
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if ARMOR_FIRE_PROTECT then
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armor_formpage = armor_formpage.."label[5,2;Fire: armor_fire]"
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end
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if minetest.global_exists("technic") then
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armor_formpage = armor_formpage.."label[5,2.5;Radiation: armor_radiation]"
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end
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if minetest.get_modpath("inventory_plus") then
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armor.inv_mod = "inventory_plus"
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armor.formspec = "size[8,8.5]button[6,0;2,0.5;main;Back]"..armor_formpage
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if minetest.get_modpath("crafting") then
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inventory_plus.get_formspec = function(player, page)
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end
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end
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elseif minetest.get_modpath("unified_inventory") and not unified_inventory.sfinv_compat_layer then
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armor.inv_mod = "unified_inventory"
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unified_inventory.register_button("armor", {
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type = "image",
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image = "inventory_plus_armor.png",
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})
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minetest.register_tool("3d_armor:chestplate_wood", {
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description = "Wood Chestplate",
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inventory_image = "3d_armor_inv_chestplate_wood.png",
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groups = {armor_torso=10, armor_heal=0, armor_use=2000},
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wear = 0,
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unified_inventory.register_page("armor", {
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get_formspec = function(player, perplayer_formspec)
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local fy = perplayer_formspec.formspec_y
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local name = player:get_player_name()
|
||||
local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]"..
|
||||
"label[0,0;Armor]"..
|
||||
"list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"..
|
||||
"image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"..
|
||||
"label[5.0,"..(fy + 0.0)..";Level: "..armor.def[name].level.."]"..
|
||||
"label[5.0,"..(fy + 0.5)..";Heal: "..armor.def[name].heal.."]"..
|
||||
"listring[current_player;main]"..
|
||||
"listring[detached:"..name.."_armor;armor]"
|
||||
if ARMOR_FIRE_PROTECT then
|
||||
formspec = formspec.."label[5.0,"..(fy + 1.0)..
|
||||
";Fire: "..armor.def[name].fire.."]"
|
||||
end
|
||||
if minetest.global_exists("technic") then
|
||||
formspec = formspec.."label[5.0,"..(fy + 1.5)..
|
||||
";Radiation: "..armor.def[name].radiation.."]"
|
||||
end
|
||||
return {formspec=formspec}
|
||||
end,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_wood", {
|
||||
description = "Wood Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_wood.png",
|
||||
groups = {armor_legs=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_wood", {
|
||||
description = "Wood Boots",
|
||||
inventory_image = "3d_armor_inv_boots_wood.png",
|
||||
groups = {armor_feet=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
elseif minetest.get_modpath("inventory_enhanced") then
|
||||
armor.inv_mod = "inventory_enhanced"
|
||||
elseif minetest.get_modpath("smart_inventory") then
|
||||
armor.inv_mod = "smart_inventory"
|
||||
elseif minetest.get_modpath("sfinv") then
|
||||
armor.inv_mod = "sfinv"
|
||||
armor.formspec = armor_formpage
|
||||
sfinv.register_page("3d_armor:armor", {
|
||||
title = "Armor",
|
||||
get = function(self, player, context)
|
||||
local name = player:get_player_name()
|
||||
local formspec = armor:get_armor_formspec(name, true)
|
||||
return sfinv.make_formspec(player, context, formspec, false)
|
||||
end
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.cactus then
|
||||
minetest.register_tool("3d_armor:helmet_cactus", {
|
||||
description = "Cactus Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_cactus.png",
|
||||
groups = {armor_head=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_cactus", {
|
||||
description = "Cactus Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_cactus.png",
|
||||
groups = {armor_torso=10, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_cactus", {
|
||||
description = "Cactus Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_cactus.png",
|
||||
groups = {armor_legs=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_cactus", {
|
||||
description = "Cactus Boots",
|
||||
inventory_image = "3d_armor_inv_boots_cactus.png",
|
||||
groups = {armor_feet=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
|
||||
for _, mod in pairs(skin_mods) do
|
||||
local path = minetest.get_modpath(mod)
|
||||
if path then
|
||||
local dir_list = minetest.get_dir_list(path.."/textures")
|
||||
for _, fn in pairs(dir_list) do
|
||||
if fn:find("_preview.png$") then
|
||||
armor:add_preview(fn)
|
||||
end
|
||||
end
|
||||
armor.skin_mod = mod
|
||||
end
|
||||
end
|
||||
if not minetest.get_modpath("moreores") then
|
||||
ARMOR_MATERIALS.mithril = nil
|
||||
end
|
||||
if not minetest.get_modpath("ethereal") then
|
||||
ARMOR_MATERIALS.crystal = nil
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.steel then
|
||||
minetest.register_tool("3d_armor:helmet_steel", {
|
||||
description = "Steel Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_steel.png",
|
||||
groups = {armor_head=10, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_steel", {
|
||||
description = "Steel Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_steel.png",
|
||||
groups = {armor_torso=15, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_steel", {
|
||||
description = "Steel Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_steel.png",
|
||||
groups = {armor_legs=15, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_steel", {
|
||||
description = "Steel Boots",
|
||||
inventory_image = "3d_armor_inv_boots_steel.png",
|
||||
groups = {armor_feet=10, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
-- Armor Player Model
|
||||
|
||||
if ARMOR_MATERIALS.bronze then
|
||||
minetest.register_tool("3d_armor:helmet_bronze", {
|
||||
description = "Bronze Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_bronze.png",
|
||||
groups = {armor_head=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_bronze", {
|
||||
description = "Bronze Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_bronze.png",
|
||||
groups = {armor_torso=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_bronze", {
|
||||
description = "Bronze Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_bronze.png",
|
||||
groups = {armor_legs=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_bronze", {
|
||||
description = "Bronze Boots",
|
||||
inventory_image = "3d_armor_inv_boots_bronze.png",
|
||||
groups = {armor_feet=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.diamond then
|
||||
minetest.register_tool("3d_armor:helmet_diamond", {
|
||||
description = "Diamond Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_diamond.png",
|
||||
groups = {armor_head=15, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_diamond", {
|
||||
description = "Diamond Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_diamond.png",
|
||||
groups = {armor_torso=20, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_diamond", {
|
||||
description = "Diamond Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_diamond.png",
|
||||
groups = {armor_legs=20, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_diamond", {
|
||||
description = "Diamond Boots",
|
||||
inventory_image = "3d_armor_inv_boots_diamond.png",
|
||||
groups = {armor_feet=15, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.gold then
|
||||
minetest.register_tool("3d_armor:helmet_gold", {
|
||||
description = "Gold Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_gold.png",
|
||||
groups = {armor_head=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_gold", {
|
||||
description = "Gold Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_gold.png",
|
||||
groups = {armor_torso=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_gold", {
|
||||
description = "Gold Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_gold.png",
|
||||
groups = {armor_legs=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_gold", {
|
||||
description = "Gold Boots",
|
||||
inventory_image = "3d_armor_inv_boots_gold.png",
|
||||
groups = {armor_feet=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.mithril then
|
||||
minetest.register_tool("3d_armor:helmet_mithril", {
|
||||
description = "Mithril Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_mithril.png",
|
||||
groups = {armor_head=15, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_mithril", {
|
||||
description = "Mithril Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_mithril.png",
|
||||
groups = {armor_torso=20, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_mithril", {
|
||||
description = "Mithril Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_mithril.png",
|
||||
groups = {armor_legs=20, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_mithril", {
|
||||
description = "Mithril Boots",
|
||||
inventory_image = "3d_armor_inv_boots_mithril.png",
|
||||
groups = {armor_feet=15, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.crystal then
|
||||
minetest.register_tool("3d_armor:helmet_crystal", {
|
||||
description = "Crystal Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_crystal.png",
|
||||
groups = {armor_head=15, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_crystal", {
|
||||
description = "Crystal Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_crystal.png",
|
||||
groups = {armor_torso=20, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_crystal", {
|
||||
description = "Crystal Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_crystal.png",
|
||||
groups = {armor_legs=20, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_crystal", {
|
||||
description = "Crystal Boots",
|
||||
inventory_image = "3d_armor_inv_boots_crystal.png",
|
||||
groups = {armor_feet=15, armor_heal=12, armor_use=50, physics_speed=1, physics_jump=0.5, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
for k, v in pairs(ARMOR_MATERIALS) do
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:helmet_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{"", "", ""},
|
||||
default.player_register_model("3d_armor_character.b3d", {
|
||||
animation_speed = 30,
|
||||
textures = {
|
||||
armor.default_skin..".png",
|
||||
"3d_armor_trans.png",
|
||||
"3d_armor_trans.png",
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:chestplate_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, v, v},
|
||||
{v, v, v},
|
||||
animations = {
|
||||
stand = {x=0, y=79},
|
||||
lay = {x=162, y=166},
|
||||
walk = {x=168, y=187},
|
||||
mine = {x=189, y=198},
|
||||
walk_mine = {x=200, y=219},
|
||||
sit = {x=81, y=160},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:leggings_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:boots_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
})
|
||||
|
||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
|
||||
if not name or armor.inv_mod == "inventory_enhanced" then
|
||||
return
|
||||
end
|
||||
if armor.inv_mod == "inventory_plus" and fields.armor then
|
||||
local formspec = armor:get_armor_formspec(name, true)
|
||||
inventory_plus.set_inventory_formspec(player, formspec)
|
||||
return
|
||||
end
|
||||
for field, _ in pairs(fields) do
|
||||
if string.find(field, "skins_set") then
|
||||
minetest.after(0, function(player)
|
||||
local skin = armor:get_player_skin(name)
|
||||
armor.textures[name].skin = skin..".png"
|
||||
armor:set_player_armor(player)
|
||||
end, player)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
default.player_set_model(player, "3d_armor_character.b3d")
|
||||
local name = player:get_player_name()
|
||||
local player_inv = player:get_inventory()
|
||||
local armor_inv = minetest.create_detached_inventory(name.."_armor", {
|
||||
on_put = function(inv, listname, index, stack, player)
|
||||
player:get_inventory():set_stack(listname, index, stack)
|
||||
armor:set_player_armor(player)
|
||||
armor:update_inventory(player)
|
||||
end,
|
||||
on_take = function(inv, listname, index, stack, player)
|
||||
player:get_inventory():set_stack(listname, index, nil)
|
||||
armor:set_player_armor(player)
|
||||
armor:update_inventory(player)
|
||||
end,
|
||||
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
|
||||
local plaver_inv = player:get_inventory()
|
||||
local stack = inv:get_stack(to_list, to_index)
|
||||
player_inv:set_stack(to_list, to_index, stack)
|
||||
player_inv:set_stack(from_list, from_index, nil)
|
||||
armor:set_player_armor(player)
|
||||
armor:update_inventory(player)
|
||||
end,
|
||||
allow_put = function(inv, listname, index, stack, player)
|
||||
return 1
|
||||
end,
|
||||
allow_take = function(inv, listname, index, stack, player)
|
||||
return stack:get_count()
|
||||
end,
|
||||
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
|
||||
return count
|
||||
end,
|
||||
}, name)
|
||||
if armor.inv_mod == "inventory_plus" then
|
||||
inventory_plus.register_button(player,"armor", "Armor")
|
||||
end
|
||||
armor_inv:set_size("armor", 6)
|
||||
player_inv:set_size("armor", 6)
|
||||
for i=1, 6 do
|
||||
local stack = player_inv:get_stack("armor", i)
|
||||
armor_inv:set_stack("armor", i, stack)
|
||||
end
|
||||
armor.def[name] = {
|
||||
state = 0,
|
||||
count = 0,
|
||||
level = 0,
|
||||
heal = 0,
|
||||
jump = 1,
|
||||
speed = 1,
|
||||
gravity = 1,
|
||||
fire = 0,
|
||||
water = 0,
|
||||
radiation = 0,
|
||||
}
|
||||
armor.textures[name] = {
|
||||
skin = armor.default_skin..".png",
|
||||
armor = "3d_armor_trans.png",
|
||||
wielditem = "3d_armor_trans.png",
|
||||
preview = armor.default_skin.."_preview.png",
|
||||
}
|
||||
if armor.skin_mod == "skins" then
|
||||
local skin = skins.skins[name]
|
||||
if skin and skins.get_type(skin) == skins.type.MODEL then
|
||||
armor.textures[name].skin = skin..".png"
|
||||
end
|
||||
elseif armor.skin_mod == "simple_skins" then
|
||||
local skin = skins.skins[name]
|
||||
if skin then
|
||||
armor.textures[name].skin = skin..".png"
|
||||
end
|
||||
elseif armor.skin_mod == "u_skins" then
|
||||
local skin = u_skins.u_skins[name]
|
||||
if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
|
||||
armor.textures[name].skin = skin..".png"
|
||||
end
|
||||
elseif armor.skin_mod == "wardrobe" then
|
||||
local skin = wardrobe.playerSkins[name]
|
||||
if skin then
|
||||
armor.textures[name].skin = skin
|
||||
end
|
||||
end
|
||||
local texture_path = minetest.get_modpath("player_textures")
|
||||
if texture_path then
|
||||
local dir_list = minetest.get_dir_list(texture_path.."/textures")
|
||||
for _, fn in pairs(dir_list) do
|
||||
if fn == "player_"..name..".png" then
|
||||
armor.textures[name].skin = fn
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
for i=1, ARMOR_INIT_TIMES do
|
||||
minetest.after(ARMOR_INIT_DELAY * i, function(player)
|
||||
armor:set_player_armor(player)
|
||||
if not armor.inv_mod then
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
end, player)
|
||||
end
|
||||
end)
|
||||
|
||||
if ARMOR_DROP == true or ARMOR_DESTROY == true then
|
||||
minetest.register_on_dieplayer(function(player)
|
||||
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local drop = {}
|
||||
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)
|
||||
if armor.inv_mod == "unified_inventory" then
|
||||
unified_inventory.set_inventory_formspec(player, "craft")
|
||||
elseif armor.inv_mod == "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
|
||||
minetest.after(ARMOR_BONES_DELAY, function()
|
||||
local meta = nil
|
||||
local maxp = vector.add(pos, 8)
|
||||
local minp = vector.subtract(pos, 8)
|
||||
local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
|
||||
for _, p in pairs(bones) do
|
||||
local m = minetest.get_meta(p)
|
||||
if m:get_string("owner") == name then
|
||||
meta = m
|
||||
break
|
||||
end
|
||||
end
|
||||
if meta then
|
||||
local inv = meta:get_inventory()
|
||||
for _,stack in ipairs(drop) do
|
||||
if inv:room_for_item("main", stack) then
|
||||
inv:add_item("main", stack)
|
||||
else
|
||||
armor.drop_armor(pos, stack)
|
||||
end
|
||||
end
|
||||
else
|
||||
for _,stack in ipairs(drop) do
|
||||
armor.drop_armor(pos, stack)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
minetest.register_on_player_hpchange(function(player, hp_change)
|
||||
local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
|
||||
if name and hp_change < 0 then
|
||||
|
||||
-- used for insta kill tools/commands like /kill (doesnt damage armor)
|
||||
if hp_change < -100 then
|
||||
return hp_change
|
||||
end
|
||||
|
||||
local heal_max = 0
|
||||
local state = 0
|
||||
local items = 0
|
||||
for i=1, 6 do
|
||||
local stack = player_inv:get_stack("armor", i)
|
||||
if stack:get_count() > 0 then
|
||||
local use = stack:get_definition().groups["armor_use"] or 0
|
||||
local heal = stack:get_definition().groups["armor_heal"] or 0
|
||||
local item = stack:get_name()
|
||||
stack:add_wear(use)
|
||||
armor_inv:set_stack("armor", i, stack)
|
||||
player_inv:set_stack("armor", i, stack)
|
||||
state = state + stack:get_wear()
|
||||
items = items + 1
|
||||
if stack:get_count() == 0 then
|
||||
local desc = minetest.registered_items[item].description
|
||||
if desc then
|
||||
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
|
||||
end
|
||||
armor:set_player_armor(player)
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
heal_max = heal_max + heal
|
||||
end
|
||||
end
|
||||
armor.def[name].state = state
|
||||
armor.def[name].count = items
|
||||
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
|
||||
if heal_max > math.random(100) then
|
||||
hp_change = 0
|
||||
end
|
||||
end
|
||||
return hp_change
|
||||
end, true)
|
||||
|
||||
-- Fire Protection and water breating, added by TenPlus1
|
||||
|
||||
if ARMOR_FIRE_PROTECT == true then
|
||||
-- override hot nodes so they do not hurt player anywhere but mod
|
||||
for _, row in pairs(ARMOR_FIRE_NODES) do
|
||||
if minetest.registered_nodes[row[1]] then
|
||||
minetest.override_item(row[1], {damage_per_second = 0})
|
||||
end
|
||||
end
|
||||
else
|
||||
print ("[3d_armor] Fire Nodes disabled")
|
||||
end
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
armor.timer = armor.timer + dtime
|
||||
if armor.timer < ARMOR_UPDATE_TIME then
|
||||
return
|
||||
end
|
||||
for _,player in pairs(minetest.get_connected_players()) do
|
||||
local name = player:get_player_name()
|
||||
local pos = player:getpos()
|
||||
local hp = player:get_hp()
|
||||
-- water breathing
|
||||
if name and armor.def[name].water > 0 then
|
||||
if player:get_breath() < 10 then
|
||||
player:set_breath(10)
|
||||
end
|
||||
end
|
||||
-- fire protection
|
||||
if ARMOR_FIRE_PROTECT == true
|
||||
and name and pos and hp then
|
||||
pos.y = pos.y + 1.4 -- head level
|
||||
local node_head = minetest.get_node(pos).name
|
||||
pos.y = pos.y - 1.2 -- feet level
|
||||
local node_feet = minetest.get_node(pos).name
|
||||
-- is player inside a hot node?
|
||||
for _, row in pairs(ARMOR_FIRE_NODES) do
|
||||
-- check fire protection, if not enough then get hurt
|
||||
if row[1] == node_head or row[1] == node_feet then
|
||||
if hp > 0 and armor.def[name].fire < row[2] then
|
||||
hp = hp - row[3] * ARMOR_UPDATE_TIME
|
||||
player:set_hp(hp)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
armor.timer = 0
|
||||
end)
|
||||
|
||||
-- kill player when command issued
|
||||
|
||||
minetest.register_chatcommand("kill", {
|
||||
params = "<name>",
|
||||
description = "Kills player instantly",
|
||||
privs = {ban=true},
|
||||
func = function(name, param)
|
||||
local player = minetest.get_player_by_name(param)
|
||||
if player then
|
||||
player:set_hp(0)
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_chatcommand("killme", {
|
||||
description = "Kill yourself instantly",
|
||||
func = function(name)
|
||||
local player = minetest.get_player_by_name(name)
|
||||
if player then
|
||||
player:set_hp(-1001)
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
Loading…
Reference in New Issue
Block a user