mirror of
https://github.com/minetest-mods/3d_armor.git
synced 2024-11-22 20:43:43 +01:00
137 lines
3.7 KiB
Lua
137 lines
3.7 KiB
Lua
|
|
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
|
|
|