minetest/games/devtest/mods/testentities/armor.lua

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-- Armorball: Test entity for testing armor groups
-- Rightclick to change armor group
local phasearmor = {
[0]={icy=100},
[1]={fiery=100},
[2]={icy=100, fiery=100},
[3]={fleshy=-100},
[4]={fleshy=1},
[5]={fleshy=10},
[6]={fleshy=50},
[7]={fleshy=100},
[8]={fleshy=200},
[9]={fleshy=1000},
[10]={fleshy=32767},
[11]={immortal=1},
[12]={punch_operable=1},
}
local max_phase = 12
minetest.register_entity("testentities:armorball", {
initial_properties = {
hp_max = 20,
physical = false,
collisionbox = {-0.4,-0.4,-0.4, 0.4,0.4,0.4},
visual = "sprite",
visual_size = {x=1, y=1},
textures = {"testentities_armorball.png"},
spritediv = {x=1, y=5},
initial_sprite_basepos = {x=0, y=0},
},
_phase = 7,
on_activate = function(self, staticdata)
minetest.log("action", "[testentities] armorball.on_activate")
self.object:set_armor_groups(phasearmor[self._phase])
self.object:set_sprite({x=0, y=self._phase})
end,
on_rightclick = function(self, clicker)
-- Change armor group and sprite
self._phase = self._phase + 1
if self._phase >= max_phase + 1 then
self._phase = 0
end
self.object:set_sprite({x=0, y=self._phase})
self.object:set_armor_groups(phasearmor[self._phase])
end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
if not puncher then
return
end
local name = puncher:get_player_name()
if not name then
return
end
minetest.chat_send_player(name, "time_from_last_punch="..string.format("%.3f", time_from_last_punch).."; damage="..tostring(damage))
end,
})