rework mod

* register armor using `armor:register_armor` (fixes #4)
* improve code readability
* make `technic_worldgen` optional
* add screenshot
* update readme and mod.conf
* remove integration test (unnecessary for a simple mod)
* remove other unnecessary files
This commit is contained in:
OgelGames 2021-10-09 18:30:11 +11:00
parent ee9e651ba3
commit c83d07419c
13 changed files with 138 additions and 209 deletions

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name: integration-test
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@master
- name: integration-test
run: ./integration-test.sh

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name: build name: luacheck
on: [push, pull_request] on: [push, pull_request]
jobs: jobs:
build: build:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@master - uses: actions/checkout@master
- name: apt - name: apt

10
.gitignore vendored
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## Generic ignorable patterns and files
*~
.*.swp
*bak*
tags
*.vim
## Eclipse project files & directories
.project
.settings

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allow_defined_top = true
unused_args = false
globals = { globals = {
"wieldview",
"armor", "armor",
"inventory_plus"
}
read_globals = {
-- Stdlib
string = {fields = {"split"}},
table = {fields = {"copy", "getn"}},
-- Minetest
"vector", "ItemStack",
"dump", "VoxelArea",
-- deps
"default",
"minetest", "minetest",
"unified_inventory",
"wardrobe",
"player_monoids",
"armor_monoid",
"sfinv",
"ARMOR_MATERIALS",
"ARMOR_FIRE_NODES",
"pova",
"skins",
"u_skins"
} }

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[mod] Technic Armor [technic_armor]
===================================
License Source Code: Copyright (C) 2013-2018 Stuart Jones - LGPL v2.1 License Source Code: Copyright (C) 2013-2018 Stuart Jones - LGPL v2.1
License Textures: poet.nohit and numberZero - 2015-2018 WTFPL License Textures: poet-nohit and numberZero - 2015-2018 WTFPL

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README.md Normal file
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# Technic Armor [technic_armor]
[![luacheck](https://github.com/mt-mods/technic_armor/workflows/luacheck/badge.svg)](https://github.com/mt-mods/technic_armor/actions)
Adds armor made from lead, brass, cast iron, carbon steel, stainless steel, tin and silver.
![](screenshot.png?raw=true)
Textures by @poet-nohit and @numberZero

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[mod] Technic Armor [technic_armor]
===================================
Adds tin, silver and technic materials to 3d_armor.
Requires technic (technic_worldgen at least) mod.
Depends: 3d_armor, technic_worldgen
Textures by poet.nohit and numberZero

175
init.lua
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-- integration test
if minetest.settings:get_bool("technic_armor.enable_technic_armor_integration_test") then
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/integration_test.lua")
end
-- support for i18n -- Use 3d_armor translator to take advantage of existing translations for armor parts
local S = minetest.get_translator("3d_armor") local S = minetest.get_translator("3d_armor")
if not minetest.get_modpath("technic_worldgen") then local materials = {}
minetest.log("warning", S("technic_armor: Mod loaded but unused."))
return if minetest.get_modpath("technic_worldgen") then
materials.lead = {
name = S("Lead"),
craft_item = "technic:lead_ingot",
armor = 1.6,
heal = 0,
use = 500,
radiation = 88
}
materials.brass = {
name = S("Brass"),
craft_item = "technic:brass_ingot",
armor = 1.8,
heal = 0,
use = 650,
radiation = 43
}
materials.cast = {
name = S("Cast Iron"),
craft_item = "technic:cast_iron_ingot",
armor = 2.5,
heal = 8,
use = 200,
radiation = 40
}
materials.carbon = {
name = S("Carbon Steel"),
craft_item = "technic:carbon_steel_ingot",
armor = 2.7,
heal = 10,
use = 100,
radiation = 40
}
materials.stainless = {
name = S("Stainless Steel"),
craft_item = "technic:stainless_steel_ingot",
armor = 2.7,
heal = 10,
use = 75,
radiation = 40
}
end
local tin_ingot
if minetest.registered_items["default:tin_ingot"] then
tin_ingot = "default:tin_ingot"
end end
local stats = {
lead = { name=S("Lead"), material="technic:lead_ingot", armor=1.6, heal=0, use=500, radiation=80*1.1 },
brass = { name=S("Brass"), material="technic:brass_ingot", armor=1.8, heal=0, use=650, radiation=43 },
cast = { name=S("Cast Iron"), material="technic:cast_iron_ingot", armor=2.5, heal=8, use=200, radiation=40 },
carbon = { name=S("Carbon Steel"), material="technic:carbon_steel_ingot", armor=2.7, heal=10, use=100, radiation=40 },
stainless = { name=S("Stainless Steel"), material="technic:" ..
"stainless_steel_ingot", armor=2.7, heal=10, use=75, radiation=40 },
}
if minetest.get_modpath("moreores") then if minetest.get_modpath("moreores") then
stats.tin = { name=S("Tin"), material="moreores:tin_ingot", armor=1.6, heal=0, use=750, radiation=37 } tin_ingot = "moreores:tin_ingot"
stats.silver = { name=S("Silver"), material="moreores:silver_ingot", armor=1.8, heal=6, use=650, radiation=53 } materials.silver = {
name = S("Silver"),
craft_item = "moreores:silver_ingot",
armor = 1.8,
heal = 6,
use = 650,
radiation = 53
}
end
if tin_ingot then
materials.tin = {
name = S("Tin"),
craft_item = tin_ingot,
armor = 1.6,
heal = 0,
use = 750,
radiation = 37
}
end end
local parts = { local parts = {
helmet = { place="head", name=S("Helmet"), level=5, radlevel = 0.10, craft={{1,1,1},{1,0,1}} }, helmet = {
chestplate = { place="torso", name=S("Chestplate"), level=8, radlevel = 0.35, craft={{1,0,1},{1,1,1},{1,1,1}} }, name = S("Helmet"),
leggings = { place="legs", name=S("Leggings"), level=7, radlevel = 0.15, craft={{1,1,1},{1,0,1},{1,0,1}} }, place = "head",
boots = { place="feet", name=S("Boots"), level=4, radlevel = 0.10, craft={{1,0,1},{1,0,1}} }, level = 5,
radlevel = 0.10,
craft = {{1, 1, 1}, {1, 0, 1}}
},
chestplate = {
name = S("Chestplate"),
place = "torso",
level = 8,
radlevel = 0.35,
craft = {{1, 0, 1}, {1, 1, 1}, {1, 1, 1}}
},
leggings = {
name = S("Leggings"),
place = "legs",
level = 7,
radlevel = 0.15,
craft = {{1, 1, 1}, {1, 0, 1}, {1, 0, 1}}
},
boots = {
name = S("Boots"),
place = "feet",
level = 4,
radlevel = 0.10,
craft = {{1, 0, 1}, {1, 0, 1}}
}
} }
if minetest.get_modpath("shields") then if minetest.get_modpath("shields") then
parts.shield = { place="shield", name=S("Shield"), level=5, radlevel=0.00, craft={{1,1,1},{1,1,1},{0,1,0}} } parts.shield = {
name = S("Shield"),
place = "shield",
level = 5,
radlevel = 0.00,
craft = {{1, 1, 1}, {1, 1, 1}, {0, 1, 0}}
}
end end
-- Makes a craft recipe based on a template local function make_recipe(template, material)
-- template is a recipe-like table but indices are used instead of actual item names:
-- 0 means nothing, everything else is treated as an index in the materials table
local function make_recipe(template, materials)
local recipe = {} local recipe = {}
for j, trow in ipairs(template) do for i, row in ipairs(template) do
local rrow = {} recipe[i] = {}
for i, tcell in ipairs(trow) do for j, item in ipairs(row) do
if tcell == 0 then recipe[i][j] = item == 0 and "" or material
rrow[i] = ""
else
rrow[i] = materials[tcell]
end
end end
recipe[j] = rrow
end end
return recipe return recipe
end end
for key, armor in pairs(stats) do for material, m in pairs(materials) do
for partkey, part in pairs(parts) do for part, p in pairs(parts) do
local partname = "technic_armor:"..partkey.."_"..key local name = "technic_armor:"..part.."_"..material
minetest.register_tool(partname, { armor:register_armor(name, {
-- Translators: @1 stands for material and @2 for part of the armor description = S("@1 @2", m.name, p.name),
-- so that you could use a conjunction if in your language part name inventory_image = "technic_armor_inv_"..part.."_"..material..".png",
-- comes first then material (e.g. in french 'Silver Boots' groups = {
-- is translated in 'Bottes en argent' by using '@2 en @1' as translated string) ["armor_"..p.place] = math.floor(p.level * m.armor),
description = S("@1 @2", armor.name, part.name), armor_heal = m.heal,
inventory_image = "technic_armor_inv_"..partkey.."_"..key..".png", armor_use = m.use,
groups = {["armor_"..part.place]=math.floor(part.level*armor.armor), armor_heal=armor.heal, armor_radiation = math.floor(p.radlevel * m.radiation)
armor_use=armor.use, armor_radiation=math.floor(part.radlevel*armor.radiation)}, },
wear = 0, wear = 0,
}) })
minetest.register_craft({ minetest.register_craft({
output = partname, output = name,
recipe = make_recipe(part.craft, {armor.material}), recipe = make_recipe(p.craft, m.craft_item),
}) })
end end
end end

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#!/bin/sh
# simple integration test
CFG=/tmp/minetest.conf
MTDIR=/tmp/mt
WORLDDIR=${MTDIR}/worlds/world
WORLDMODDIR=${WORLDDIR}/worldmods
cat <<EOF > ${CFG}
technic_armor.enable_technic_armor_integration_test = true
EOF
# clone dependencies
git clone --depth 1 https://github.com/minetest-mods/3d_armor.git ${WORLDMODDIR}/3d_armor
mkdir -p ${WORLDDIR}
chmod 777 ${MTDIR} -R
docker run --rm -i \
-v ${CFG}:/etc/minetest/minetest.conf:ro \
-v ${MTDIR}:/var/lib/minetest/.minetest \
-v $(pwd):/var/lib/minetest/.minetest/worlds/world/worldmods/technic_armor \
registry.gitlab.com/minetest/minetest/server:5.3.0
test -f ${WORLDDIR}/integration_test.json && exit 0 || exit 1

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minetest.log("warning", "[TEST] integration-test enabled!")
minetest.register_on_mods_loaded(function()
minetest.after(1, function()
local data = minetest.write_json({ success = true }, true);
local file = io.open(minetest.get_worldpath().."/integration_test.json", "w" );
if file then
file:write(data)
file:close()
end
file = io.open(minetest.get_worldpath().."/registered_nodes.txt", "w" );
if file then
for name in pairs(minetest.registered_nodes) do
file:write(name .. '\n')
end
file:close()
end
minetest.log("warning", "[TEST] integration tests done!")
minetest.request_shutdown("success")
end)
end)

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name = technic_armor name = technic_armor
description = Adds armor made from lead, brass, cast iron, carbon steel, stainless steel, tin and silver
depends = 3d_armor depends = 3d_armor
optional_depends = moreores, technic_worldgen optional_depends = default, moreores, technic_worldgen

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technic_armor/textures/technic_armor_helmet_brass.png:head
technic_armor/textures/technic_armor_chestplate_brass.png:torso
technic_armor/textures/technic_armor_leggings_brass.png:legs
technic_armor/textures/technic_armor_boots_brass.png:feet
technic_armor/textures/technic_armor_shield_brass.png:shield
technic_armor/textures/technic_armor_helmet_cast.png:head
technic_armor/textures/technic_armor_chestplate_cast.png:torso
technic_armor/textures/technic_armor_leggings_cast.png:legs
technic_armor/textures/technic_armor_boots_cast.png:feet
technic_armor/textures/technic_armor_shield_cast.png:shield
technic_armor/textures/technic_armor_helmet_stainless.png:head
technic_armor/textures/technic_armor_chestplate_stainless.png:torso
technic_armor/textures/technic_armor_leggings_stainless.png:legs
technic_armor/textures/technic_armor_boots_stainless.png:feet
technic_armor/textures/technic_armor_shield_stainless.png:shield
technic_armor/textures/technic_armor_helmet_tin.png:head
technic_armor/textures/technic_armor_chestplate_tin.png:torso
technic_armor/textures/technic_armor_leggings_tin.png:legs
technic_armor/textures/technic_armor_boots_tin.png:feet
technic_armor/textures/technic_armor_shield_tin.png:shield
technic_armor/textures/technic_armor_helmet_lead.png:head
technic_armor/textures/technic_armor_chestplate_lead.png:torso
technic_armor/textures/technic_armor_leggings_lead.png:legs
technic_armor/textures/technic_armor_boots_lead.png:feet
technic_armor/textures/technic_armor_shield_lead.png:shield
technic_armor/textures/technic_armor_helmet_carbon.png:head
technic_armor/textures/technic_armor_chestplate_carbon.png:torso
technic_armor/textures/technic_armor_leggings_carbon.png:legs
technic_armor/textures/technic_armor_boots_carbon.png:feet
technic_armor/textures/technic_armor_shield_carbon.png:shield
technic_armor/textures/technic_armor_helmet_silver.png:head
technic_armor/textures/technic_armor_chestplate_silver.png:torso
technic_armor/textures/technic_armor_leggings_silver.png:legs
technic_armor/textures/technic_armor_boots_silver.png:feet
technic_armor/textures/technic_armor_shield_silver.png:shield