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