forked from mtcontrib/3d_armor
Add support for non-fleshy damage groups, closes #47
This commit is contained in:
206
3d_armor/api.lua
206
3d_armor/api.lua
@ -6,13 +6,14 @@ 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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attributes = {"heal", "fire", "water"},
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formspec = "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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"label[5,1.5;Heal: armor_attr_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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def = {},
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@ -39,6 +40,7 @@ armor = {
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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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registered_groups = {["fleshy"]=100},
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registered_callbacks = {
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on_update = {},
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on_equip = {},
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@ -69,6 +71,20 @@ armor.config = {
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fire_protect = minetest.get_modpath("ethereal") ~= nil
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}
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-- Armor Registration
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armor.register_armor = function(self, name, def)
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minetest.register_tool(name, def)
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end
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armor.register_armor_group = function(self, group, base)
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base = base or 100
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self.registered_groups[group] = base
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if use_armor_monoid then
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armor_monoid.register_armor_group(group, base)
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end
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end
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-- Armor callbacks
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armor.register_on_update = function(self, func)
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@ -125,112 +141,125 @@ armor.update_player_visuals = function(self, player)
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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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local name, player_inv = self: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 count = 0
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local material = {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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local texture = "3d_armor_trans.png"
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local textures = {}
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local physics = {}
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local attributes = {}
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local levels = {}
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local groups = {}
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local change = {}
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for _, phys in pairs(self.physics) do
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physics[phys] = 0
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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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for _, attr in pairs(self.attributes) do
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attributes[attr] = 0
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end
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for group, base in pairs(self.registered_groups) do
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groups[group] = base
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change[group] = 1
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levels[group] = 0
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end
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local list = player_inv:get_list("armor")
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for i, stack in pairs(list) do
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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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for _, element in pairs(self.elements) do
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if def.groups["armor_"..element] then
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if def.armor_groups then
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for group, level in pairs(def.armor_groups) do
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if levels[group] then
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levels[group] = levels[group] + level
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end
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.type then
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if material.type == mat then
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material.count = material.count + 1
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end
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else
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material.type = mat
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end
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elements[k] = true
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else
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local level = def.groups["armor_"..element]
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levels["fleshy"] = levels["fleshy"] + level
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end
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end
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-- DEPRECATED, use armor_groups instead
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if def.groups["armor_radiation"] and levels["radiation"] then
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levels["radiation"] = def.groups["armor_radiation"]
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end
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end
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local item = stack:get_name()
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local tex = def.texture or item:gsub("%:", "_")
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local prev = def.preview or tex.."_preview"
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tex = tex:gsub(".png$", "")
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prev = prev:gsub(".png$", "")
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texture = texture.."^"..tex..".png"
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preview = preview.."^"..prev..".png"
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state = state + stack:get_wear()
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count = count + 1
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for _, phys in pairs(self.physics) do
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local value = def.groups["physics_"..phys] or 0
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physics[phys] = physics[phys] + value
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end
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for _, attr in pairs(self.attributes) do
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local value = def.groups["armor_"..attr] or 0
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attributes[attr] = attributes[attr] + value
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.name then
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if material.name == 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.name = mat
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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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for group, level in pairs(levels) do
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if level > 0 then
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local base = self.registered_groups[group]
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if minetest.get_modpath("shields") then
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level = level * 0.9
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end
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if material.name and material.count == #self.elements then
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level = level * 1.1
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end
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level = level * armor.config.level_multiplier
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self.def[name].groups[group] = level
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if level > base then
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level = base
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end
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groups[group] = base - level
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change[group] = groups[group] / base
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end
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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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for _, attr in pairs(self.attributes) do
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self.def[name][attr] = attributes[attr]
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end
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armor_level = armor_level * self.config.level_multiplier
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armor_heal = armor_heal * self.config.heal_multiplier
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armor_radiation = armor_radiation * self.config.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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for _, phys in pairs(self.physics) do
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self.def[name][phys] = physics[phys]
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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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armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
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else
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player:set_armor_groups(armor_groups)
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player:set_armor_groups(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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player_monoids.speed:add_change(player, physics.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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player_monoids.jump:add_change(player, physics.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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player_monoids.gravity:add_change(player, physics.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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player:set_physics_override(physics)
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end
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self.textures[name].armor = armor_texture
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self.textures[name].armor = texture
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self.textures[name].preview = preview
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self.def[name].level = self.def[name].groups.fleshy or 0
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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.def[name].count = count
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self:update_player_visuals(player)
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self:run_callbacks("on_update", player)
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end
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@ -263,29 +292,28 @@ armor.get_preview = function(self, name)
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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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if not armor.def[name] or not armor.textures[name] then
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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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local formspec = armor.formspec..
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"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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for _, attr in pairs(self.attributes) do
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formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr])
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end
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for _, group in pairs(self.attributes) do
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formspec = formspec:gsub("armor_group_"..group, armor.def[name][group])
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end
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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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-- DEPRECIATED: Legacy inventory support
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-- DEPRECATED: Legacy inventory support
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end
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armor.set_inventory_stack = function(self, player, i, stack)
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