Add support for unified inventory and skins
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@ -9,17 +9,40 @@ armor = {
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player_hp = {},
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elements = {"head", "torso", "legs", "feet"},
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physics = {"jump","speed","gravity"},
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formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
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.."list[current_player;main;0,4.5;8,4;]"
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.."list[detached:player_name_armor;armor_head;3,0;1,1;]"
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.."list[detached:player_name_armor;armor_torso;3,1;1,1;]"
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.."list[detached:player_name_armor;armor_legs;3,2;1,1;]"
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.."list[detached:player_name_armor;armor_feet;3,3;1,1;]",
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formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
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.."image[2,0.75;2,4;armor_preview]"
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.."list[current_player;main;0,4.5;8,4;]"
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.."list[current_player;craft;4,1;3,3;]"
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.."list[current_player;craftpreview;7,2;1,1;]",
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textures = {},
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default_skin = "character.png",
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default_skin = "character",
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}
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-- armor.def - Added by BlockMen for HUD integration
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if inventory_plus then
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armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
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.."list[detached:player_name_armor;armor;0,1;2,3;]"
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.."image[2.5,0.75;2,4;armor_preview]"
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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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.."list[current_player;main;0,4.5;8,4;]"
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elseif unified_inventory then
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unified_inventory.register_button("armor", {
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type = "image",
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image = "inventory_plus_armor.png",
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})
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unified_inventory.register_page("armor", {
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get_formspec = function(player)
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local name = player:get_player_name()
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local formspec = "background[0.06,0.99;7.92,7.52;3d_armor_ui_form.png]"
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.."label[0,0;Armor]"
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.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
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.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
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.."label[5,1;Level: "..armor.def[name].level.."]"
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.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
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return {formspec=formspec}
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end,
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})
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end
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armor.def = {
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state = 0,
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@ -48,40 +71,58 @@ armor.set_player_armor = function(self, player)
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local player_inv = player:get_inventory()
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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 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 elements = {}
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local physics_o = {speed=1,gravity=1,jump=1}
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for i, v in ipairs(self.elements) do
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local stack = player_inv:get_stack("armor_"..v, 1)
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local level = stack:get_definition().groups["armor_"..v]
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local material = {type=nil, count=1}
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local preview = armor:get_player_skin(name).."_preview.png"
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for _,v in ipairs(self.elements) do
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elements[v] = false
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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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elements[i] = string.match(item, "%:.+_(.+)$")
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if level then
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table.insert(textures, item:gsub("%:", "_")..".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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end
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for kk,vv in ipairs(self.physics) do
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local o_value = stack:get_definition().groups["physics_"..vv]
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if ( o_value ~= nil ) then
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physics_o[vv] = physics_o[vv] + o_value
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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 = 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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local heal = def.groups["armor_heal"] or 0
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armor_heal = armor_heal + heal
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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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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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end
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end
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end
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end
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end
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player:set_physics_override(physics_o)
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if minetest.get_modpath("shields") then
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armor_level = armor_level * 0.9
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end
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if elements[1] == elements[2] and
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elements[1] == elements[3] and
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elements[1] == elements[4] then
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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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end
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if #textures > 0 then
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@ -93,9 +134,13 @@ armor.set_player_armor = function(self, player)
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armor_groups.fleshy = 100 - armor_level
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end
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player:set_armor_groups(armor_groups)
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player:set_physics_override(physics_o)
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self.textures[name].armor = armor_texture
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self.textures[name].preview = preview
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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:update_player_visuals(player)
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end
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@ -117,15 +162,15 @@ armor.update_armor = function(self, player)
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local heal_max = 0
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local state = 0
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local items = 0
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for _,v in ipairs(self.elements) do
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local stack = armor_inv:get_stack("armor_"..v, 1)
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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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if stack:get_count() > 0 then
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local use = stack:get_definition().groups["armor_use"] or 0
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local heal = stack:get_definition().groups["armor_heal"] or 0
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local item = stack:get_name()
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stack:add_wear(use)
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armor_inv:set_stack("armor_"..v, 1, stack)
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player_inv:set_stack("armor_"..v, 1, stack)
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armor_inv:set_stack("armor", i, stack)
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player_inv:set_stack("armor", i, stack)
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state = state + stack:get_wear()
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items = items + 1
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if stack:get_count() == 0 then
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@ -148,6 +193,33 @@ armor.update_armor = function(self, player)
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self.player_hp[name] = hp
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end
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armor.get_player_skin = function(self, name)
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local skin = nil
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if skins then
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skin = skins.skins[name]
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elseif u_skins then
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skin = u_skins.u_skins[name]
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end
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return skin or armor.default_skin
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end
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armor.update_inventory = function(self, player)
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local name = player:get_player_name()
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if unified_inventory then
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unified_inventory.set_inventory_formspec(player, "armor")
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elseif inventory_plus then
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local formspec = armor.formspec:gsub("player_name", name)
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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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inventory_plus.set_inventory_formspec(player, formspec)
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else
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local formspec = armor.formspec:gsub("player_name", name)
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formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
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player:set_inventory_formspec(formspec)
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end
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end
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-- Register Player Model
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default.player_register_model("3d_armor_character.x", {
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@ -172,15 +244,15 @@ default.player_register_model("3d_armor_character.x", {
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = player:get_player_name()
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if fields.armor then
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local formspec = armor.formspec:gsub("player_name", name)
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inventory_plus.set_inventory_formspec(player, formspec)
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armor:update_inventory(player)
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return
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end
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for field, _ in pairs(fields) do
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if string.find(field, "^skins_set_") then
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if string.find(field, "skins_set_") then
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minetest.after(0, function(player)
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armor.textures[name].skin = skins.skins[name]..".png"
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armor:update_player_visuals(player)
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local skin = armor:get_player_skin(name)
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armor.textures[name].skin = skin..".png"
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armor:set_player_armor(player)
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end, player)
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end
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end
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@ -188,52 +260,77 @@ end)
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minetest.register_on_joinplayer(function(player)
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default.player_set_model(player, "3d_armor_character.x")
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inventory_plus.register_button(player,"armor", "Armor")
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local player_inv = player:get_inventory()
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local name = player:get_player_name()
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local player_inv = player:get_inventory()
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local armor_inv = minetest.create_detached_inventory(name.."_armor",{
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on_put = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, stack)
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armor:set_player_armor(player)
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armor:update_inventory(player)
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end,
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on_take = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, nil)
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armor:set_player_armor(player)
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armor:update_inventory(player)
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end,
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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local plaver_inv = player:get_inventory()
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local stack = inv:get_stack(to_list, to_index)
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player_inv:set_stack(to_list, to_index, stack)
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player_inv:set_stack(from_list, from_index, nil)
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armor:set_player_armor(player)
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armor:update_inventory(player)
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end,
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allow_put = function(inv, listname, index, stack, player)
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if inv:is_empty(listname) then
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return 1
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end
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return 0
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return 1
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end,
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allow_take = function(inv, listname, index, stack, player)
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return stack:get_count()
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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return 0
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return count
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end,
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})
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for _,v in ipairs(armor.elements) do
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local list = "armor_"..v
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player_inv:set_size(list, 1)
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armor_inv:set_size(list, 1)
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armor_inv:set_stack(list, 1, player_inv:get_stack(list, 1))
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if inventory_plus then
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inventory_plus.register_button(player,"armor", "Armor")
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end
|
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armor_inv:set_size("armor", 6)
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player_inv:set_size("armor", 6)
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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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armor_inv:set_stack("armor", i, stack)
|
||||
end
|
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|
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-- Legacy support, import player's armor from old inventory format
|
||||
for _,v in pairs(armor.elements) do
|
||||
local list = "armor_"..v
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armor_inv:add_item("armor", player_inv:get_stack(list, 1))
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player_inv:set_stack(list, 1, nil)
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end
|
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armor.player_hp[name] = 0
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armor.def[name] = {
|
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state = 0,
|
||||
count = 0,
|
||||
level = 0,
|
||||
heal = 0,
|
||||
}
|
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armor.textures[name] = {
|
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skin = armor.default_skin,
|
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skin = armor.default_skin..".png",
|
||||
armor = "3d_armor_trans.png",
|
||||
wielditem = "3d_armor_trans.png",
|
||||
preview = armor.default_skin.."_preview.png",
|
||||
}
|
||||
if minetest.get_modpath("skins") then
|
||||
local skin = skins.skins[name]
|
||||
if skin and skins.get_type(skin) == skins.type.MODEL then
|
||||
armor.textures[name].skin = skin..".png"
|
||||
end
|
||||
elseif minetest.get_modpath("u_skins") then
|
||||
local skin = u_skins.u_skins[name]
|
||||
if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
|
||||
armor.textures[name].skin = skin..".png"
|
||||
end
|
||||
end
|
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if minetest.get_modpath("player_textures") then
|
||||
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
|
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|
@ -245,6 +342,9 @@ minetest.register_on_joinplayer(function(player)
|
|||
end
|
||||
minetest.after(1, function(player)
|
||||
armor:set_player_armor(player)
|
||||
if inventory_plus == nil and unified_inventory == nil then
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
end, player)
|
||||
end)
|
||||
|
||||
|
@ -257,11 +357,11 @@ if minetest.get_modpath("bones") then
|
|||
local drop = {}
|
||||
local player_inv = player:get_inventory()
|
||||
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
|
||||
for _,v in ipairs(armor.elements) do
|
||||
local list = "armor_"..v
|
||||
table.insert(drop, player_inv:get_stack(list, 1))
|
||||
armor_inv:set_stack(list, 1, nil)
|
||||
player_inv:set_stack(list, 1, nil)
|
||||
for i=1, player_inv:get_size("armor") do
|
||||
local stack = armor_inv:get_stack("armor", i)
|
||||
table.insert(drop, stack)
|
||||
armor_inv:set_stack("armor", i, nil)
|
||||
player_inv:set_stack("armor", i, nil)
|
||||
end
|
||||
armor:set_player_armor(player)
|
||||
minetest.after(1, function() --TODO: Make delay configurable
|
||||
|
@ -271,9 +371,9 @@ if minetest.get_modpath("bones") then
|
|||
local owner = meta:get_string("owner")
|
||||
local inv = meta:get_inventory()
|
||||
if name == owner then
|
||||
for _,list in ipairs(drop) do
|
||||
if inv:room_for_item("main", list) then
|
||||
inv:add_item("main", list)
|
||||
for _,stack in ipairs(drop) do
|
||||
if inv:room_for_item("main", stack) then
|
||||
inv:add_item("main", stack)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
default
|
||||
inventory_plus
|
||||
inventory_plus?
|
||||
unified_inventory?
|
||||
|
||||
|
|
BIN
3d_armor/textures/3d_armor_boots_bronze_preview.png
Normal file
After Width: | Height: | Size: 2.0 KiB |
BIN
3d_armor/textures/3d_armor_boots_diamond_preview.png
Normal file
After Width: | Height: | Size: 2.0 KiB |
BIN
3d_armor/textures/3d_armor_boots_mithril_preview.png
Normal file
After Width: | Height: | Size: 2.0 KiB |
BIN
3d_armor/textures/3d_armor_boots_steel_preview.png
Normal file
After Width: | Height: | Size: 2.0 KiB |
BIN
3d_armor/textures/3d_armor_boots_wood_preview.png
Normal file
After Width: | Height: | Size: 2.0 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_bronze_preview.png
Normal file
After Width: | Height: | Size: 1.7 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_diamond_preview.png
Normal file
After Width: | Height: | Size: 1.6 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_mithril_preview.png
Normal file
After Width: | Height: | Size: 1.6 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_steel_preview.png
Normal file
After Width: | Height: | Size: 1.6 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_wood_preview.png
Normal file
After Width: | Height: | Size: 1.6 KiB |
BIN
3d_armor/textures/3d_armor_helmet_bronze_preview.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
3d_armor/textures/3d_armor_helmet_diamond_preview.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
3d_armor/textures/3d_armor_helmet_mithril_preview.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
3d_armor/textures/3d_armor_helmet_steel_preview.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
3d_armor/textures/3d_armor_helmet_wood_preview.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
3d_armor/textures/3d_armor_leggings_bronze_preview.png
Normal file
After Width: | Height: | Size: 1.9 KiB |
BIN
3d_armor/textures/3d_armor_leggings_diamond_preview.png
Normal file
After Width: | Height: | Size: 1.9 KiB |
BIN
3d_armor/textures/3d_armor_leggings_mithril_preview.png
Normal file
After Width: | Height: | Size: 1.9 KiB |
BIN
3d_armor/textures/3d_armor_leggings_steel_preview.png
Normal file
After Width: | Height: | Size: 1.9 KiB |
BIN
3d_armor/textures/3d_armor_leggings_wood_preview.png
Normal file
After Width: | Height: | Size: 1.9 KiB |
BIN
3d_armor/textures/3d_armor_ui_form.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
3d_armor/textures/character_preview.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
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@ -4,7 +4,9 @@ Modpack - 3d Armor [0.4.1]
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[mod] Visible Player Armor [3d_armor]
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-------------------------------------
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depends: default, inventory_plus
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depends: default
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recommends: inventory_plus or unified_inventory (use only one)
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Adds craftable armor that is visible to other players. Each armor item worn contributes to
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a player's armor group level making them less vulnerable to weapons.
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@ -63,12 +63,6 @@ end
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minetest.after(0, function()
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table.insert(armor.elements, "shield")
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armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
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.."list[current_player;main;0,4.5;8,4;]"
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.."list[detached:player_name_armor;armor_head;3,0;1,1;]"
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.."list[detached:player_name_armor;armor_torso;3,1;1,1;]"
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.."list[detached:player_name_armor;armor_legs;3,2;1,1;]"
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.."list[detached:player_name_armor;armor_feet;3,3;1,1;]"
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.."list[detached:player_name_armor;armor_shield;4,1;1,1;]"
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end)
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BIN
shields/textures/shields_shield_bronze_preview.png
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shields/textures/shields_shield_diamond_preview.png
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shields/textures/shields_shield_mithril_preview.png
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shields/textures/shields_shield_steel_preview.png
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shields/textures/shields_shield_wood_preview.png
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After Width: | Height: | Size: 2.1 KiB |