local modname = minetest.get_current_modname() local modpath = minetest.get_modpath(modname) local worldpath = minetest.get_worldpath() dofile(modpath.."/api.lua") -- Legacy Config Support local input = io.open(modpath.."/armor.conf", "r") if input then dofile(modpath.."/armor.conf") input:close() input = nil end input = io.open(worldpath.."/armor.conf", "r") if input then dofile(worldpath.."/armor.conf") input:close() input = nil end for name, _ in pairs(armor.config) do local global = "ARMOR_"..name:upper() if minetest.global_exists(global) then armor.config[name] = _G[global] end end if minetest.global_exists("ARMOR_MATERIALS") then armor.materials = table.copy(ARMOR_MATERIALS) end if minetest.global_exists("ARMOR_FIRE_NODES") then armor.fire_nodes = table.copy(ARMOR_FIRE_NODES) end -- Load Configuration for name, config in pairs(armor.config) do local setting = minetest.setting_get("armor_"..name) if type(config) == "number" then setting = tonumber(setting) elseif type(config) == "boolean" then setting = minetest.setting_getbool("armor_"..name) end if setting then armor.config[name] = setting end end for material, _ in pairs(armor.materials) do local key = "material_"..material if armor.config[key] == false then armor.materials[material] = nil end end dofile(modpath.."/armor.lua") -- Mod Compatibility local armor_formpage = "image[2.5,0;2,4;armor_preview]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. default.get_hotbar_bg(0, 4.7).. "label[5,1;Level: armor_level]".. "label[5,1.5;Heal: armor_heal]".. "list[current_player;main;0,4.7;8,1;]".. "list[current_player;main;0,5.85;8,3;8]" if armor.config.fire_protect then armor_formpage = armor_formpage.."label[5,2;Fire: armor_fire]" end if minetest.global_exists("technic") then armor_formpage = armor_formpage.."label[5,2.5;Radiation: armor_radiation]" end if minetest.get_modpath("inventory_plus") then armor.inv_mod = "inventory_plus" armor.formspec = "size[8,8.5]button[6,0;2,0.5;main;Back]"..armor_formpage if minetest.get_modpath("crafting") then inventory_plus.get_formspec = function(player, page) end end elseif minetest.get_modpath("unified_inventory") and not unified_inventory.sfinv_compat_layer then armor.inv_mod = "unified_inventory" unified_inventory.register_button("armor", { type = "image", image = "inventory_plus_armor.png", }) unified_inventory.register_page("armor", { get_formspec = function(player, perplayer_formspec) local fy = perplayer_formspec.formspec_y local name = player:get_player_name() local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]".. "label[0,0;Armor]".. "list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]".. "image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]".. "label[5.0,"..(fy + 0.0)..";Level: "..armor.def[name].level.."]".. "label[5.0,"..(fy + 0.5)..";Heal: "..armor.def[name].heal.."]".. "listring[current_player;main]".. "listring[detached:"..name.."_armor;armor]" if armor.config.fire_protect then formspec = formspec.."label[5.0,"..(fy + 1.0).. ";Fire: "..armor.def[name].fire.."]" end if minetest.global_exists("technic") then formspec = formspec.."label[5.0,"..(fy + 1.5).. ";Radiation: "..armor.def[name].radiation.."]" end return {formspec=formspec} end, }) elseif minetest.get_modpath("inventory_enhanced") then armor.inv_mod = "inventory_enhanced" elseif minetest.get_modpath("smart_inventory") then armor.inv_mod = "smart_inventory" elseif minetest.get_modpath("sfinv") then armor.inv_mod = "sfinv" armor.formspec = armor_formpage sfinv.register_page("3d_armor:armor", { title = "Armor", get = function(self, player, context) local name = player:get_player_name() local formspec = armor:get_armor_formspec(name, true) return sfinv.make_formspec(player, context, formspec, false) end }) end local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"} for _, mod in pairs(skin_mods) do local path = minetest.get_modpath(mod) if path then local dir_list = minetest.get_dir_list(path.."/textures") for _, fn in pairs(dir_list) do if fn:find("_preview.png$") then armor:add_preview(fn) end end armor.skin_mod = mod end end if not minetest.get_modpath("moreores") then armor.materials.mithril = nil end if not minetest.get_modpath("ethereal") then armor.materials.crystal = nil end -- Armor Player Model default.player_register_model("3d_armor_character.b3d", { animation_speed = 30, textures = { armor.default_skin..".png", "3d_armor_trans.png", "3d_armor_trans.png", }, animations = { stand = {x=0, y=79}, lay = {x=162, y=166}, walk = {x=168, y=187}, mine = {x=189, y=198}, walk_mine = {x=200, y=219}, sit = {x=81, y=160}, }, }) minetest.register_on_player_receive_fields(function(player, formname, fields) local name = armor:get_valid_player(player, "[on_player_receive_fields]") if not name or armor.inv_mod == "inventory_enhanced" then return end if armor.inv_mod == "inventory_plus" and fields.armor then local formspec = armor:get_armor_formspec(name, true) inventory_plus.set_inventory_formspec(player, formspec) return end for field, _ in pairs(fields) do if string.find(field, "skins_set") then minetest.after(0, function(player) local skin = armor:get_player_skin(name) armor.textures[name].skin = skin..".png" armor:set_player_armor(player) end, player) end end end) minetest.register_on_joinplayer(function(player) default.player_set_model(player, "3d_armor_character.b3d") local name = player:get_player_name() local player_inv = player:get_inventory() local armor_inv = minetest.create_detached_inventory(name.."_armor", { on_put = function(inv, listname, index, stack, player) player:get_inventory():set_stack(listname, index, stack) armor:set_player_armor(player) armor:update_inventory(player) armor:run_callbacks("on_equip", player, stack) end, on_take = function(inv, listname, index, stack, player) player:get_inventory():set_stack(listname, index, nil) armor:set_player_armor(player) armor:update_inventory(player) armor:run_callbacks("on_unequip", player, stack) end, on_move = function(inv, from_list, from_index, to_list, to_index, count, player) local plaver_inv = player:get_inventory() local stack = inv:get_stack(to_list, to_index) player_inv:set_stack(to_list, to_index, stack) player_inv:set_stack(from_list, from_index, nil) armor:set_player_armor(player) armor:update_inventory(player) end, allow_put = function(inv, listname, index, stack, player) local def = stack:get_definition() or {} for _, element in pairs(armor.elements) do if def.groups["armor_"..element] then for i = 1, 6 do local item = inv:get_stack("armor", i):get_name() if minetest.get_item_group(item, "armor_"..element) > 0 then return 0 end end end end return 1 end, allow_take = function(inv, listname, index, stack, player) return stack:get_count() end, allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) return count end, }, name) if armor.inv_mod == "inventory_plus" then inventory_plus.register_button(player,"armor", "Armor") end armor_inv:set_size("armor", 6) player_inv:set_size("armor", 6) for i=1, 6 do local stack = player_inv:get_stack("armor", i) armor_inv:set_stack("armor", i, stack) armor:run_callbacks("on_equip", player, stack) end armor.def[name] = { state = 0, count = 0, level = 0, heal = 0, jump = 1, speed = 1, gravity = 1, fire = 0, water = 0, radiation = 0, } armor.textures[name] = { skin = armor.default_skin..".png", armor = "3d_armor_trans.png", wielditem = "3d_armor_trans.png", preview = armor.default_skin.."_preview.png", } if armor.skin_mod == "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 armor.skin_mod == "simple_skins" then local skin = skins.skins[name] if skin then armor.textures[name].skin = skin..".png" end elseif armor.skin_mod == "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 elseif armor.skin_mod == "wardrobe" then local skin = wardrobe.playerSkins[name] if skin then armor.textures[name].skin = skin end end local texture_path = minetest.get_modpath("player_textures") if texture_path then local dir_list = minetest.get_dir_list(texture_path.."/textures") for _, fn in pairs(dir_list) do if fn == "player_"..name..".png" then armor.textures[name].skin = fn break end end end for i=1, armor.config.init_times do minetest.after(armor.config.init_delay * i, function(player) armor:set_player_armor(player) if not armor.inv_mod then armor:update_inventory(player) end end, player) end end) if armor.config.drop == true or armor.config.destroy == true then minetest.register_on_dieplayer(function(player) local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]") if not name then return end local drop = {} for i=1, player_inv:get_size("armor") do local stack = armor_inv:get_stack("armor", i) if stack:get_count() > 0 then table.insert(drop, stack) armor_inv:set_stack("armor", i, nil) player_inv:set_stack("armor", i, nil) armor:run_callbacks("on_unequip", player, stack) end end armor:set_player_armor(player) if armor.inv_mod == "unified_inventory" then unified_inventory.set_inventory_formspec(player, "craft") elseif armor.inv_mod == "inventory_plus" then local formspec = inventory_plus.get_formspec(player,"main") inventory_plus.set_inventory_formspec(player, formspec) else armor:update_inventory(player) end if armor.config.destroy == false then minetest.after(armor.config.bones_delay, function() local meta = nil local maxp = vector.add(pos, 8) local minp = vector.subtract(pos, 8) local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"}) for _, p in pairs(bones) do local m = minetest.get_meta(p) if m:get_string("owner") == name then meta = m break end end if meta then local inv = meta:get_inventory() for _,stack in ipairs(drop) do if inv:room_for_item("main", stack) then inv:add_item("main", stack) else armor.drop_armor(pos, stack) end end else for _,stack in ipairs(drop) do armor.drop_armor(pos, stack) end end end) end end) end minetest.register_on_player_hpchange(function(player, hp_change) local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]") if name and hp_change < 0 then local heal_max = 0 local state = 0 local items = 0 for i=1, 6 do local stack = player_inv:get_stack("armor", i) if stack:get_count() > 0 then local def = stack:get_definition() or {} local use = def.groups["armor_use"] or 0 local heal = def.groups["armor_heal"] or 0 local item = stack:get_name() stack:add_wear(use) armor_inv:set_stack("armor", i, stack) player_inv:set_stack("armor", i, stack) state = state + stack:get_wear() items = items + 1 if stack:get_count() == 0 then local desc = minetest.registered_items[item].description if desc then minetest.chat_send_player(name, "Your "..desc.." got destroyed!") end armor:set_player_armor(player) armor:update_inventory(player) armor:run_callbacks("on_unequip", player, stack) armor:run_callbacks("on_destroy", player, stack) end heal_max = heal_max + heal end end armor.def[name].state = state armor.def[name].count = items heal_max = heal_max * armor.config.heal_multiplier if heal_max > math.random(100) then hp_change = 0 end end return hp_change end, true) -- Fire Protection and water breating, added by TenPlus1 if armor.config.fire_protect == true then -- override hot nodes so they do not hurt player anywhere but mod for _, row in pairs(armor.fire_nodes) do if minetest.registered_nodes[row[1]] then minetest.override_item(row[1], {damage_per_second = 0}) end end else print ("[3d_armor] Fire Nodes disabled") end minetest.register_globalstep(function(dtime) armor.timer = armor.timer + dtime if armor.timer < armor.config.update_time then return end for _,player in pairs(minetest.get_connected_players()) do local name = player:get_player_name() local pos = player:getpos() local hp = player:get_hp() -- water breathing if name and armor.def[name].water > 0 then if player:get_breath() < 10 then player:set_breath(10) end end -- fire protection if armor.config.fire_protect == true and name and pos and hp then pos.y = pos.y + 1.4 -- head level local node_head = minetest.get_node(pos).name pos.y = pos.y - 1.2 -- feet level local node_feet = minetest.get_node(pos).name -- is player inside a hot node? for _, row in pairs(armor.fire_nodes) do -- check fire protection, if not enough then get hurt if row[1] == node_head or row[1] == node_feet then if hp > 0 and armor.def[name].fire < row[2] then hp = hp - row[3] * armor.config.update_time player:set_hp(hp) break end end end end end armor.timer = 0 end)