local skin_previews = {} local use_player_monoids = minetest.global_exists("player_monoids") local use_armor_monoid = minetest.global_exists("armor_monoid") armor = { timer = 0, elements = {"head", "torso", "legs", "feet"}, physics = {"jump", "speed", "gravity"}, formspec = "size[8,8.5]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. default.get_hotbar_bg(0,4.25).. "image[2,0.5;2,4;armor_preview]".. "list[current_player;main;0,4.25;8,1;]".. "list[current_player;main;0,5.5;8,3;8]".. "list[current_player;craft;4,0.5;3,3;]".. "list[current_player;craftpreview;7,1.5;1,1;]".. "listring[current_player;main]".. "listring[current_player;craft]", def = {}, textures = {}, default_skin = "character", materials = { wood = "group:wood", cactus = "default:cactus", steel = "default:steel_ingot", bronze = "default:bronze_ingot", diamond = "default:diamond", gold = "default:gold_ingot", mithril = "moreores:mithril_ingot", crystal = "ethereal:crystal_ingot", }, fire_nodes = { {"default:lava_source", 5, 8}, {"default:lava_flowing", 5, 8}, {"fire:basic_flame", 3, 4}, {"fire:permanent_flame", 3, 4}, {"ethereal:crystal_spike", 2, 1}, {"ethereal:fire_flower", 2, 1}, {"default:torch", 1, 1}, {"default:torch_ceiling", 1, 1}, {"default:torch_wall", 1, 1}, }, registered_callbacks = { on_update = {}, on_equip = {}, on_unequip = {}, on_destroy = {}, }, version = "0.4.8", } armor.config = { init_delay = 1, init_times = 1, bones_delay = 1, update_time = 1, drop = minetest.get_modpath("bones") ~= nil, destroy = false, level_multiplier = 1, heal_multiplier = 1, radiation_multiplier = 1, material_wood = true, material_cactus = true, material_steel = true, material_bronze = true, material_diamond = true, material_gold = true, material_mithril = true, material_crystal = true, fire_protect = minetest.get_modpath("ethereal") ~= nil } -- Armor callbacks armor.register_on_update = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_update, func) end end armor.register_on_equip = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_equip, func) end end armor.register_on_unequip = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_unequip, func) end end armor.register_on_destroy = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_destroy, func) end end armor.run_callbacks = function(self, callback, player, stack) if stack then local def = stack:get_definition() or {} if type(def[callback]) == "function" then def[callback](player, stack) end end local callbacks = self.registered_callbacks[callback] if callbacks then for _, func in pairs(callbacks) do func(player, stack) end end end armor.update_player_visuals = function(self, player) if not player then return end local name = player:get_player_name() if self.textures[name] then default.player_set_textures(player, { self.textures[name].skin, self.textures[name].armor, self.textures[name].wielditem, }) end end armor.set_player_armor = function(self, player) local name, player_inv = armor:get_valid_player(player, "[set_player_armor]") if not name then return end local armor_texture = "3d_armor_trans.png" local armor_level = 0 local armor_heal = 0 local armor_fire = 0 local armor_water = 0 local armor_radiation = 0 local state = 0 local items = 0 local elements = {} local textures = {} local physics_o = {speed=1,gravity=1,jump=1} local material = {type=nil, count=1} local preview = armor:get_preview(name) for _,v in ipairs(self.elements) do elements[v] = false end for i=1, 6 do local stack = player_inv:get_stack("armor", i) local item = stack:get_name() if stack:get_count() == 1 then local def = stack:get_definition() for k, v in pairs(elements) do if v == false then local level = def.groups["armor_"..k] if level then local texture = def.texture or item:gsub("%:", "_") table.insert(textures, texture..".png") preview = preview.."^"..texture.."_preview.png" armor_level = armor_level + level state = state + stack:get_wear() items = items + 1 armor_heal = armor_heal + (def.groups["armor_heal"] or 0) armor_fire = armor_fire + (def.groups["armor_fire"] or 0) armor_water = armor_water + (def.groups["armor_water"] or 0) armor_radiation = armor_radiation + (def.groups["armor_radiation"] or 0) for kk,vv in ipairs(self.physics) do local o_value = def.groups["physics_"..vv] if o_value then physics_o[vv] = physics_o[vv] + o_value end end local mat = string.match(item, "%:.+_(.+)$") if material.type then if material.type == mat then material.count = material.count + 1 end else material.type = mat end elements[k] = true end end end end end if minetest.get_modpath("shields") then armor_level = armor_level * 0.9 end if material.type and material.count == #self.elements then armor_level = armor_level * 1.1 end armor_level = armor_level * self.config.level_multiplier armor_heal = armor_heal * self.config.heal_multiplier armor_radiation = armor_radiation * self.config.radiation_multiplier if #textures > 0 then armor_texture = table.concat(textures, "^") end local armor_groups = {fleshy=100} if armor_level > 0 then armor_groups.level = math.floor(armor_level / 20) armor_groups.fleshy = 100 - armor_level armor_groups.radiation = 100 - armor_radiation end if use_armor_monoid then armor_monoid.monoid:add_change(player, { fleshy = armor_groups.fleshy / 100 }, "3d_armor:armor") else player:set_armor_groups(armor_groups) end if use_player_monoids then player_monoids.speed:add_change(player, physics_o.speed, "3d_armor:physics") player_monoids.jump:add_change(player, physics_o.jump, "3d_armor:physics") player_monoids.gravity:add_change(player, physics_o.gravity, "3d_armor:physics") else player:set_physics_override(physics_o) end self.textures[name].armor = armor_texture self.textures[name].preview = preview self.def[name].state = state self.def[name].count = items self.def[name].level = armor_level self.def[name].heal = armor_heal self.def[name].jump = physics_o.jump self.def[name].speed = physics_o.speed self.def[name].gravity = physics_o.gravity self.def[name].fire = armor_fire self.def[name].water = armor_water self.def[name].radiation = armor_radiation self:update_player_visuals(player) self:run_callbacks("on_update", player) end armor.get_player_skin = function(self, name) local skin = nil if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then skin = skins.skins[name] elseif self.skin_mod == "u_skins" then skin = u_skins.u_skins[name] elseif self.skin_mod == "wardrobe" then local skins = wardrobe.playerSkins or {} if skins[name] then skin = string.gsub(skins[name], "%.png$","") end end return skin or armor.default_skin end armor.add_preview = function(self, preview) skin_previews[preview] = true end armor.get_preview = function(self, name) local preview = armor:get_player_skin(name).."_preview.png" if skin_previews[preview] then return preview end return "character_preview.png" end armor.get_armor_formspec = function(self, name, listring) if not armor.textures[name] then minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]") return "" end if not armor.def[name] then minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]") return "" end local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,0.5;2,3;]" if listring == true then formspec = formspec.."listring[current_player;main]".. "listring[detached:"..name.."_armor;armor]" end formspec = formspec:gsub("armor_preview", armor.textures[name].preview) formspec = formspec:gsub("armor_level", armor.def[name].level) formspec = formspec:gsub("armor_heal", armor.def[name].heal) formspec = formspec:gsub("armor_fire", armor.def[name].fire) formspec = formspec:gsub("armor_radiation", armor.def[name].radiation) return formspec end armor.update_inventory = function(self, player) local name = armor:get_valid_player(player, "[set_player_armor]") if not name or self.inv_mod == "inventory_enhanced" then return end if self.inv_mod == "smart_inventory" then local state = smart_inventory.get_page_state("player", name) if state then state:get("update_hook"):submit() end elseif self.inv_mod == "sfinv" then if sfinv.set_page then sfinv.set_page(player, "3d_armor:armor") else -- Backwards compat sfinv.set_player_inventory_formspec(player, { page = "3d_armor:armor" }) end elseif self.inv_mod == "unified_inventory" then if unified_inventory.current_page[name] == "armor" then unified_inventory.set_inventory_formspec(player, "armor") end else if self.inv_mod == "inventory_plus" then local formspec = armor:get_armor_formspec(name, true) local page = player:get_inventory_formspec() if page:find("detached:"..name.."_armor") then inventory_plus.set_inventory_formspec(player, formspec) end elseif not core.setting_getbool("creative_mode") then local formspec = armor:get_armor_formspec(name) player:set_inventory_formspec(formspec) end end end armor.get_valid_player = function(self, player, msg) msg = msg or "" if not player then minetest.log("error", "3d_armor: Player reference is nil "..msg) return end local name = player:get_player_name() if not name then minetest.log("error", "3d_armor: Player name is nil "..msg) return end local pos = player:getpos() local player_inv = player:get_inventory() local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) if not pos then minetest.log("error", "3d_armor: Player position is nil "..msg) return elseif not player_inv then minetest.log("error", "3d_armor: Player inventory is nil "..msg) return elseif not armor_inv then minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg) return end return name, player_inv, armor_inv, pos end armor.drop_armor = function(pos, stack) local obj = minetest.add_item(pos, stack) if obj then obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)}) end end