ARMOR_INIT_DELAY = 1 ARMOR_INIT_TIMES = 1 ARMOR_BONES_DELAY = 1 ARMOR_UPDATE_TIME = 1 ARMOR_DROP = true ARMOR_DESTROY = false ARMOR_LEVEL_MULTIPLIER = 1 ARMOR_HEAL_MULTIPLIER = 1 local modpath = minetest.get_modpath(ARMOR_MOD_NAME) local input = io.open(modpath.."/armor.conf", "r") if input then dofile(modpath.."/armor.conf") input:close() input = nil end local time = 0 armor = { player_hp = {}, elements = {"head", "torso", "legs", "feet"}, physics = {"jump","speed","gravity"}, formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]" .."image[2,0.75;2,4;armor_preview]" .."list[current_player;main;0,4.5;8,4;]" .."list[current_player;craft;4,1;3,3;]" .."list[current_player;craftpreview;7,2;1,1;]", textures = {}, default_skin = "character", } if inventory_plus then armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]" .."list[detached:player_name_armor;armor;0,1;2,3;]" .."image[2.5,0.75;2,4;armor_preview]" .."label[5,1;Level: armor_level]" .."label[5,1.5;Heal: armor_heal]" .."list[current_player;main;0,4.5;8,4;]" elseif unified_inventory then unified_inventory.register_button("armor", { type = "image", image = "inventory_plus_armor.png", }) unified_inventory.register_page("armor", { get_formspec = function(player) local name = player:get_player_name() local formspec = "background[0.06,0.99;7.92,7.52;3d_armor_ui_form.png]" .."label[0,0;Armor]" .."list[detached:"..name.."_armor;armor;0,1;2,3;]" .."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]" .."label[5,1;Level: "..armor.def[name].level.."]" .."label[5,1.5;Heal: "..armor.def[name].heal.."]" return {formspec=formspec} end, }) end armor.def = { state = 0, count = 0, } 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) if not player then return end local name = player:get_player_name() local player_inv = player:get_inventory() local armor_texture = "3d_armor_trans.png" local armor_level = 0 local armor_heal = 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_player_skin(name).."_preview.png" 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 = 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 local heal = def.groups["armor_heal"] or 0 armor_heal = armor_heal + heal 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 * ARMOR_LEVEL_MULTIPLIER armor_heal = armor_heal * ARMOR_HEAL_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 end player:set_armor_groups(armor_groups) player:set_physics_override(physics_o) 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:update_player_visuals(player) end armor.update_armor = function(self, player) if not player then return end local name = player:get_player_name() local hp = player:get_hp() or 0 if hp == 0 or hp == self.player_hp[name] then return end if self.player_hp[name] > hp then local player_inv = player:get_inventory() local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) if not armor_inv then return end 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 use = stack:get_definition().groups["armor_use"] or 0 local heal = stack:get_definition().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 self:set_player_armor(player) end heal_max = heal_max + heal end end self.def[name].state = state self.def[name].count = items heal_max = heal_max * ARMOR_HEAL_MULTIPLIER if heal_max > math.random(100) then player:set_hp(self.player_hp[name]) return end end self.player_hp[name] = hp end armor.get_player_skin = function(self, name) local skin = nil if skins then skin = skins.skins[name] elseif u_skins then skin = u_skins.u_skins[name] end return skin or armor.default_skin end armor.update_inventory = function(self, player) local name = player:get_player_name() if unified_inventory then unified_inventory.set_inventory_formspec(player, "armor") elseif inventory_plus then local formspec = armor.formspec:gsub("player_name", name) 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) inventory_plus.set_inventory_formspec(player, formspec) else local formspec = armor.formspec:gsub("player_name", name) formspec = formspec:gsub("armor_preview", armor.textures[name].preview) player:set_inventory_formspec(formspec) end end -- Register Player Model default.player_register_model("3d_armor_character.x", { 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}, }, }) -- Register Callbacks minetest.register_on_player_receive_fields(function(player, formname, fields) local name = player:get_player_name() if fields.armor then armor:update_inventory(player) 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.x") 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) 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) 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) 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, }) if 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) end -- Legacy support, import player's armor from old inventory format for _,v in pairs(armor.elements) do local list = "armor_"..v armor_inv:add_item("armor", player_inv:get_stack(list, 1)) player_inv:set_stack(list, 1, nil) end armor.player_hp[name] = 0 armor.def[name] = { state = 0, count = 0, level = 0, heal = 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 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 if minetest.get_modpath("player_textures") then local filename = minetest.get_modpath("player_textures").."/textures/player_"..name local f = io.open(filename..".png") if f then f:close() armor.textures[name].skin = "player_"..name..".png" end end for i=1, ARMOR_INIT_TIMES do minetest.after(ARMOR_INIT_DELAY * i, function(player) armor:set_player_armor(player) if inventory_plus == nil and unified_inventory == nil then armor:update_inventory(player) end end, player) end end) if ARMOR_DROP == true or ARMOR_DESTROY == true then minetest.register_on_dieplayer(function(player) local name = player:get_player_name() local pos = player:getpos() if name and pos then pos = vector.round(pos) local drop = {} local player_inv = player:get_inventory() local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) 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) end end armor:set_player_armor(player) if unified_inventory then unified_inventory.set_inventory_formspec(player, "craft") elseif 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_DESTROY == false then if minetest.get_modpath("bones") then minetest.after(ARMOR_BONES_DELAY, function() local node = minetest.get_node(pos) if node.name == "bones:bones" then local meta = minetest.get_meta(pos) local owner = meta:get_string("owner") local inv = meta:get_inventory() if name == owner then for _,stack in ipairs(drop) do if inv:room_for_item("main", stack) then inv:add_item("main", stack) end end end end end) else for _,stack in ipairs(drop) do local obj = minetest.add_item(pos, stack:get_name()) if obj then local x = math.random(1, 5) if math.random(1,2) == 1 then x = -x end local z = math.random(1, 5) if math.random(1,2) == 1 then z = -z end obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z}) end end end end end end) end minetest.register_globalstep(function(dtime) time = time + dtime if time > ARMOR_UPDATE_TIME then for _,player in ipairs(minetest.get_connected_players()) do armor:update_armor(player) end time = 0 end end)