commit 2c208403ff17a2995b986e52a50537fe4be57c0e Author: raymoo Date: Wed Feb 10 20:09:46 2016 -0800 Everything diff --git a/COPYING b/COPYING new file mode 100644 index 0000000..8034ed7 --- /dev/null +++ b/COPYING @@ -0,0 +1,13 @@ +Copyright 2015-2016 raymoo + +Licensed under the Apache License, Version 2.0 (the "License"); +you may not use this file except in compliance with the License. +You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + +Unless required by applicable law or agreed to in writing, software +distributed under the License is distributed on an "AS IS" BASIS, +WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +See the License for the specific language governing permissions and +limitations under the License. \ No newline at end of file diff --git a/README.md b/README.md new file mode 100644 index 0000000..e56273a --- /dev/null +++ b/README.md @@ -0,0 +1,33 @@ +#The Armor Monoid + +This mod provides a monoidal_effects monoid for handling armor groups. It +provides the ```"armor"``` monoid, and a way to register new damage types +for players. + +Using the monoid +================ +The values in the monoid are tables mapping armor group names to damage +multipliers. For example, if I wanted to register an effect granting arcane +damage resistance but fleshy damage vulnerability, I could do
+``` +monoidal_effects.register_effect_type("magic_barrier", { + disp_name = "Magic Barrier", + tags = { magical = 1 }, + monoids = { armor = true }, + cancel_on_death = true, + values = { armor = { fleshy = 1.5, arcane = 0.3 } }, + icon = "magic_barrier.png", +}) +``` + +Registering damage types +======================== +To add a new damage type to players, use armor_monoid.register_armor_group. For +example:
+``` +armor_monoid.register_armor_group("arcane", 100) +``` +
+As you can see, the argument is not a multiplier, but the base armor group +rating. Calling this would mean players start off with an armor rating in +"arcane" of 100 (no protection). \ No newline at end of file diff --git a/depends.txt b/depends.txt new file mode 100644 index 0000000..f9e8fba --- /dev/null +++ b/depends.txt @@ -0,0 +1,2 @@ +monoidal_effects +3d_armor? diff --git a/description.txt b/description.txt new file mode 100644 index 0000000..f7e4a0a --- /dev/null +++ b/description.txt @@ -0,0 +1 @@ +A monoidal_effects monoid for armor diff --git a/init.lua b/init.lua new file mode 100644 index 0000000..ad695f2 --- /dev/null +++ b/init.lua @@ -0,0 +1,219 @@ + +armor_monoid = {} + +local armor_groups = { fleshy = 100 } + +armor_monoid.registered_groups = armor_groups + +local join_handled = {} + +local function copy_tab(tab) + local copy = {} + + for k, v in pairs(tab) do + copy[k] = v + end + + return copy +end + + +-- The values in this monoid are not armor group values, but damage multipliers. +-- For example { fleshy = 0.5, fire = 1.2 } would mean that a player takes +-- half fleshy damage and 120% fire damage. Nil values are the same as putting +-- 1. The final multipliers are multiplied to the base damage for the group. +monoidal_effects.register_monoid("armor", { + combine = function(tab1, tab2) + local res = {} + + for k, v in pairs(armor_groups) do + local v1 = tab1[k] + local v2 = tab2[k] + + if not v1 then + res[k] = v2 + elseif not v2 then + res[k] = v1 + else + res[k] = v1 * v2 + end + end + + return res + end, + fold = function(elems) + local res = {} + + for k, tab in pairs(elems) do + for k, v in pairs(armor_groups) do + local vres = res[k] + local v_other = tab[k] + + if not vres then + res[k] = v_other + elseif v_other then + res[k] = vres * v_other + end + + -- If not v_other, res[k] remains the same. + end + end + + return res + end, + identity = {}, + apply = function(multipliers, player) + local final = copy_tab(armor_groups) + + for k, v in pairs(multipliers) do + if final[k] then -- Make sure it is a registered armor group + final[k] = final[k] * v + end + end + + join_handled[player:get_player_name()] = true + + player:set_armor_groups(final) + end, +}) + + +-- If the monoid has not fired yet (or won't fire) +minetest.register_on_joinplayer(function(player) + if not join_handled[player:get_player_name()] then + player:set_armor_groups(armor_groups) + end +end) + + +minetest.register_on_leaveplayer(function(player) + join_handled[player:get_player_name()] = nil +end) + + +-- armor_monoid.register_armor_group("name", x) creates an armor group called name +-- with a default armor value of x. +function armor_monoid.register_armor_group(name, def) + armor_groups[name] = def +end + + +if not minetest.global_exists("armor") then return end + + +monoidal_effects.register_type("armor_monoid:compat_armor", { + disp_name = "3D Armor Compatibility", + dynamic = true, + monoids = { armor = true }, + hidden = true, + cancel_on_death = false, + values = { armor = {} }, +}) + +monoidal_effects.register_type("armor_monoid:compat_phys", { + disp_name = "3D Armor Physics Compatibility", + dynamic = true, + monoids = { speed = true, jump = true, gravity = true }, + hidden = true, + cancel_on_death = false, + values = { speed = 1, jump = 1, gravity = 1 }, +}) + + +-- Armor override +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 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) or "character_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 = 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) + 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 + + monoidal_effects.cancel_effect_type("armor_monoid:compat_armor", name) + monoidal_effects.cancel_effect_type("armor_monoid:compat_phys", name) + + monoidal_effects.apply_effect("armor_monoid:compat_armor", "perm", name, { + armor = { fleshy = armor_groups.fleshy / 100 }, + }) + monoidal_effects.apply_effect("armor_monoid:compat_phys", "perm", name, 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.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:update_player_visuals(player) +end diff --git a/mod.conf b/mod.conf new file mode 100644 index 0000000..a0aa1d2 --- /dev/null +++ b/mod.conf @@ -0,0 +1 @@ +name=armor_monoid \ No newline at end of file