From c5c43514f4125e1f8d2c8976a40445e67a4ec5b9 Mon Sep 17 00:00:00 2001 From: raymoo Date: Sun, 5 Mar 2017 15:30:12 -0800 Subject: [PATCH] remove 3d_armor compatibility stuff --- LICENSE.3d_armor | 11 ----- README.md | 2 +- depends.txt | 1 - init.lua | 108 ----------------------------------------------- 4 files changed, 1 insertion(+), 121 deletions(-) delete mode 100644 LICENSE.3d_armor diff --git a/LICENSE.3d_armor b/LICENSE.3d_armor deleted file mode 100644 index d383270..0000000 --- a/LICENSE.3d_armor +++ /dev/null @@ -1,11 +0,0 @@ -3D Armor - Visible Player Armor -=============================== - -Default Item Textures (C) Cisoun - WTFPL - -Armor Textures: Copyright (C) 2013 Ryan Jones - CC-BY-SA - -Source Code: Copyright (C) 2013 Stuart Jones - LGPL - -Special credit to Jordach and MirceaKitsune for providing the default 3d character model. - diff --git a/README.md b/README.md index cfe78a4..8542690 100644 --- a/README.md +++ b/README.md @@ -2,7 +2,7 @@ This mod provides a player_monoids monoid for handling armor groups. It provides a monoid for damage resistance, and a way to register new damage types -for players. It is also compatible with 3d_armor. +for players. Using the monoid ================ diff --git a/depends.txt b/depends.txt index 072e595..61bc671 100644 --- a/depends.txt +++ b/depends.txt @@ -1,2 +1 @@ player_monoids -3d_armor? diff --git a/init.lua b/init.lua index 97d652f..3a0d0ca 100644 --- a/init.lua +++ b/init.lua @@ -96,111 +96,3 @@ end) function armor_monoid.register_armor_group(name, def) armor_groups[name] = def end - - -if not minetest.global_exists("armor") then return end - - --- 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 - - armor_monoid.monoid:del_change(player, "armor_monoid:compat") - player_monoids.speed:del_change(player, "armor_monoid:compat") - player_monoids.jump:del_change(player, "armor_monoid:compat") - player_monoids.gravity:del_change(player, "armor_monoid:compat") - - armor_monoid.monoid:add_change(player, { fleshy = armor_groups.fleshy / 100 }, - "armor_monoid:compat") - player_monoids.speed:add_change(player, physics_o.speed, - "armor_monoid:compat") - player_monoids.jump:add_change(player, physics_o.jump, - "armor_monoid:compat") - player_monoids.gravity:add_change(player, physics_o.gravity, - "armor_monoid:compat") - - 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