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https://github.com/minetest-mods/3d_armor.git
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version-0.
Author | SHA1 | Date | |
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656bcf30bc | |||
579e64a5e7 | |||
6f99803d2d | |||
f960fc1a41 | |||
af4a381433 | |||
1f11a28ad4 | |||
a5ddc3e60a | |||
83f3e01efa | |||
7d30bc25a3 | |||
e4b12558d4 | |||
21b5c68505 | |||
21716ffd31 | |||
cc6fff2b04 | |||
4210cafff3 | |||
579d245a00 | |||
c812e0ac56 | |||
4baed2ca22 |
@ -4,6 +4,7 @@ local S = armor_i18n.gettext
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local skin_previews = {}
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local use_player_monoids = minetest.global_exists("player_monoids")
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local use_armor_monoid = minetest.global_exists("armor_monoid")
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local use_pova_mod = minetest.get_modpath("pova")
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local armor_def = setmetatable({}, {
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__index = function()
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return setmetatable({
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@ -73,7 +74,7 @@ armor = {
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on_destroy = {},
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},
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migrate_old_inventory = true,
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version = "0.4.11",
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version = "0.4.12",
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}
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armor.config = {
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@ -269,7 +270,8 @@ armor.set_player_armor = function(self, player)
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change[group] = groups[group] / base
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end
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for _, attr in pairs(self.attributes) do
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self.def[name][attr] = attributes[attr]
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local mult = attr == "heal" and self.config.heal_multiplier or 1
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self.def[name][attr] = attributes[attr] * mult
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end
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for _, phys in pairs(self.physics) do
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self.def[name][phys] = physics[phys]
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@ -286,6 +288,14 @@ armor.set_player_armor = function(self, player)
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"3d_armor:physics")
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player_monoids.gravity:add_change(player, physics.gravity,
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"3d_armor:physics")
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elseif use_pova_mod then
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-- only add the changes, not the default 1.0 for each physics setting
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pova.add_override(name, "3d_armor", {
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speed = physics.speed - 1,
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jump = physics.jump - 1,
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gravity = physics.gravity - 1,
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})
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pova.do_override(player)
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else
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player:set_physics_override(physics)
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end
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@ -428,6 +438,14 @@ armor.get_armor_formspec = function(self, name, listring)
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return formspec
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end
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armor.get_element = function(self, item_name)
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for _, element in pairs(armor.elements) do
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if minetest.get_item_group(item_name, "armor_"..element) > 0 then
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return element
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end
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end
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end
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armor.serialize_inventory_list = function(self, list)
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local list_table = {}
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for _, stack in ipairs(list) do
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@ -446,37 +464,23 @@ armor.deserialize_inventory_list = function(self, list_string)
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end
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armor.load_armor_inventory = function(self, player)
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local msg = "[load_armor_inventory]"
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local name = player:get_player_name()
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if not name then
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minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
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return
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end
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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if not armor_inv then
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minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
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return
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end
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local armor_list_string = player:get_attribute("3d_armor_inventory")
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if armor_list_string then
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armor_inv:set_list("armor", self:deserialize_inventory_list(armor_list_string))
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return true
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local _, inv = self:get_valid_player(player, "[load_armor_inventory]")
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if inv then
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local armor_list_string = player:get_attribute("3d_armor_inventory")
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if armor_list_string then
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inv:set_list("armor",
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self:deserialize_inventory_list(armor_list_string))
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return true
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end
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end
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end
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armor.save_armor_inventory = function(self, player)
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local msg = "[save_armor_inventory]"
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local name = player:get_player_name()
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if not name then
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minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
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return
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local _, inv = self:get_valid_player(player, "[save_armor_inventory]")
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if inv then
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player:set_attribute("3d_armor_inventory",
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self:serialize_inventory_list(inv:get_list("armor")))
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end
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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if not armor_inv then
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minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
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return
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end
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player:set_attribute("3d_armor_inventory", self:serialize_inventory_list(armor_inv:get_list("armor")))
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end
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armor.update_inventory = function(self, player)
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@ -484,19 +488,11 @@ armor.update_inventory = function(self, player)
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end
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armor.set_inventory_stack = function(self, player, i, stack)
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local msg = "[set_inventory_stack]"
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local name = player:get_player_name()
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if not name then
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minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
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return
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local _, inv = self:get_valid_player(player, "[set_inventory_stack]")
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if inv then
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inv:set_stack("armor", i, stack)
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self:save_armor_inventory(player)
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end
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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if not armor_inv then
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minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
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return
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end
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armor_inv:set_stack("armor", i, stack)
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self:save_armor_inventory(player)
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end
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armor.get_valid_player = function(self, player, msg)
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@ -1,6 +1,7 @@
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default
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player_monoids?
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armor_monoid?
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pova?
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fire?
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ethereal?
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bakedclay?
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@ -109,6 +109,57 @@ armor:register_on_destroy(function(player, index, stack)
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end
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end)
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local function validate_armor_inventory(player)
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-- Workaround for detached inventory swap exploit
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local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
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if not inv then
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return
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end
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local armor_prev = {}
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local armor_list_string = player:get_attribute("3d_armor_inventory")
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if armor_list_string then
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local armor_list = armor:deserialize_inventory_list(armor_list_string)
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for i, stack in ipairs(armor_list) do
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if stack:get_count() > 0 then
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armor_prev[stack:get_name()] = i
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end
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end
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end
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local elements = {}
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local player_inv = player:get_inventory()
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for i = 1, 6 do
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local stack = inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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local item = stack:get_name()
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local element = armor:get_element(item)
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if element and not elements[element] then
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if armor_prev[item] then
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armor_prev[item] = nil
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else
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-- Item was not in previous inventory
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armor:run_callbacks("on_equip", player, i, stack)
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end
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elements[element] = true;
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else
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inv:remove_item("armor", stack)
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-- The following code returns invalid items to the player's main
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-- inventory but could open up the possibity for a hacked client
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-- to receive items back they never really had. I am not certain
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-- so remove the is_singleplayer check at your own risk :]
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if minetest.is_singleplayer() and player_inv and
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player_inv:room_for_item("main", stack) then
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player_inv:add_item("main", stack)
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end
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end
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end
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end
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for item, i in pairs(armor_prev) do
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local stack = ItemStack(item)
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-- Previous item is not in current inventory
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armor:run_callbacks("on_unequip", player, i, stack)
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end
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end
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local function init_player_armor(player)
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local name = player:get_player_name()
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local pos = player:getpos()
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@ -117,34 +168,34 @@ local function init_player_armor(player)
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end
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local armor_inv = minetest.create_detached_inventory(name.."_armor", {
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on_put = function(inv, listname, index, stack, player)
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validate_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:run_callbacks("on_equip", player, index, stack)
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armor:set_player_armor(player)
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end,
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on_take = function(inv, listname, index, stack, player)
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validate_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:run_callbacks("on_unequip", player, index, stack)
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armor:set_player_armor(player)
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end,
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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validate_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:set_player_armor(player)
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end,
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allow_put = function(inv, listname, index, stack, player)
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local def = stack:get_definition() or {}
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local allowed = 0
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for _, element in pairs(armor.elements) do
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if def.groups["armor_"..element] then
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allowed = 1
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for i = 1, 6 do
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local item = inv:get_stack("armor", i):get_name()
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if minetest.get_item_group(item, "armor_"..element) > 0 then
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return 0
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end
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end
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allow_put = function(inv, listname, index, put_stack, player)
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local element = armor:get_element(put_stack:get_name())
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if not element then
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return 0
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end
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for i = 1, 6 do
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local stack = inv:get_stack("armor", i)
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local def = stack:get_definition() or {}
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if def.groups and def.groups["armor_"..element]
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and i ~= index then
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return 0
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end
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end
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return allowed
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return 1
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end,
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allow_take = function(inv, listname, index, stack, player)
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return stack:get_count()
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@ -166,7 +217,9 @@ local function init_player_armor(player)
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end
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for i=1, 6 do
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local stack = armor_inv:get_stack("armor", i)
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armor:run_callbacks("on_equip", player, i, stack)
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if stack:get_count() > 0 then
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armor:run_callbacks("on_equip", player, i, stack)
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end
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end
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armor.def[name] = {
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init_time = minetest.get_gametime(),
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@ -269,10 +322,11 @@ if armor.config.drop == true or armor.config.destroy == true then
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local stack = armor_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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table.insert(drop, stack)
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armor:set_inventory_stack(player, i, nil)
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armor:run_callbacks("on_unequip", player, i, stack)
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armor_inv:set_stack("armor", i, nil)
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end
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end
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armor:save_armor_inventory(player)
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armor:set_player_armor(player)
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local pos = player:getpos()
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if pos and armor.config.destroy == false then
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@ -323,7 +377,6 @@ minetest.register_on_player_hpchange(function(player, hp_change)
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local name = player:get_player_name()
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if name then
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local heal = armor.def[name].heal
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heal = heal * armor.config.heal_multiplier
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if heal >= math.random(100) then
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hp_change = 0
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end
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@ -1,6 +1,7 @@
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-- support for i18n
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local S = armor_i18n.gettext
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local F = armor_i18n.fgettext
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local has_technic = minetest.get_modpath("technic") ~= nil
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if not minetest.global_exists("unified_inventory") then
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minetest.log("warning", S("3d_armor_ui: Mod loaded but unused."))
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@ -43,7 +44,7 @@ unified_inventory.register_page("armor", {
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formspec = formspec.."label[5.0,"..(fy + 1.0)..";"..
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F("Fire")..": "..armor.def[name].fire.."]"
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end
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if minetest.global_exists("technic") then
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if has_technic then
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formspec = formspec.."label[5.0,"..(fy + 1.5)..";"..
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F("Radiation")..": "..armor.def[name].groups["radiation"].."]"
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end
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@ -1,4 +1,4 @@
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Modpack - 3d Armor [0.4.11]
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Modpack - 3d Armor [0.4.12]
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===========================
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### Table of Contents
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@ -17,7 +17,7 @@ Modpack - 3d Armor [0.4.11]
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[mod] Visible Player Armor [3d_armor]
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-------------------------------------
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Minetest Version: 0.4.16
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Minetest Version: 0.4.16 - 0.4.17.1
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Game: minetest_game and many derivatives
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BIN
screenshot.png
BIN
screenshot.png
Binary file not shown.
Before Width: | Height: | Size: 145 KiB After Width: | Height: | Size: 65 KiB |
@ -7,3 +7,10 @@ Depends: 3d_armor
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Originally a part of 3d_armor, shields have been re-included as an optional extra.
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If you do not what shields then simply remove the shields folder from the modpack.
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Shields Configuration
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---------------------
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Override the following default settings by adding them to your minetest.conf file.
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shields_disable_sounds = false
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@ -1,14 +1,14 @@
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-- support for i18n
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local S = armor_i18n.gettext
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local disable_sounds = minetest.settings:get_bool("shields_disable_sounds")
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local use_moreores = minetest.get_modpath("moreores")
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local function play_sound_effect(player, name)
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if player then
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if not disable_sounds and player then
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local pos = player:getpos()
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if pos then
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minetest.sound_play({
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minetest.sound_play(name, {
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pos = pos,
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name = name,
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max_hear_distance = 10,
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gain = 0.5,
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})
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@ -28,15 +28,6 @@ armor:register_armor("shields:shield_admin", {
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description = S("Admin Shield"),
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inventory_image = "shields_inv_shield_admin.png",
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groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1},
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on_punched = function(player, hitter, time_from_last_punch, tool_capabilities)
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if type(hitter) == "userdata" then
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if hitter:is_player() then
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hitter:set_wielded_item("")
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end
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play_sound_effect(player, "default_dig_metal")
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end
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return false
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end,
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})
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minetest.register_alias("adminshield", "shields:shield_admin")
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Reference in New Issue
Block a user