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mirror of https://github.com/minetest-mods/3d_armor.git synced 2025-06-28 22:36:39 +02:00

27 Commits

Author SHA1 Message Date
7a980a6717 Fix missing sfinv page background images, closes #90 2017-03-12 20:34:54 +00:00
fc3fcea4b7 Bump version to 0.4.8 2017-03-12 19:14:32 +00:00
b59464de88 Improve skin mod preview support 2017-03-12 18:23:49 +00:00
80024fc154 Fix security violation in player_textures mod support 2017-03-12 17:01:04 +00:00
d826b53877 Use u_skins preview image as base for armor preview 2017-03-11 21:34:26 +00:00
01a3425ec8 Add preview generator and update preview textures 2017-03-11 20:02:55 +00:00
616d9398f2 Minor formspec improvements 2017-03-11 19:31:37 +00:00
6661ec0b40 Add support for player monoids, resolves #85 2017-03-10 20:33:45 +00:00
ca1cf6bfeb Fix inconsistency with cactus boots, closes #89 2017-03-10 18:09:28 +00:00
8f5ffeb384 Shields: Remove registration delay, closes #88 2017-03-10 18:05:16 +00:00
ca79d39688 Armor stand: Improve TNT effects, closes #55 2017-03-08 19:36:30 +00:00
8b8a554ff7 Add support for sfinv 2017-03-08 17:47:38 +00:00
3df7802439 added new torch fire nodes
added new torch nodes to the fire nodes list.
2017-03-08 17:44:49 +00:00
19e297a2e8 Update inventory_plus formspec style 2017-03-03 17:59:31 +00:00
190614d47b Fix potential bug with new bone location method 2017-02-24 23:00:03 +00:00
37b10d1cee Remove redundant code 2017-02-24 22:45:23 +00:00
4b45f85687 Improve bones locating and fallback, fixes #84 2017-02-24 22:32:27 +00:00
a5b650285b beter smart_inventory integration 2017-02-21 19:07:17 +00:00
26212fb3e4 Add new armor textures by @daviddoesminetest 2017-02-19 19:33:10 +00:00
4829445d12 Update style of default armor formspec 2017-02-15 19:37:35 +00:00
4d3b219e7d add smart_inventory support 2017-02-15 19:06:06 +00:00
81ffdaa6a7 Improve armor stand selection box 2017-02-15 18:25:49 +00:00
ba62febdee Armor stand, check protection and ignore, ignore 2017-02-08 20:57:42 +00:00
8939a0dd43 Armor stand hidden nodes use copy of pos vector 2017-02-08 19:32:42 +00:00
c691f3e219 Prevent building over armor stands 2017-02-08 18:26:15 +00:00
bf9ba59c0f Merge branch 'tobyplowy-master' 2017-01-25 19:49:52 +00:00
75f808131c New armorstand mapping 2017-01-25 19:48:25 +00:00
198 changed files with 692 additions and 298 deletions

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@ -3,5 +3,7 @@
License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
License Textures: Copyright (C) 2013-2017 Ryan Jones - CC-BY-SA 3.0
License Textures: Copyright (C) 2017 davidthecreator - CC-BY-SA 3.0
https://github.com/daviddoesminetest/3d-armors-new-textures

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@ -3,7 +3,7 @@
Depends: default
Recommends: inventory_plus or unified_inventory (use only one)
Recommends: sfinv, inventory_plus or unified_inventory (use only one to avoid conflicts)
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.
@ -21,4 +21,3 @@ Armor can be configured by adding a file called armor.conf in 3d_armor mod and/o
see armor.conf.example for all available options.
Note: worldpath config settings override any settings made in the mod's directory.

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@ -26,10 +26,15 @@ ARMOR_FIRE_NODES = {
{"ethereal:crystal_spike", 2, 1},
{"ethereal:fire_flower", 2, 1},
{"default:torch", 1, 1},
{"default:torch_ceiling", 1, 1},
{"default:torch_wall", 1, 1},
}
local skin_mod = nil
local inv_mod = nil
local use_player_monoids = minetest.global_exists("player_monoids")
local use_armor_monoid = minetest.global_exists("armor_monoid")
local preview_textures = {}
local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
local worldpath = minetest.get_worldpath()
@ -56,31 +61,42 @@ armor = {
timer = 0,
elements = {"head", "torso", "legs", "feet"},
physics = {"jump","speed","gravity"},
formspec = "size[8,8.5]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;]"
.."listring[current_player;main]"
.."listring[current_player;craft]",
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]",
textures = {},
default_skin = "character",
version = "0.4.7",
version = "0.4.8",
}
local armor_formpage = "image[2.5,0;2,4;armor_preview]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
default.get_hotbar_bg(0,4.25)..
"label[5,1;Level: armor_level]"..
"label[5,1.5;Heal: armor_heal]"..
"label[5,2;Fire: armor_fire]"..
"label[5,2.5;Radiation: armor_radiation]"..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"
if minetest.get_modpath("inventory_plus") then
inv_mod = "inventory_plus"
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
.."image[2.5,0.75;2,4;armor_preview]"
.."label[5,1;Level: armor_level]"
.."label[5,1.5;Heal: armor_heal]"
.."label[5,2;Fire: armor_fire]"
.."label[5,2.5;Radiation: armor_radiation]"
.."list[current_player;main;0,4.5;8,4;]"
armor.formspec = "size[8,8.5]button[6,0;2,0.5;main;Back]"..armor_formpage
if minetest.get_modpath("crafting") then
inventory_plus.get_formspec = function(player, page)
end
end
elseif minetest.get_modpath("unified_inventory") then
elseif minetest.get_modpath("unified_inventory") and not unified_inventory.sfinv_compat_layer then
inv_mod = "unified_inventory"
unified_inventory.register_button("armor", {
type = "image",
@ -90,31 +106,48 @@ elseif minetest.get_modpath("unified_inventory") then
get_formspec = function(player, perplayer_formspec)
local fy = perplayer_formspec.formspec_y
local name = player:get_player_name()
local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]"
.."label[0,0;Armor]"
.."list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"
.."image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"
.."label[5.0,"..(fy + 0.0)..";Level: "..armor.def[name].level.."]"
.."label[5.0,"..(fy + 0.5)..";Heal: "..armor.def[name].heal.."]"
.."label[5.0,"..(fy + 1.0)..";Fire: "..armor.def[name].fire.."]"
.."label[5.0,"..(fy + 1.5)..";Radiation: "..armor.def[name].radiation.."]"
.."listring[current_player;main]"
.."listring[detached:"..name.."_armor;armor]"
local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]"..
"label[0,0;Armor]"..
"list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"..
"image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"..
"label[5.0,"..(fy + 0.0)..";Level: "..armor.def[name].level.."]"..
"label[5.0,"..(fy + 0.5)..";Heal: "..armor.def[name].heal.."]"..
"label[5.0,"..(fy + 1.0)..";Fire: "..armor.def[name].fire.."]"..
"label[5.0,"..(fy + 1.5)..";Radiation: "..armor.def[name].radiation.."]"..
"listring[current_player;main]"..
"listring[detached:"..name.."_armor;armor]"
return {formspec=formspec}
end,
})
elseif minetest.get_modpath("inventory_enhanced") then
inv_mod = "inventory_enhanced"
elseif minetest.get_modpath("smart_inventory") then
inv_mod = "smart_inventory"
elseif minetest.get_modpath("sfinv") then
inv_mod = "sfinv"
armor.formspec = armor_formpage
sfinv.register_page("3d_armor:armor", {
title = "Armor",
get = function(self, player, context)
local name = player:get_player_name()
local formspec = armor:get_armor_formspec(name, true)
return sfinv.make_formspec(player, context, formspec, false)
end
})
end
if minetest.get_modpath("skins") then
skin_mod = "skins"
elseif minetest.get_modpath("simple_skins") then
skin_mod = "simple_skins"
elseif minetest.get_modpath("u_skins") then
skin_mod = "u_skins"
elseif minetest.get_modpath("wardrobe") then
skin_mod = "wardrobe"
local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
for _, mod in pairs(skin_mods) do
local path = minetest.get_modpath(mod)
if path then
local dir_list = minetest.get_dir_list(path.."/textures")
for _, fn in pairs(dir_list) do
if fn:find("_preview.png$") then
preview_textures[fn] = true
end
end
skin_mod = mod
end
end
armor.def = {
@ -153,7 +186,7 @@ armor.set_player_armor = function(self, player)
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"
local preview = armor:get_preview(name)
for _,v in ipairs(self.elements) do
elements[v] = false
end
@ -214,8 +247,23 @@ armor.set_player_armor = function(self, player)
armor_groups.fleshy = 100 - armor_level
armor_groups.radiation = 100 - armor_radiation
end
player:set_armor_groups(armor_groups)
player:set_physics_override(physics_o)
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
@ -233,7 +281,7 @@ end
armor.update_armor = function(self, player)
-- Legacy support: Called when armor levels are changed
-- Other mods can hook on to this function, see hud mod for example
-- Other mods can hook on to this function, see hud mod for example
end
armor.get_player_skin = function(self, name)
@ -249,12 +297,14 @@ armor.get_player_skin = function(self, name)
end
armor.get_preview = function(self, name)
if skin_mod == "skins" then
return armor:get_player_skin(name).."_preview.png"
local preview = armor:get_player_skin(name).."_preview.png"
if preview_textures[preview] then
return preview
end
return "character_preview.png"
end
armor.get_armor_formspec = function(self, name)
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 ""
@ -263,12 +313,17 @@ armor.get_armor_formspec = function(self, name)
minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
return ""
end
local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
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)
formspec = formspec:gsub("player_name", armor.def[name].radiation)
return formspec
end
@ -277,20 +332,33 @@ armor.update_inventory = function(self, player)
if not name or inv_mod == "inventory_enhanced" then
return
end
if inv_mod == "unified_inventory" then
if inv_mod == "smart_inventory" then
local state = smart_inventory.get_page_state("player", name)
if state then
state:get("update_hook"):submit()
end
elseif 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 inv_mod == "unified_inventory" then
if unified_inventory.current_page[name] == "armor" then
unified_inventory.set_inventory_formspec(player, "armor")
end
else
local formspec = armor:get_armor_formspec(name)
if inv_mod == "inventory_plus" then
formspec = formspec.."listring[current_player;main]"
.."listring[detached:"..name.."_armor;armor]"
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
@ -323,6 +391,13 @@ armor.get_valid_player = function(self, player, msg)
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
-- Register Player Model
default.player_register_model("3d_armor_character.b3d", {
@ -350,7 +425,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
return
end
if inv_mod == "inventory_plus" and fields.armor then
local formspec = armor:get_armor_formspec(name)
local formspec = armor:get_armor_formspec(name, true)
inventory_plus.set_inventory_formspec(player, formspec)
return
end
@ -406,7 +481,7 @@ minetest.register_on_joinplayer(function(player)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
end
armor.def[name] = {
state = 0,
count = 0,
@ -446,12 +521,14 @@ minetest.register_on_joinplayer(function(player)
armor.textures[name].skin = skin
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"
local texture_path = minetest.get_modpath("player_textures")
if texture_path then
local dir_list = minetest.get_dir_list(texture_path.."/textures")
for _, fn in pairs(dir_list) do
if fn == "player_"..name..".png" then
armor.textures[name].skin = fn
break
end
end
end
for i=1, ARMOR_INIT_TIMES do
@ -465,12 +542,6 @@ minetest.register_on_joinplayer(function(player)
end)
if ARMOR_DROP == true or ARMOR_DESTROY == true then
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
minetest.register_on_dieplayer(function(player)
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
if not name then
@ -496,21 +567,21 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
end
if ARMOR_DESTROY == false then
minetest.after(ARMOR_BONES_DELAY, function()
local node = minetest.get_node(vector.round(pos))
if node then
if node.name ~= "bones:bones" then
pos.y = pos.y+1
node = minetest.get_node(vector.round(pos))
if node.name ~= "bones:bones" then
minetest.log("warning", "Failed to add armor to bones node.")
return
end
local meta = nil
local maxp = vector.add(pos, 8)
local minp = vector.subtract(pos, 8)
local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
for _, p in pairs(bones) do
local m = minetest.get_meta(p)
if m:get_string("owner") == name then
meta = m
break
end
local meta = minetest.get_meta(vector.round(pos))
local owner = meta:get_string("owner")
end
if meta then
local inv = meta:get_inventory()
for _,stack in ipairs(drop) do
if name == owner and inv:room_for_item("main", stack) then
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
armor.drop_armor(pos, stack)

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@ -1,6 +1,9 @@
default
player_monoids?
armor_monoid?
inventory_plus?
unified_inventory?
sfinv?
fire?
ethereal?
bakedclay?

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@ -51,7 +51,7 @@ if ARMOR_MATERIALS.cactus then
minetest.register_tool("3d_armor:boots_cactus", {
description = "Cactus Boots",
inventory_image = "3d_armor_inv_boots_cactus.png",
groups = {armor_feet=5, armor_heal=0, armor_use=2000},
groups = {armor_feet=5, armor_heal=0, armor_use=1000},
wear = 0,
})
end

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