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mirror of https://github.com/minetest-mods/3d_armor.git synced 2025-06-29 14:50:47 +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 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 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 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. 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. see armor.conf.example for all available options.
Note: worldpath config settings override any settings made in the mod's directory. 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:crystal_spike", 2, 1},
{"ethereal:fire_flower", 2, 1}, {"ethereal:fire_flower", 2, 1},
{"default:torch", 1, 1}, {"default:torch", 1, 1},
{"default:torch_ceiling", 1, 1},
{"default:torch_wall", 1, 1},
} }
local skin_mod = nil local skin_mod = nil
local inv_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 modpath = minetest.get_modpath(ARMOR_MOD_NAME)
local worldpath = minetest.get_worldpath() local worldpath = minetest.get_worldpath()
@ -56,31 +61,42 @@ armor = {
timer = 0, timer = 0,
elements = {"head", "torso", "legs", "feet"}, elements = {"head", "torso", "legs", "feet"},
physics = {"jump","speed","gravity"}, physics = {"jump","speed","gravity"},
formspec = "size[8,8.5]image[2,0.75;2,4;armor_preview]" formspec = "size[8,8.5]"..
.."list[current_player;main;0,4.5;8,4;]" default.gui_bg..
.."list[current_player;craft;4,1;3,3;]" default.gui_bg_img..
.."list[current_player;craftpreview;7,2;1,1;]" default.gui_slots..
.."listring[current_player;main]" default.get_hotbar_bg(0,4.25)..
.."listring[current_player;craft]", "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 = {}, textures = {},
default_skin = "character", 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 if minetest.get_modpath("inventory_plus") then
inv_mod = "inventory_plus" inv_mod = "inventory_plus"
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]" armor.formspec = "size[8,8.5]button[6,0;2,0.5;main;Back]"..armor_formpage
.."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;]"
if minetest.get_modpath("crafting") then if minetest.get_modpath("crafting") then
inventory_plus.get_formspec = function(player, page) inventory_plus.get_formspec = function(player, page)
end end
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" inv_mod = "unified_inventory"
unified_inventory.register_button("armor", { unified_inventory.register_button("armor", {
type = "image", type = "image",
@ -90,31 +106,48 @@ elseif minetest.get_modpath("unified_inventory") then
get_formspec = function(player, perplayer_formspec) get_formspec = function(player, perplayer_formspec)
local fy = perplayer_formspec.formspec_y local fy = perplayer_formspec.formspec_y
local name = player:get_player_name() local name = player:get_player_name()
local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]" local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]"..
.."label[0,0;Armor]" "label[0,0;Armor]"..
.."list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]" "list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"..
.."image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]" "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 + 0.0)..";Level: "..armor.def[name].level.."]"..
.."label[5.0,"..(fy + 0.5)..";Heal: "..armor.def[name].heal.."]" "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 + 1.0)..";Fire: "..armor.def[name].fire.."]"..
.."label[5.0,"..(fy + 1.5)..";Radiation: "..armor.def[name].radiation.."]" "label[5.0,"..(fy + 1.5)..";Radiation: "..armor.def[name].radiation.."]"..
.."listring[current_player;main]" "listring[current_player;main]"..
.."listring[detached:"..name.."_armor;armor]" "listring[detached:"..name.."_armor;armor]"
return {formspec=formspec} return {formspec=formspec}
end, end,
}) })
elseif minetest.get_modpath("inventory_enhanced") then elseif minetest.get_modpath("inventory_enhanced") then
inv_mod = "inventory_enhanced" 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 end
if minetest.get_modpath("skins") then local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
skin_mod = "skins" for _, mod in pairs(skin_mods) do
elseif minetest.get_modpath("simple_skins") then local path = minetest.get_modpath(mod)
skin_mod = "simple_skins" if path then
elseif minetest.get_modpath("u_skins") then local dir_list = minetest.get_dir_list(path.."/textures")
skin_mod = "u_skins" for _, fn in pairs(dir_list) do
elseif minetest.get_modpath("wardrobe") then if fn:find("_preview.png$") then
skin_mod = "wardrobe" preview_textures[fn] = true
end
end
skin_mod = mod
end
end end
armor.def = { armor.def = {
@ -153,7 +186,7 @@ armor.set_player_armor = function(self, player)
local textures = {} local textures = {}
local physics_o = {speed=1,gravity=1,jump=1} local physics_o = {speed=1,gravity=1,jump=1}
local material = {type=nil, count=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 for _,v in ipairs(self.elements) do
elements[v] = false elements[v] = false
end end
@ -214,8 +247,23 @@ armor.set_player_armor = function(self, player)
armor_groups.fleshy = 100 - armor_level armor_groups.fleshy = 100 - armor_level
armor_groups.radiation = 100 - armor_radiation armor_groups.radiation = 100 - armor_radiation
end end
player:set_armor_groups(armor_groups) if use_armor_monoid then
player:set_physics_override(physics_o) 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].armor = armor_texture
self.textures[name].preview = preview self.textures[name].preview = preview
self.def[name].state = state self.def[name].state = state
@ -249,12 +297,14 @@ armor.get_player_skin = function(self, name)
end end
armor.get_preview = function(self, name) armor.get_preview = function(self, name)
if skin_mod == "skins" then local preview = armor:get_player_skin(name).."_preview.png"
return armor:get_player_skin(name).."_preview.png" if preview_textures[preview] then
return preview
end end
return "character_preview.png"
end end
armor.get_armor_formspec = function(self, name) armor.get_armor_formspec = function(self, name, listring)
if not armor.textures[name] then if not armor.textures[name] then
minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]") minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
return "" 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]") minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
return "" return ""
end 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_preview", armor.textures[name].preview)
formspec = formspec:gsub("armor_level", armor.def[name].level) formspec = formspec:gsub("armor_level", armor.def[name].level)
formspec = formspec:gsub("armor_heal", armor.def[name].heal) formspec = formspec:gsub("armor_heal", armor.def[name].heal)
formspec = formspec:gsub("armor_fire", armor.def[name].fire) formspec = formspec:gsub("armor_fire", armor.def[name].fire)
formspec = formspec:gsub("armor_radiation", armor.def[name].radiation) formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
formspec = formspec:gsub("player_name", armor.def[name].radiation)
return formspec return formspec
end end
@ -277,20 +332,33 @@ armor.update_inventory = function(self, player)
if not name or inv_mod == "inventory_enhanced" then if not name or inv_mod == "inventory_enhanced" then
return return
end 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 if unified_inventory.current_page[name] == "armor" then
unified_inventory.set_inventory_formspec(player, "armor") unified_inventory.set_inventory_formspec(player, "armor")
end end
else else
local formspec = armor:get_armor_formspec(name)
if inv_mod == "inventory_plus" then if inv_mod == "inventory_plus" then
formspec = formspec.."listring[current_player;main]" local formspec = armor:get_armor_formspec(name, true)
.."listring[detached:"..name.."_armor;armor]"
local page = player:get_inventory_formspec() local page = player:get_inventory_formspec()
if page:find("detached:"..name.."_armor") then if page:find("detached:"..name.."_armor") then
inventory_plus.set_inventory_formspec(player, formspec) inventory_plus.set_inventory_formspec(player, formspec)
end end
elseif not core.setting_getbool("creative_mode") then elseif not core.setting_getbool("creative_mode") then
local formspec = armor:get_armor_formspec(name)
player:set_inventory_formspec(formspec) player:set_inventory_formspec(formspec)
end end
end end
@ -323,6 +391,13 @@ armor.get_valid_player = function(self, player, msg)
return name, player_inv, armor_inv, pos return name, player_inv, armor_inv, pos
end 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 -- Register Player Model
default.player_register_model("3d_armor_character.b3d", { default.player_register_model("3d_armor_character.b3d", {
@ -350,7 +425,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
return return
end end
if inv_mod == "inventory_plus" and fields.armor then 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) inventory_plus.set_inventory_formspec(player, formspec)
return return
end end
@ -446,12 +521,14 @@ minetest.register_on_joinplayer(function(player)
armor.textures[name].skin = skin armor.textures[name].skin = skin
end end
end end
if minetest.get_modpath("player_textures") then local texture_path = minetest.get_modpath("player_textures")
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name if texture_path then
local f = io.open(filename..".png") local dir_list = minetest.get_dir_list(texture_path.."/textures")
if f then for _, fn in pairs(dir_list) do
f:close() if fn == "player_"..name..".png" then
armor.textures[name].skin = "player_"..name..".png" armor.textures[name].skin = fn
break
end
end end
end end
for i=1, ARMOR_INIT_TIMES do for i=1, ARMOR_INIT_TIMES do
@ -465,12 +542,6 @@ minetest.register_on_joinplayer(function(player)
end) end)
if ARMOR_DROP == true or ARMOR_DESTROY == true then 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) minetest.register_on_dieplayer(function(player)
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]") local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
if not name then if not name then
@ -496,21 +567,21 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
end end
if ARMOR_DESTROY == false then if ARMOR_DESTROY == false then
minetest.after(ARMOR_BONES_DELAY, function() minetest.after(ARMOR_BONES_DELAY, function()
local node = minetest.get_node(vector.round(pos)) local meta = nil
if node then local maxp = vector.add(pos, 8)
if node.name ~= "bones:bones" then local minp = vector.subtract(pos, 8)
pos.y = pos.y+1 local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
node = minetest.get_node(vector.round(pos)) for _, p in pairs(bones) do
if node.name ~= "bones:bones" then local m = minetest.get_meta(p)
minetest.log("warning", "Failed to add armor to bones node.") if m:get_string("owner") == name then
return meta = m
end break
end end
local meta = minetest.get_meta(vector.round(pos)) end
local owner = meta:get_string("owner") if meta then
local inv = meta:get_inventory() local inv = meta:get_inventory()
for _,stack in ipairs(drop) do 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) inv:add_item("main", stack)
else else
armor.drop_armor(pos, stack) armor.drop_armor(pos, stack)

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

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

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