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263 Commits

Author SHA1 Message Date
Maurus
ab1bec3be8
Added spanish translations to shields and stands, added "Shared Armor Stand" to template. (#147)
* Create shields.es.tr

Spanish translation for shields.

* Create 3d_armor_stand.es.tr

Spanish translation to armor stands.

* Update template.txt

Added "Shared Armor Stand" to template.
2024-06-25 06:37:04 +02:00
Niklp
22955b413a
Fix "player still online" check of armor.unequip (#146) 2024-05-01 07:24:49 +02:00
Niklp
1fcbf64d53
Replace 3d_armor_trans.png w/ engine provided blank.png (#143) 2024-04-04 07:25:05 +02:00
randomei
fb86c02e43
russian translation fixes (#142) 2024-03-25 20:01:28 +01:00
Niklp
20917da061
Fix armor radiation values were not not summed up (#139) 2024-03-22 22:35:43 +01:00
Niklp
7bd77a7b80
Call custom on_punched functions w/ hitter = nil too (#141) 2024-03-19 12:54:42 +01:00
Niklp
25369e5165
Don't assume hitter ~= nil in on_punchplayer callback (#138)
* Don't assume `hitter ~= nil` in on_punchplayer callback

* Use early return
2024-03-17 09:11:03 +01:00
Luke aka SwissalpS
7fc313f911
armorstand nodes are not ground content (#134) 2024-02-29 07:39:44 +01:00
SmallJoker
4bac73fc9e
Make all admin armor to protect from drowning (#131) 2024-01-17 10:33:37 +01:00
BuckarooBanzay
f430395b64 resolve player object in async function again (different globalstep)
fixes #132
2024-01-15 10:15:49 +01:00
David Leal
467709c935
Use player_api functions instead of default (#129) 2023-12-26 18:34:43 +01:00
Jaidyn Ann
e0b6112320
Tweak Esperanto translation (#128) 2023-12-19 07:13:04 +01:00
fluxionary
f3e66701aa
add a protected shared armor stand (#127) 2023-11-28 07:08:29 +01:00
randomei
7a0c456638
Fix broken translations (#124)
* Fix broken translation
2023-11-22 07:29:44 +01:00
Olivier Dragon
9a687fbb51
Remove individual mod LICENSE.txt (#122)
and add full license texts for LGPL2.1 and CC-BY-SA 3.0
2023-10-29 19:13:53 +01:00
Niklp
1e2760a6cf
Fix ldoc ci (#121) 2023-10-29 19:09:00 +01:00
Dirkfried
1da9d94e7c
Enhance the admin boots (double speed) (#120) 2023-10-28 11:42:48 +02:00
Buckaroo Banzai
3660e50312
init-cleanup (#115)
Co-authored-by: BuckarooBanzay <BuckarooBanzay@users.noreply.github.com>
2023-10-26 10:39:55 +02:00
Niklp
c894ba4b0c
Add initial_properties to armor stand entity (#116)
* Add `initial_properties` to armor stand entity

* Keep pos param

* fix

* fix crash
2023-10-22 19:21:52 +02:00
Dirkfried
aef125a0ca
fix small typo (#111) 2023-08-20 19:36:32 +02:00
Wuzzy
7d251784e7
German translation update (#110) 2023-08-13 14:57:32 +02:00
Buckaroo Banzai
6eb492b09c
add nil check in armor.damage (#109) 2023-08-04 16:35:02 +02:00
David Leal
dfa19cce98 Fix LDoc URL 2023-07-14 08:27:36 +02:00
Kyrah Abattoir
1d8509e75b
Implements item groups soulbound and cursed (#105)
* Implements item groups soulbound and cursed:
Soulbound armors respawn with their owner.
Cursed armors cannot be unequipped by the player.
(disabled in creative mode)

* Prevents a cursed armor from getting unequipped by right clicking another piece of armor.
2023-05-31 14:59:20 +02:00
flux
053c30b8b1 don't trigger armor:punch when max_hp decreases 2023-04-20 07:36:24 +02:00
tenplus1
dc7fbce09a
Change Fire Protection Function (#100)
* Tweak Fire Protect

This change tweaks the fire protection function so that it no longer needs to override nodes and hence rely on additional dependencies like ethereal mod.

* Remove ethereal and fire dependencies

Remove fire and ethereal dependencies as they are no longer needed since fire protection doesn't override items inside those mods.

* Re-add Torch Damage

This re-adds torch damage of 1 per second if fire protection is enabled.

* Remove nether dependency

Nether dependency isn't required as well.
2023-02-05 17:44:17 +01:00
fluxionary
72970b3da1
add animations for use w/ the emote mod (#98) 2023-01-14 21:44:41 +01:00
Buckaroo Banzai
52f0e6a0ed
Update LICENSE.md
fixes #93
2023-01-12 15:32:21 +01:00
ROllerozxa
400745dd0c
Swedish translation (+refresh translations and remove outdated meta) (#97)
* Refresh translations
* Add Swedish translations
* Remove outdated depends.txt and description.txt
2022-12-25 18:23:49 +01:00
Zweihorn
68d724176e
Update README.md (#94)
Update reflects on:
- outdated modpack version deleted as redundant
- MT 5+ version
- the specific "armors as modpack" refactorization

The latter was a little caveat for me as MT server admin as I was not aware of this major change in the modpack design. After an update no armor was available to anybody as all new mods get disabled (entry set to false) by default.
2022-12-19 08:45:53 +01:00
Zweihorn
2ef66d3132
typo correct (#92)
and avoid polution of MT ContentDB with fake mod "etherial" instead of "ethereal"
2022-12-17 11:51:25 +01:00
fluxionary
e75c0bedcc
remove pointless dependency on bakedclay (#90) 2022-12-10 19:45:21 +01:00
fluxionary
92d036c5a7
remove reference to smartshop image (#88) 2022-11-26 21:38:10 +01:00
OgelGames
7f20e5dcb7
add fake player check (#86) 2022-11-20 16:44:50 +01:00
Feroli
04b45deec8
Add and fix Brazillian Portuguese translation (#85) 2022-11-16 20:10:09 +01:00
fluxionary
bfa3a2b6d1
more exhaustive attempt to display a wielded item w/ wieldview (#84)
* more exhaustive attempt to display a wielded item w/ wieldview
2022-11-13 20:55:31 +01:00
jolesh
41301a4663 Added Esperanto translation
used the update translation script to determine which strings are still used
2022-11-04 07:44:47 +01:00
EmptyStar
eebee34fa0
Preserve fall_damage_add_percent when setting player armor (#81) 2022-09-07 22:01:18 +02:00
Jordan Irwin
c7ee559a4c
Update LDoc helper scripts for separating armor into mods (#80) 2022-09-07 21:58:12 +02:00
Crystalwarrior
9444afd722
Refactor armors to be mods rather than hardcoded into API (#78)
* Begin work on "armors as modpack" refactor letting anyone to enable/disable any armors they want as mods rather than obscure settings

* Fix some steel armor mishaps, remove pointless dependency on "default"

* Move admin armor into mod

* Make wood armor into a mod

* More consistent steel description text etc.

* remove wood references from 3d_armor api locale

* remove admin armor reference from 3d_armor locale template.txt

* Remove steel textures from api

* Bronze armor as mod

* Fix admin, wood armor missing local S translator var
Fix wood locale missing template.txt

* Fix bronze missing locale

* Cactus as mod

* Crystal into mod

* Diamond into mod

* Mithril and Gold as mods

* Register armor fix

* Nether as mod

* Clean-up, add optional depends for mod armors, remove armor.lua from 3d_armor

* Fix badly named mod.conf for admin, gold, nether armors
Fix attempt to register crafting recipe even though the armor is disabled via setting

* Fix steel and wood having bad globals for crafting section, turned them to locals

* Fix brazilian translation getting deleted
Fix cactus armor locales being incorrectly named
2022-09-06 21:06:27 +02:00
tenplus1
e1a262ba20
add feather falling (#73)
* add feather falling

add feather falling

* add feather falling to init.lua

add feather falling routine to globalstep

* add feather falling to readme

add feather falling to readme
2022-04-02 17:16:23 +02:00
BuckarooBanzay
ac445a6cd0 use player_api to register player model 2022-03-25 23:23:25 +01:00
Dirkfried
a9b8bc4ddd
Enhance mithril armor (#70)
* Enhance mithril armor

Mithril armor should be (at least) tougher than diamond armor. Mithril is found rarer and deeper than diamond and mithril tools are already better than diamond tools.

* Enhance mithril shield

Mithril armor should be (at least) tougher than diamond armor. Mithril is found rarer and deeper than diamond and mithril tools are already better than diamond tools.

* Correct armor_use

Now this enhance the durability by a factor 3 (instead of a factor 2) compared to diamond. Which can be justified by the ore generation update in moreores (deeper and rarer (but less scattered)).

* Correct armor_use

Now this enhance the durability by a factor 3 (instead of a factor 2) compared to diamond. Which can be justified by the ore generation update in moreores (deeper and rarer (but less scattered)).

* correct typo
2022-02-05 13:33:41 +01:00
tenplus1
b6651fd396
add fire protection to nether armor (#67)
* add fire protection to nether armor
* add fire protection to nether shield
2021-11-13 11:00:49 +01:00
Buckaroo Banzai
16e2648416
fix nether package typo
reported in https://github.com/minetest-mods/3d_armor/issues/66
2021-11-11 09:42:10 +01:00
lortas
44778d7861
add nether armor and nether shield (#65)
* add texture files for nether based 3d_armor
* add texture files for nether based shield
* perpare for nether armor
* add nether armor
* add translation for nether armor
* add translation for nether armor
* add nether shield
* add nether shield translation
* add nether armor texture preview info
* add nether shield texture preview info
* add nether to settingtypes.txt
* add german translation for armor
* add german translation for shields
* Nether armor stats modified.
* Modify Nether Shield Stats

* Update inline documentation
2021-11-10 10:15:55 +01:00
Jordan Irwin
8dcbc42525
LDoc: link to favicon (#62) 2021-08-01 14:41:16 +02:00
Buckaroo Banzai
c0f303abc1
remove name attribute from modpack.conf
contentdb validation fails otherwise
2021-07-31 15:29:28 +02:00
Jordan Irwin
46c599333e
Exclude some files & directories from archives & releases (#61) 2021-07-31 14:03:33 +02:00
Jordan Irwin
da78601a77
Some Fixes for HTML Docs Generated by LDoc (#60)
* LDoc: set min-height for "content" element
* LDoc: move generation script to .ldoc directory
* LDoc: add some output messages to gendoc.sh script
* LDoc: copy inventory image textures to reference dir instead of linking to remote files.
* LDoc: hack to compensate for "shields:" prefix being trimmed from item names
* Fix helmet_diamond & chestplate_crystal names in docstrings
2021-07-31 14:03:20 +02:00
Jordan Irwin
c790b20169
Add Support for Generating HTML Documentation with LDoc (#58)
* Add Python scripts to generate temp files that can be parsed by LDoc
* Add config & script for generating HTML docs with LDoc...
* Add Lua docstrings for API & items
* Add workflow for building API reference docs on gh-pages branch
* Add LDoc's default stylesheet
* LDoc: make navigation panel fixed
2021-07-30 16:12:29 +02:00
OgelGames
a897f7e72f
fix callbacks not being called by armor.equip() and armor.unequip() (#59) 2021-07-30 16:02:59 +02:00
Jordan Irwin
ac7615212b
Reduce skin_mod visibility (#53) 2021-07-13 20:50:22 +02:00
bell07
38fc2cff2b
Fix typo in wieldview (#56)
* Fix typo in wieldview
fixes #55
2021-06-26 20:21:15 +02:00
Jordan Irwin
1dec1f2153
Add armor.set_skin_mod() to set the skin mod name manually (#51)
Useful for skin mod forks that do not use the same name.
2021-06-23 17:28:29 +02:00
tenplus1
0dffd62fb0
add nether lava to fire protection (#52)
adds nether lava and lava crust to fire protection list.
2021-06-14 11:56:05 +02:00
Jordan Irwin
a0cf12bbd0
Add setting to disable armor visuals on player model (#48)
* Add setting to disable armor visuals on player model
2021-05-27 09:11:04 +02:00
BuckarooBanzay
371285a903 adjust fire protection label position
fixes #50
2021-05-24 09:59:54 +02:00
SmallJoker
f07f0507e2 Silence warnings when ui is not enabled 2021-04-15 19:03:21 +02:00
SmallJoker
e75af55f7e Fix translation nonsense in minetest.log
.. and document the armor warning when used with skinsdb
2021-03-24 19:21:39 +01:00
Vanessa Dannenberg
583dfe7b21
Update to work with Unified Inventory since formspec v4 update (#45)
Requires UI git tag "version-2" or commit a7556c50, and Minetest v5.4.0
or later
2021-03-10 09:21:26 +01:00
sys4-fr
44111db4d7
Add use_texture_alpha to avoid warnings from 3d_armor_stand (#44)
Co-authored-by: sys4 <bricassa@sys4.fr>
2021-03-06 17:36:02 +01:00
NathanielFreeman
31aa979215 3darmor sfinv spanish translation 2021-03-01 17:31:50 +01:00
tenplus1
42f7dac4d0
Update fire and water protection (#42)
Update fire protection to use register_on_player_hpchange instead of overriding node damage, move water protection into different globalstep.
2021-02-07 09:47:23 +01:00
Sirrobzeroone
e7abacc94e
Add armor set and armor set bonus setting (#41)
- Add settingtypes of:
  -  armor_set_elements
  - armor_set_multiplier
- Add check to armor.registration_armor for "_materialname", print msg to debug if not found
- Complete change to how an armor set is calculated
- Set elements linked to settingtypes no longer hard linked to num armor.elements
- Set multiplier linked to settingtypes no longer hard coded
- Readme.MD updated:
  - Addition of the 2 new settingtypes
  - Addition of "Armor Material" topic
2021-01-11 15:34:28 +01:00
NathanielFreeman
a3cba570c4 locale es fix 2020-12-27 17:17:10 +01:00
Sirrobzeroone
3ddcbae968 Fix for #34 - Divide Armor Wear by # Pieces
See Details contained in #34

Note1: I split out the fix for Issue 13 and it had been applied
Note2: I will also do a seperate pull request for Issue 30

From what I udnerstand smaller specific pull requests allow for reversion of specific additions and features much more easily. Please do correct me if I have the wrong end of the stick on this.
2020-12-26 20:25:55 +01:00
Sirrobzeroone
5642819ba5 fix for #30
2 line update so that shields when used no longer affects the base armor.config.level_multiplier and hard sets this to 0.9 and overriding whatever value maybe set under the UI for this seeting.

Tested in combination with #34 but no issues detected
2020-12-26 20:24:30 +01:00
BuckarooBanzay
724a3df50f call "set_player_armor" on respawn 2020-12-23 15:40:44 +01:00
Sirrobzeroone
33e9ac8e23 Minor improvement to fix #13
Picked up while testing  #34 and #30 that this needed to be adjusted from hitter name to hitter is player.

Hitter name was resolving to true even when mob was attacking...nil being counted as a value.

I should have picked this up before and not sure how I missed this.
2020-12-23 15:31:51 +01:00
Sirrobzeroone
06aaaf4bca whitespace removal 2020-12-20 21:26:33 +01:00
Sirrobzeroone
d515480370 fix for #13
Tested PVP inside and outside protected - passed as expected

Tested PvsM inside and outside protected - passed as expected
2020-12-20 21:26:33 +01:00
hlqkj
6242cebb20 Added moreores to optional dependencies 2020-12-17 09:06:00 +01:00
Sirrobzeroone
291f0eb23a
Torch Damage Switchable (#29)
Turn torch fire damage off if fire damage/protection enabled
Minor fixes to README.MD after further testing.
2020-12-13 13:07:39 +01:00
Sirrobzeroone
3b97763fdc temporary workaround for #24 2020-12-11 10:23:05 +01:00
Sirrobzeroone
713b0c81d4
Documentation and Screenshot Update (#26)
* New screenshot
* Examples Added
* formatting
* Delete README.txt
* formatting
* Update README.md
2020-12-03 08:38:41 +01:00
Sirrobzeroone
cbd1a1246b
Update README.md (#25)
Update documentation #10
2020-11-30 07:44:32 +01:00
Maksim
5958b312ac
Fix detached inventory vulnerability (#23) 2020-11-03 22:22:14 +01:00
Thomas--S
7436fcdffe
Improve API for third party mods (#21)
* Add `armor:update_skin(player_name)` function (useful for skin mods)
* Add option to prevent physics override (useful for Techage Jetpack mod)
* Add documentation
2020-10-12 07:47:57 +02:00
OgelGames
3f1a952afb
Fix not being able to place armor on anvil (#19)
* fix not being able to place armor on anvil
* check for node on_rightclick on armor equip
2020-10-01 20:09:31 +02:00
OgelGames
7f63df230c
fix armor equip/unequip (#17) 2020-09-24 14:08:17 +02:00
Giov4
294338d3b0
Added the possibility to wear the armor on rightclick (#16)
* Added the possibility to wear the armor on rightclick
* Added equip, unequip and get_weared_armor_elements functions

Co-authored-by: Giov4 <brancacciogiovanni1@gmail.com>
2020-09-22 07:45:39 +02:00
Giov4
9459400474
Italian translation corrections + armor:remove_all (#15)
* Added armor:remove_all function
* Corrected README.txt
* Corrected italian translation
* Simplified Italian translation further
* CRUSHFIX: Replaced self.function with self:function

Co-authored-by: Giov4 <brancacciogiovanni1@gmail.com>
2020-09-19 13:30:39 +02:00
Giov4
2d9b0066bf
Added the possibility to hide wielded items in-game (#14)
* Added the possibility to hide wielded items in-game
* Update wieldview/README.txt

Co-authored-by: David Leal <halfpacho@gmail.com>
2020-09-15 06:43:55 +02:00
BuckarooBanzay
502eb142da run actions on pull-requests too 2020-08-31 07:43:19 +02:00
Olivier Dragon
7fc9966945 Move armor.get_translator to API 2020-08-31 07:41:59 +02:00
Olivier Dragon
4dc9a81ec2 Change intllib for v5 minetest.get_translator 2020-08-31 07:41:59 +02:00
Olivier Dragon
979516c13d Update French translation 2020-08-31 07:41:59 +02:00
Olivier Dragon
ec5de28dc2 Update translations to MT v5 format
using the script https://github.com/minetest-tools/update_translations
2020-08-31 07:41:59 +02:00
Olivier Dragon
0af7280e64 Update translations to MT v5 format
using the script https://github.com/minetest-tools/update_translations
2020-08-31 07:41:59 +02:00
Buckaroo Banzai
073206701a update integration test to minetest 5.2.0 2020-05-14 21:37:09 +02:00
BuckarooBanzay
b4eebf604e fix ci badge urls 2020-05-01 16:33:46 +02:00
BuckarooBanzay
0da0088889 Merge branch 'master' of https://github.com/Panquesito7/minetest-3d_armor 2020-05-01 16:30:35 +02:00
orbea
dbc6ccf089 Add missing fuel recipes for wood and cactus armor.
Fixes https://github.com/stujones11/minetest-3d_armor/issues/174
2020-04-30 08:18:29 +02:00
orbea
acd8b2647d Don't damage armor when drowning, eating or starving. 2020-04-30 08:15:37 +02:00
orbea
a6b89e7929 Fix count when armor is destroyed. 2020-04-29 11:10:11 +02:00
orbea
c3a755518e Silence png warnings.
Closes https://github.com/mt-mods/3d_armor/pull/1
2020-04-09 07:22:39 +02:00
Thomas Rudin
4c99049600
Merge pull request #2 from mt-mods/code-quality
add luacheck and integration test workflows / fix luacheck errors
2020-02-17 17:36:52 +01:00
BuckarooBanzay
f81cb10f20 add luacheck and integration test workflows / fix luacheck errors
partially attends to https://github.com/pandorabox-io/pandorabox.io/issues/444 (the ObjectRef issue)
2020-02-13 12:26:32 +01:00
OgelGames
f3ad7ec6f1 add armor breakage alerts
something I've wanted for a while...
2019-12-28 23:13:41 +11:00
BuckarooBanzay
fccd4d8b15 Merge branch 'preserve_immortal' of https://github.com/SmallJoker/minetest-3d_armor
PR: https://github.com/stujones11/minetest-3d_armor/pull/170
2019-12-17 14:36:05 +01:00
Thomas Rudin
e5b2cf3a34 new armor and shield textures 2019-12-15 19:03:25 +01:00
BuckarooBanzay
d2608351f6 extend bone search radius
hopefully fixes https://github.com/pandorabox-io/pandorabox.io/issues/364
2019-12-09 11:04:11 +01:00
SmallJoker
a05eae3782 Preserve immortal group for per-player damage 2019-10-07 20:12:58 +02:00
Brian Rahardi
2ac90f8d19
drop invalid item instead of erase it 2019-07-16 09:40:28 +07:00
Panquesito7
4adc602704
Update api.lua 2019-06-17 13:03:27 -05:00
Panquesito7
e248752ee4
Use newer functions from MT/MTG 5.0.0+
These commits create more compatibility with MT/MTG 5.0.0+.
However, these commits (may) break compatibility with the 0.4-series.
2019-06-16 15:17:21 -05:00
stujones11
47ecef46f7 Update licenses 2019-05-27 20:30:03 +01:00
stujones11
1d22612664 Bump version to 0.4.13 2019-03-05 20:01:01 +00:00
stujones11
3fe7dd2249 Replace deprecated getpos call 2019-03-05 19:40:54 +00:00
stujones11
be9579a365 Offset models for minetest 5.0.0 2019-03-05 19:30:38 +00:00
Jordan Irwin
18320e96b9 Replace braces within replace to avoid invalid line error 2019-03-05 19:27:37 +00:00
Jordan Irwin
99471d3aa0 Create settingtypes.txt file 2019-03-05 19:27:37 +00:00
Jordan Irwin
b6283f3f0f Fix some default settings values in README 2019-03-05 19:27:37 +00:00
Scott Horvath
7e2d9426d1 fix formatting 2019-01-20 23:21:05 +00:00
Scott Horvath
813a88f3a1 Fixes Stand appending extra ".png" to texture when a "texture" attribute
is explicity set on the armor's definition.
2019-01-20 23:21:05 +00:00
BrunoMine
4c032e8c7e Add Portuguese Translations 2018-11-09 17:50:10 +00:00
JDiaz
945e816b55 Locale es.po created 2018-10-23 18:02:46 +01:00
JDiaz
10ded06705 Create es.po 2018-10-23 18:02:46 +01:00
JDiaz
43a69ad853 Locale es.po created 2018-10-23 18:02:46 +01:00
LoneWolfHT
13a8f0d019 Add new textures 2018-10-19 20:37:48 +01:00
Alexander Weber
70325158e6 Reverts 9ce0ed9f55 / #152
The preview method is skin preview only, without armor. That is wrong for showing on formspec

Sorry for inconveniences. I need to fix the preview handling in player_api_modpack-version in an other way
2018-08-24 18:58:32 +01:00
Eugen Wesseloh
c96ba7ef34 Cleanup locales (#155)
* use localization function in formspecs

* remove unused translations

* remove F keyword from updatepo tool

* add tool readme
2018-07-26 20:05:50 +01:00
codexp
838867a6bc add russian locale 2018-07-22 20:53:38 +01:00
bell07
9ce0ed9f55 Use preview method for unified inventory
I found this during porting the 3d_armor to player_api ;-)
2018-07-22 20:51:07 +01:00
tenplus1
c0d45ceaa1 show fire: value
this fixes the Fire: value in formspec so it shows a number instead of "Fire: armor_fire".
2018-06-18 20:21:58 +01:00
stujones11
656bcf30bc Bump version to 0.4.12 2018-06-10 19:39:38 +01:00
stujones11
579e64a5e7 Code tidy 2018-06-02 22:13:41 +01:00
stujones11
6f99803d2d Return invalid items in singleplayer mode 2018-06-02 20:46:44 +01:00
stujones11
f960fc1a41 Only validate armor inventory after user changes 2018-06-02 18:59:32 +01:00
stujones11
af4a381433 Update screenshot image 2018-05-24 19:25:34 +01:00
stujones11
1f11a28ad4 More armor callback fixes 2018-05-24 19:06:27 +01:00
stujones11
a5ddc3e60a Move comment :) 2018-05-23 21:40:06 +01:00
stujones11
83f3e01efa Run callbacks based on validated inventory 2018-05-23 20:15:09 +01:00
SmallJoker
7d30bc25a3 Allow replacing similar armor in the same slot 2018-05-22 18:40:24 +01:00
stujones11
e4b12558d4 Ammendment to 21b5c68505 2018-05-19 21:35:15 +01:00
stujones11
21b5c68505 Validate and clean armor inventory before saving 2018-05-19 20:25:27 +01:00
stujones11
21716ffd31 Display correct heal attribute level, fixes #137 2018-05-13 16:52:29 +01:00
stujones11
cc6fff2b04 Shields: Fix positional sound effects 2018-05-13 16:31:51 +01:00
tenplus1
4210cafff3 add POVA support (#138)
* add POVA support

Add support for POVA player overrides.

* add POVA support

Add support for POVA player overrides.
2018-05-07 14:41:40 +01:00
number Zero
579d245a00 Fix crash with UI but no technic 2018-02-23 18:00:43 +00:00
stujones11
c812e0ac56 Shields: Add option to disable sound effects 2018-02-18 20:35:49 +00:00
stujones11
4baed2ca22 Remove on_punch effects from admin armor, closes #131 2018-02-18 20:24:35 +00:00
stujones11
b9c8681e14 Bump version to 0.4.11 2018-02-11 17:13:25 +00:00
stujones11
2fc92880fd Move technic_armor and hazmat_suit to separate repos 2018-02-11 17:11:51 +00:00
stujones11
b4cfdac6f5 Update licenses to current year 2018-02-11 16:57:27 +00:00
micheal65536
59b26b37f9 Fix item duplication vulnerability 2018-02-11 16:12:22 +00:00
Muhammad Nur Hidayat Yasuyoshi (MNH48.com)
7226dd6174 Add Malay translation 2018-02-07 17:39:38 +00:00
stujones11
4fc51971d1 Fix registered group level display 2018-01-10 19:16:23 +00:00
ChimneySwift
291b34bfc6 Auto-refresh armor stands after clearobjects.
Currently armor stands appear empty after a clearobjects, in order to refresh them the armor must be removed and put back on again, this code automatically refreshes armor stands periodically to avoid these issues.
2017-12-05 18:28:27 +00:00
orbea
da7df11ce4 Change armor stand recipe to use any item from the fence group. 2017-11-10 17:41:59 +00:00
stujones11
4ff61da39a Correct minetest version in README.md 2017-10-24 20:53:06 +01:00
stujones11
688e21f285 Bump version to 0.4.10 2017-10-21 17:57:12 +01:00
stujones11
ea70066d7a Add link to general mod install info, closes #117 2017-10-20 21:19:22 +01:00
stujones11
d5896a04e2 Check that player inventory returns a valid table 2017-10-20 20:17:37 +01:00
stujones11
d979815a49 Fix libpng sRGB profile warnings 2017-10-20 19:38:22 +01:00
Hamlet
cca523f193 Italian locale 2017-08-18 13:21:30 +01:00
fat115
ae448c150c added complete intllib support (i18n)
added french translation
2017-08-08 18:09:27 +01:00
fat115
925b39f577 added tooltip on unified_inventory button 2017-08-08 18:09:27 +01:00
stujones11
0454d72c72 Ensure valid inventory table when setting armor 2017-08-01 19:03:17 +01:00
stujones11
9fa95b2e2c Run update callbacks when player visuals change, closes #113 2017-08-01 18:48:06 +01:00
stujones11
43c9984d57 Do not drop armor in uloaded areas 2017-08-01 18:42:04 +01:00
AntumDeluge
cc26d04345 Replace deprecated function 'intllib.Getter':
- Check first for 'intllib.make_gettext_pair', otherwise continue using
function 'intllib.Getter'.
2017-07-09 14:29:11 +01:00
AntumDeluge
38d79b91a1 Replace deprecated methods:
- 'setting_get' with 'settings:get'
- 'setting_getbool' with 'settings:get_bool'
- 'setting_set' with 'settings:set'
2017-06-21 17:48:18 +01:00
Alexander Weber
db8fb5ebd4 bugfix and small optimization 2017-06-21 17:47:24 +01:00
Alexander Weber
2150fcea8d return the png suffix in get_player_skin for complete texture definition to support more complex textures
Note the armor.get_player_skin() could be redefined in other mods to privide the more complex textures
2017-06-21 17:47:24 +01:00
AntumDeluge
9577fb773e Ignore Eclipse project files & directories 2017-05-14 19:29:08 +01:00
stujones11
ea29ec6f6f Register armor after mod compat tests, fixes #106 2017-05-10 20:33:49 +01:00
stujones11
793c74856f Fix nil index in on_damage callback 2017-05-03 17:56:32 +01:00
stujones11
47734969e2 Bump version to 0.4.9 2017-04-28 19:06:38 +01:00
stujones11
1af0bb60f8 Rename on_punch callback to avoid potential conflict with nodes 2017-04-21 18:33:30 +01:00
stujones11
a11b3302e1 Move armor initialization back out of the api 2017-04-19 21:53:13 +01:00
stujones11
664d9fbfef Increase fleshy level of wood and cactus leggings 2017-04-19 19:42:12 +01:00
stujones11
4dd7e41749 Add damage method and update README.txt 2017-04-19 19:00:00 +01:00
stujones11
df429ee487 Run inventory equip callbacks before set_player_armor 2017-04-16 19:34:09 +01:00
stujones11
7566ecccee Initialize armor after all on_joinplayer callbacks have run 2017-04-16 16:52:49 +01:00
stujones11
99bc8cf2d3 Reverse order of stack and index in callbacks for consistency 2017-04-15 20:44:05 +01:00
stujones11
a2ec13e28d Only allow armor items in the armor inventory 2017-04-15 18:00:10 +01:00
stujones11
065815eec1 Include stack index it armor item callbacks 2017-04-15 17:54:39 +01:00
stujones11
16b0ee2d9e Register adminshield alias for consistency 2017-04-14 20:19:38 +01:00
stujones11
64f8b3cd58 Fix OOM crash with admin shield 2017-04-14 17:08:08 +01:00
stujones11
74ef6c5759 Shields: check valid hitter 2017-04-13 21:29:57 +01:00
stujones11
b741b7426b More player validity checks 2017-04-13 20:34:55 +01:00
stujones11
db312b3245 Code styling 2017-04-13 20:11:15 +01:00
stujones11
de2c47f334 More protection from un-initialized player crashes 2017-04-13 19:47:43 +01:00
stujones11
b4283f6e60 Fix string concatenation in UI form, resolves #104 2017-04-13 17:21:16 +01:00
stujones11
888fbacb49 Prevent potentially bogus warning 2017-04-11 21:26:06 +01:00
stujones11
50453aa5a6 Fix warnings 2017-04-11 20:55:28 +01:00
stujones11
b45fbd0f2a Log warning if initialization fails and validate armor.def for UI 2017-04-11 20:42:58 +01:00
stujones11
9ffcc19fd7 Improve player initialization and increase default delay 2017-04-11 19:34:06 +01:00
Alexander Weber
6359b0a0ed bugfix: the count was lost 2017-04-10 18:24:27 +01:00
stujones11
4dbe76312b Hazmat suit: updates and fixes 2017-04-09 20:43:55 +01:00
stujones11
20edce6c55 Better balance of armor weights 2017-04-09 18:49:44 +01:00
stujones11
6e58d1280b Add minor physics penalties to metal armors 2017-04-09 18:37:55 +01:00
stujones11
20d4728829 Only reciprocate damage of valid tool items 2017-04-09 18:07:53 +01:00
stujones11
7cfd744ff3 Respect flammable group when fire is protection enabled 2017-04-09 17:34:22 +01:00
stujones11
a76a35f177 Fix regression with heal_multiplier config 2017-04-09 16:25:52 +01:00
stujones11
e5e926a02e Use metal sounds for enhanced shields 2017-04-09 15:43:35 +01:00
stujones11
3951c833da More documentation ammendments 2017-04-09 15:00:48 +01:00
stujones11
e9a2c57826 Correction to example code 2017-04-08 22:32:46 +01:00
stujones11
5508a26dbf Bugfix: shields crash with nil method, fixes #102 2017-04-08 22:28:52 +01:00
stujones11
0ec7858937 Add punch damage groups and effects 2017-04-08 21:32:56 +01:00
stujones11
1e059f2557 Bugfix: recognise boolean false in configuration 2017-04-05 17:51:50 +01:00
stujones11
5dab1ca887 Add intllib support to 3d_armor_stand 2017-03-31 22:09:32 +01:00
stujones11
1fdff7adaa Make water protection optional, default true
This can save a `global_step` regisration if neither fire or water
protection are enabled.
2017-03-31 22:03:59 +01:00
stujones11
23e4d5114f Add support for intllib 2017-03-31 20:12:20 +01:00
Wuzzy
7fde7c050d Update wieldview README about dependencies 2017-03-31 17:42:22 +01:00
Wuzzy
45099ae25a Mod-defined wield item transformation w/ group 2017-03-31 17:42:22 +01:00
Wuzzy
edebf13c1f Remove unneeded default dependency from wieldview 2017-03-31 17:42:22 +01:00
stujones11
4083782246 Improve get_armor_formspec 2017-03-29 19:31:00 +01:00
stujones11
5911447048 Move shields level reduction to shields mod 2017-03-29 19:13:13 +01:00
stujones11
3aac5c98f4 Fix movement and level bugs 2017-03-29 17:44:40 +01:00
stujones11
fe9664589a Fix potential missing texture bug 2017-03-26 22:46:51 +01:00
stujones11
11ce84873b Add support for non-fleshy damage groups, closes #47 2017-03-26 20:53:04 +01:00
stujones11
86fd6b0d7d Fix crash caused by 27a3823eed 2017-03-23 00:59:21 +00:00
stujones11
27a3823eed Improve error logging, reduce log level to warning 2017-03-22 19:00:48 +00:00
stujones11
348dad3d4d Log warning of unused mods when dependencies are missing 2017-03-21 15:16:58 +00:00
stujones11
ea86aa35f5 Merge branch 'bell07-pr_compat_cleanup' 2017-03-21 14:54:03 +00:00
Alexander Weber
f0edb9a710 Inventory compat cleanup
fix inventory_plus after cleanup. Create own register_on_player_receive_fields for this inventory

removed smart_inventory (moved to the inventoy mod), adjusted sfinv

moved sfinv to own mod 3d_armor_sfinv

moved unified_inventory to 3d_armor_ui

moved inventory_plus support to own mod 3d_armor_ip
2017-03-21 14:50:17 +00:00
stujones11
75191490c2 Use api call to get player skin 2017-03-19 18:52:51 +00:00
stujones11
f91af02c45 Fix inventory paging bugs caused by previous commit 2017-03-19 18:06:54 +00:00
stujones11
3843578a33 Remove unnecessary code 2017-03-19 17:22:24 +00:00
stujones11
1570efb7ac Depreciate update_inventory and use on_update callback 2017-03-19 16:10:52 +00:00
stujones11
5517be8ff2 Replace missed global config, fixes #94 2017-03-19 13:28:55 +00:00
stujones11
709535dff0 Only apply valid wardrobe mod skins, fixes #93 2017-03-18 22:14:08 +00:00
stujones11
a1d904c517 Remove redundant code 2017-03-18 22:02:11 +00:00
stujones11
3c2cb16351 Correction to documentation 2017-03-18 20:39:03 +00:00
stujones11
6bf28dc2c5 Only allow one of each armor element in armor slots
Required, otherwise equip callbacks may be bogus.
2017-03-18 20:32:11 +00:00
stujones11
75a7181e0f Add callbacks, closes #46 2017-03-18 20:12:43 +00:00
stujones11
2b840fbe38 Add comment and remove empty lines 2017-03-18 18:04:10 +00:00
stujones11
701215c22f Depreciate global configs, closes #68 2017-03-18 17:23:50 +00:00
stujones11
e46ff3488b Remove kill/me commands 2017-03-17 21:57:13 +00:00
stujones11
f74a52df62 Code re-organisation
This should make it easier to merge features from the now
out-dated development branch.
2017-03-17 20:26:41 +00:00
stujones11
3c4500a9bf Only show protection levels of enabled features 2017-03-17 18:27:19 +00:00
stujones11
e69b59e2af Fix alignment of formspec page slots 2017-03-15 19:31:48 +00:00
stujones11
d43d96bb28 Fix typo in cactus helmet description, closes #91 2017-03-15 18:58:27 +00:00
stujones11
7a980a6717 Fix missing sfinv page background images, closes #90 2017-03-12 20:34:54 +00:00
stujones11
fc3fcea4b7 Bump version to 0.4.8 2017-03-12 19:14:32 +00:00
stujones11
b59464de88 Improve skin mod preview support 2017-03-12 18:23:49 +00:00
stujones11
80024fc154 Fix security violation in player_textures mod support 2017-03-12 17:01:04 +00:00
stujones11
d826b53877 Use u_skins preview image as base for armor preview 2017-03-11 21:34:26 +00:00
stujones11
01a3425ec8 Add preview generator and update preview textures 2017-03-11 20:02:55 +00:00
stujones11
616d9398f2 Minor formspec improvements 2017-03-11 19:31:37 +00:00
stujones11
6661ec0b40 Add support for player monoids, resolves #85 2017-03-10 20:33:45 +00:00
stujones11
ca1cf6bfeb Fix inconsistency with cactus boots, closes #89 2017-03-10 18:09:28 +00:00
stujones11
8f5ffeb384 Shields: Remove registration delay, closes #88 2017-03-10 18:05:16 +00:00
stujones11
ca79d39688 Armor stand: Improve TNT effects, closes #55 2017-03-08 19:36:30 +00:00
rubenwardy
8b8a554ff7 Add support for sfinv 2017-03-08 17:47:38 +00:00
tenplus1
3df7802439 added new torch fire nodes
added new torch nodes to the fire nodes list.
2017-03-08 17:44:49 +00:00
stujones11
19e297a2e8 Update inventory_plus formspec style 2017-03-03 17:59:31 +00:00
stujones11
190614d47b Fix potential bug with new bone location method 2017-02-24 23:00:03 +00:00
stujones11
37b10d1cee Remove redundant code 2017-02-24 22:45:23 +00:00
stujones11
4b45f85687 Improve bones locating and fallback, fixes #84 2017-02-24 22:32:27 +00:00
Alexander Weber
a5b650285b beter smart_inventory integration 2017-02-21 19:07:17 +00:00
stujones11
26212fb3e4 Add new armor textures by @daviddoesminetest 2017-02-19 19:33:10 +00:00
stujones11
4829445d12 Update style of default armor formspec 2017-02-15 19:37:35 +00:00
Alexander Weber
4d3b219e7d add smart_inventory support 2017-02-15 19:06:06 +00:00
stujones11
81ffdaa6a7 Improve armor stand selection box 2017-02-15 18:25:49 +00:00
stujones11
ba62febdee Armor stand, check protection and ignore, ignore 2017-02-08 20:57:42 +00:00
stujones11
8939a0dd43 Armor stand hidden nodes use copy of pos vector 2017-02-08 19:32:42 +00:00
stujones11
c691f3e219 Prevent building over armor stands 2017-02-08 18:26:15 +00:00
stujones11
bf9ba59c0f Merge branch 'tobyplowy-master' 2017-01-25 19:49:52 +00:00
Toby plowy
75f808131c New armorstand mapping 2017-01-25 19:48:25 +00:00
642 changed files with 7987 additions and 1562 deletions

5
.gitattributes vendored Normal file
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@ -0,0 +1,5 @@
.* export-ignore
gendoc.sh export-ignore
integration-test.sh export-ignore
preview_gen.py export-ignore
screenshot.xcf export-ignore

14
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@ -0,0 +1,14 @@
name: integration-test
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- name: integration-test
run: ./integration-test.sh

17
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@ -0,0 +1,17 @@
name: luacheck
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- name: apt
run: sudo apt-get install -y luarocks
- name: luacheck install
run: luarocks install --local luacheck
- name: luacheck run
run: $HOME/.luarocks/bin/luacheck ./

31
.github/workflows/reference.yml vendored Normal file
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@ -0,0 +1,31 @@
name: Build Reference
on:
push:
branches:
- master
jobs:
build:
name: Build
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
- name: Setup Lua
uses: leafo/gh-actions-lua@v10.0.0
with:
luaVersion: 5.4
- name: Setup Lua Rocks
uses: leafo/gh-actions-luarocks@v4
- name: Setup LDoc dependencies
run: luarocks install --only-deps https://raw.githubusercontent.com/lunarmodules/ldoc/master/rockspecs/ldoc-1.5.0-1.rockspec
- name: Setup LDoc
run: git clone --single-branch --branch=custom https://github.com/AntumDeluge/ldoc.git .ldoc/ldoc && chmod +x .ldoc/ldoc/ldoc.lua
- name: Generate docs
run: chmod +x .ldoc/gendoc.sh && ./.ldoc/gendoc.sh
- name: Deploy
uses: peaceiris/actions-gh-pages@v3
with:
github_token: ${{ secrets.GITHUB_TOKEN }}
publish_dir: ./3d_armor/docs

3
.gitignore vendored
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@ -6,3 +6,6 @@ tags
*.vim
armor.conf
## Eclipse project files & directories
.project
.settings

335
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-- place this file in mod ".ldoc" directory
local print, type, string, table, tostring, tonumber, error, pairs, ipairs
if import then
print = import("print")
type = import("type")
string = import("string")
table = import("table")
tostring = import("tostring")
tonumber = import("tonumber")
error = import("error")
pairs = import("pairs")
ipairs = import("ipairs")
end
project = "3d_armor"
title = "3D Armor"
format = "markdown"
not_luadoc = true
boilerplate = false
wrap = false
style = true
favicon = "https://www.minetest.net/media/icon.svg"
file = {
"3d_armor/api.lua",
".ldoc/settings.luadoc",
--".ldoc/armors.luadoc",
".ldoc/helmets.luadoc",
".ldoc/chestplates.luadoc",
".ldoc/leggings.luadoc",
".ldoc/boots.luadoc",
--".ldoc/shields.luadoc",
"shields/init.lua",
".ldoc/crafting.luadoc",
}
new_type("setting", "Settings")
new_type("armor", "Armors")
new_type("craft", "Craft Recipes")
alias("helmet", "armor")
alias("chestplate", "armor")
alias("leggings", "armor")
alias("boots", "armor")
alias("shield", "armor")
alias("grp", "group")
-- function declarations
local format_text
local format_group
custom_tags = {
-- settings
{
"settype",
title = "Type",
hidden = true,
},
{
"min",
title = "Minimum Value",
hidden = true,
},
{
"max",
title = "Maximum Value",
hidden = true,
},
{
"default",
title = "Default Value",
hidden = true,
},
-- craft items/tools
{
-- specify image basename only
"img",
title = "Inventory Image",
format = function(value)
return "<img src=\"../data/" .. value .. "\" style=\"width:32px; height:32px;\" />"
end,
},
{
-- specify full (relative or absolute) image path
"image",
title = "Image",
format = function(value)
return "<img src=\"" .. value .. "\" style=\"width:32px; height:32px;\" />"
end,
},
{
"group",
title = "Groups",
format = function(value)
return format_group(value)
end,
},
{
"armorgrp",
title = "Armor Groups",
format = function(value)
return format_group(value)
end,
},
{
"damagegrp",
title = "Damage Groups",
format = function(value)
return format_group(value)
end,
},
}
if string then
string.trim = function(st, delim)
if not delim then
delim = " "
end
while string.find(st, delim) == 1 do
st = st:sub(2)
end
while string.sub(st, string.len(st)) == delim do
st = st:sub(1, string.len(st)-1)
end
return st
end
string.split = function(st, delim)
local list = {}
local idx = string.find(st, delim)
while idx do
table.insert(list, st:sub(1, idx-1))
st = st:sub(idx+1)
idx = string.find(st, delim)
end
-- add remaining item
table.insert(list, st)
return list
end
end
if table then
if not table.copy then
table.copy = function(orig_table)
local new_table = {}
for k, v in pairs(orig_table) do
new_table[k] = v
end
return new_table
end
end
end
format_text = function(text, flags)
local ret = "<"
local ttype = "span"
if flags.code then
ttype = "code"
end
ret = ret .. ttype .. " style=\""
if flags.size then
ret = ret .. "font-size:" .. flags.size .. ";"
end
if flags.mono then
ret = ret .. "font-family:monospace;"
end
if flags.italic then
ret = ret .. "font-style:italic;"
end
if flags.bold then
ret = ret .. "font-weight:bold;"
end
if flags.color then
ret = ret .. "color:" .. flags.color .. ";"
end
if flags.bgcolor then
ret = ret .. "background-color:" .. flags.bgcolor .. ";"
end
ret = ret .. "\">" .. text .. "</" .. ttype .. ">"
return ret
end
format_group = function(text)
if string then
local idx, k, v = string.find(text, " ")
if idx then
text = format_text(string.sub(text, 1, idx-1) .. ": ", {mono=true, color="darkgreen"})
.. string.sub(text, idx)
end
end
return text
end
local function format_setting_tag(desc, value)
return "\n- <span style=\"font-size:80%;\">`" .. desc .. ":`</span> `" .. value .. "`"
end
local registered = {
settings = {},
}
local function setting_handler(item)
-- avoid parsing again
if registered.settings[item.name] then
return item
end
if not ipairs or not type then
return item
end
local tags = {
{"settype", "type"},
{"default"},
{"min", "minimum value"},
{"max", "maximum value"},
}
local def = {
["settype"] = format_setting_tag("type", "string"),
}
for _, t in ipairs(tags) do
local name = t[1]
local desc = t[2]
if not desc then desc = name end
local value = item.tags[name]
if type(value) == "table" then
if #value > 1 then
local msg = item.file.filename .. " (line " .. item.lineno
.. "): multiple instances of tag \"" .. name .. "\" found"
if error then
error(msg)
elseif print then
print("WARNING: " .. msg)
end
end
if value[1] then
def[name] = format_setting_tag(desc, value[1])
end
end
end
item.description = item.description .. "\n\n**Definition:**\n" .. def.settype
for _, t in ipairs({def.default, def.min, def.max}) do
if t then
item.description = item.description .. t
end
end
registered.settings[item.name] = true
return item
end
function custom_display_name_handler(item, default_handler)
if item.type == "setting" then
item = setting_handler(item)
end
if item then
return default_handler(item)
end
end
local custom_see_links = {
["ObjectRef"] = "https://minetest.gitlab.io/minetest/class-reference/#objectref",
["PlayerMetaRef"] = "https://minetest.gitlab.io/minetest/class-reference/#playermetaref",
["ItemDef"] = "https://minetest.gitlab.io/minetest/definition-tables/#item-definition",
["ItemStack"] = "https://minetest.gitlab.io/minetest/class-reference/#itemstack",
["groups"] = "https://minetest.gitlab.io/minetest/groups/",
["entity_damage_mechanism"] = "https://minetest.gitlab.io/minetest/entity-damage-mechanism/",
["vector"] = "https://minetest.gitlab.io/minetest/representations-of-simple-things/#positionvector",
}
local function format_custom_see(name, section)
local url = custom_see_links[name]
if not url then
url = ""
end
if not name then
name = ""
end
return name, url
end
custom_see_handler("^(ObjectRef)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(PlayerMetaRef)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(ItemDef)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(groups)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(entity_damage_mechanism)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(ItemStack)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(vector)$", function(name, section)
return name, "https://minetest.gitlab.io/minetest/representations-of-simple-things/#positionvector"
end)

39
.ldoc/crafting.luadoc Normal file
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--- 3D Armor Crafting
--
-- @topic crafting
--- Craft recipes for helmets, chestplates, leggings, boots, & shields.
--
-- @craft armor
-- @usage
-- Key:
-- - m: material
-- - wood: group:wood
-- - cactus: default:cactus
-- - steel: default:steel_ingot
-- - bronze: default:bronze_ingot
-- - diamond: default:diamond
-- - gold: default:gold_ingot
-- - mithril: moreores:mithril_ingot
-- - crystal: ethereal:crystal_ingot
-- - nether: nether:nether_ingot
--
-- helmet: chestplate: leggings:
-- ┌───┬───┬───┐ ┌───┬───┬───┐ ┌───┬───┬───┐
-- │ m │ m │ m │ │ m │ │ m │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ m │ m │ m │ │ m │ │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
-- │ │ │ │ │ m │ m │ m │ │ m │ │ m │
-- └───┴───┴───┘ └───┴───┴───┘ └───┴───┴───┘
--
-- boots: shield:
-- ┌───┬───┬───┐ ┌───┬───┬───┐
-- │ │ │ │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ │ m │ │
-- └───┴───┴───┘ └───┴───┴───┘

88
.ldoc/gendoc.sh Executable file
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#!/usr/bin/env bash
# Place this file in mod ".ldoc" directory.
#
# To change output directory set the `d_export` environment variable.
# Example:
# $ d_export=/custom/path ./gendoc.sh
d_ldoc="$(dirname $(readlink -f $0))"
f_config="${d_ldoc}/config.ld"
cd "${d_ldoc}/.."
d_root="$(pwd)"
d_export="${d_export:-${d_root}/3d_armor/docs/reference}"
d_data="${d_export}/data"
cmd_ldoc="${d_ldoc}/ldoc/ldoc.lua"
if test -f "${cmd_ldoc}"; then
if test ! -x "${cmd_ldoc}"; then
chmod +x "${cmd_ldoc}"
fi
else
cmd_ldoc="ldoc"
fi
# clean old files
rm -rf "${d_export}"
# generate items, settings, & crafts topics temp files
echo -e "\ngenerating temp files ..."
for script in src settings; do
script="${d_ldoc}/parse_${script}.py"
if test ! -f "${script}"; then
echo "ERROR: script doesn't exist: ${script}"
else
# check script's executable bit
if test ! -x "${script}"; then
chmod +x "${script}"
fi
# execute script
"${script}"
fi
done
echo
# generate new doc files
"${cmd_ldoc}" --unsafe_no_sandbox -c "${f_config}" -d "${d_export}" "${d_root}"; retval=$?
# check exit status
if test ${retval} -ne 0; then
echo -e "\nan error occurred (ldoc return code: ${retval})"
exit ${retval}
fi
echo -e "\ncleaning temp files ..."
find "${d_ldoc}" -type f -name "*.luadoc" ! -name "crafting.luadoc" -exec rm -vf {} +
# HACK: ldoc does not seem to like the "shields:" prefix
echo -e "\ncompensating for LDoc's issue with \"shields:\" prefix ..."
sed -i \
-e 's/<strong>shield_/<strong>shields:shield_/' \
-e 's/<td class="name\(.*\)>shield_/<td class="name\1>shields:shield_/' \
-e 's/<a href="#shield_/<a href="#shields:shield_/' \
-e 's/<a name.*"shield_/<a name="shields:shield_/' \
"${d_export}/topics/shields.html"
# copy textures to data directory
printf "\ncopying textures ..."
mkdir -p "${d_data}"
texture_count=0
for d_mod in armor_* shields; do
printf "\rcopying textures from ${d_mod} ...\n"
for png in $(find "${d_root}/${d_mod}/textures" -maxdepth 1 -type f -name "*.png"); do
if test -f "${d_data}/$(basename ${png})"; then
echo "WARNING: not overwriting existing file: ${png}"
else
cp "${png}" "${d_data}"
texture_count=$((texture_count + 1))
printf "\rcopied ${texture_count} textures"
fi
done
done
echo -e "\n\nDone!"

305
.ldoc/ldoc.css Normal file
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/* BEGIN RESET
Copyright (c) 2010, Yahoo! Inc. All rights reserved.
Code licensed under the BSD License:
http://developer.yahoo.com/yui/license.html
version: 2.8.2r1
*/
html {
color: #000;
background: #FFF;
}
body,div,dl,dt,dd,ul,ol,li,h1,h2,h3,h4,h5,h6,pre,code,form,fieldset,legend,input,button,textarea,p,blockquote,th,td {
margin: 0;
padding: 0;
}
table {
border-collapse: collapse;
border-spacing: 0;
}
fieldset,img {
border: 0;
}
address,caption,cite,code,dfn,em,strong,th,var,optgroup {
font-style: inherit;
font-weight: inherit;
}
del,ins {
text-decoration: none;
}
li {
margin-left: 20px;
}
caption,th {
text-align: left;
}
h1,h2,h3,h4,h5,h6 {
font-size: 100%;
font-weight: bold;
}
q:before,q:after {
content: '';
}
abbr,acronym {
border: 0;
font-variant: normal;
}
sup {
vertical-align: baseline;
}
sub {
vertical-align: baseline;
}
legend {
color: #000;
}
input,button,textarea,select,optgroup,option {
font-family: inherit;
font-size: inherit;
font-style: inherit;
font-weight: inherit;
}
input,button,textarea,select {*font-size:100%;
}
/* END RESET */
body {
margin-left: 1em;
margin-right: 1em;
font-family: arial, helvetica, geneva, sans-serif;
background-color: #ffffff; margin: 0px;
}
code, tt { font-family: monospace; font-size: 1.1em; }
span.parameter { font-family:monospace; }
span.parameter:after { content:":"; }
span.types:before { content:"("; }
span.types:after { content:")"; }
.type { font-weight: bold; font-style:italic }
body, p, td, th { font-size: .95em; line-height: 1.2em;}
p, ul { margin: 10px 0 0 0px;}
strong { font-weight: bold;}
em { font-style: italic;}
h1 {
font-size: 1.5em;
margin: 20px 0 20px 0;
}
h2, h3, h4 { margin: 15px 0 10px 0; }
h2 { font-size: 1.25em; }
h3 { font-size: 1.15em; }
h4 { font-size: 1.06em; }
a:link { font-weight: bold; color: #004080; text-decoration: none; }
a:visited { font-weight: bold; color: #006699; text-decoration: none; }
a:link:hover { text-decoration: underline; }
hr {
color:#cccccc;
background: #00007f;
height: 1px;
}
blockquote { margin-left: 3em; }
ul { list-style-type: disc; }
p.name {
font-family: "Andale Mono", monospace;
padding-top: 1em;
}
pre {
background-color: rgb(245, 245, 245);
border: 1px solid #C0C0C0; /* silver */
padding: 10px;
margin: 10px 0 10px 0;
overflow: auto;
font-family: "Andale Mono", monospace;
}
pre.example {
font-size: .85em;
}
table.index { border: 1px #00007f; }
table.index td { text-align: left; vertical-align: top; }
#container {
margin-left: 1em;
margin-right: 1em;
background-color: #f0f0f0;
}
#product {
text-align: center;
border-bottom: 1px solid #cccccc;
background-color: #ffffff;
}
#product big {
font-size: 2em;
}
#main {
background-color: #f0f0f0;
border-left: 2px solid #cccccc;
}
#navigation {
float: left;
width: 14em;
vertical-align: top;
background-color: #f0f0f0;
overflow: visible;
position: fixed;
}
#navigation h2 {
background-color:#e7e7e7;
font-size:1.1em;
color:#000000;
text-align: left;
padding:0.2em;
border-top:1px solid #dddddd;
border-bottom:1px solid #dddddd;
}
#navigation ul
{
font-size:1em;
list-style-type: none;
margin: 1px 1px 10px 1px;
}
#navigation li {
text-indent: -1em;
display: block;
margin: 3px 0px 0px 22px;
}
#navigation li li a {
margin: 0px 3px 0px -1em;
}
#content {
margin-left: 14em;
padding: 1em;
width: 700px;
border-left: 2px solid #cccccc;
border-right: 2px solid #cccccc;
background-color: #ffffff;
min-height: 425px;
}
#about {
clear: both;
padding: 5px;
border-top: 2px solid #cccccc;
background-color: #ffffff;
}
@media print {
body {
font: 12pt "Times New Roman", "TimeNR", Times, serif;
}
a { font-weight: bold; color: #004080; text-decoration: underline; }
#main {
background-color: #ffffff;
border-left: 0px;
}
#container {
margin-left: 2%;
margin-right: 2%;
background-color: #ffffff;
}
#content {
padding: 1em;
background-color: #ffffff;
}
#navigation {
display: none;
}
pre.example {
font-family: "Andale Mono", monospace;
font-size: 10pt;
page-break-inside: avoid;
}
}
table.module_list {
border-width: 1px;
border-style: solid;
border-color: #cccccc;
border-collapse: collapse;
}
table.module_list td {
border-width: 1px;
padding: 3px;
border-style: solid;
border-color: #cccccc;
}
table.module_list td.name { background-color: #f0f0f0; min-width: 200px; }
table.module_list td.summary { width: 100%; }
table.function_list {
border-width: 1px;
border-style: solid;
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border-collapse: collapse;
}
table.function_list td {
border-width: 1px;
padding: 3px;
border-style: solid;
border-color: #cccccc;
}
table.function_list td.name { background-color: #f0f0f0; min-width: 200px; }
table.function_list td.summary { width: 100%; }
ul.nowrap {
overflow:auto;
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}
dl.table dt, dl.function dt {border-top: 1px solid #ccc; padding-top: 1em;}
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dl.table h3, dl.function h3 {font-size: .95em;}
/* stop sublists from having initial vertical space */
ul ul { margin-top: 0px; }
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ol ol { margin-top: 0px; }
ul ol { margin-top: 0px; }
/* make the target distinct; helps when we're navigating to a function */
a:target + * {
background-color: #FF9;
}
/* styles for prettification of source */
pre .comment { color: #558817; }
pre .constant { color: #a8660d; }
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pre .keyword { color: #aa5050; font-weight: bold; }
pre .library { color: #0e7c6b; }
pre .marker { color: #512b1e; background: #fedc56; font-weight: bold; }
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pre .preprocessor, pre .prepro { color: #a33243; }
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pre .user-keyword { color: #800080; }
pre .prompt { color: #558817; }
pre .url { color: #272fc2; text-decoration: underline; }

118
.ldoc/parse_settings.py Executable file
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#!/usr/bin/env python
# This script will format "settingtypes.txt" file found at the root
# of 3d_armor modpack into a format readable by LDoc.
import sys, os, errno, codecs
path = os.path.realpath(__file__)
script = os.path.basename(path)
d_root = os.path.dirname(os.path.dirname(path))
d_ldoc = os.path.join(d_root, ".ldoc")
f_settings = os.path.join(d_root, "settingtypes.txt")
if not os.path.isfile(f_settings):
print("settingtypes.txt does not exist")
sys.exit(errno.ENOENT)
i_stream = codecs.open(f_settings, "r", "utf-8")
data_in = i_stream.read()
i_stream.close()
data_in = data_in.replace("\r", "")
sets = data_in.split("\n\n")
for idx in reversed(range(len(sets))):
set = sets[idx]
lines = set.split("\n")
for idx2 in reversed(range(len(lines))):
li = lines[idx2].strip(" \t")
if li == "" or li[0] == "[":
lines.pop(idx2)
if len(lines) == 0:
sets.pop(idx)
else:
sets[idx] = "\n".join(lines)
filtered = []
for set in sets:
comment = False
lines = set.split("\n")
new_lines = []
for li in lines:
if li[0] == "#":
new_lines.append(li)
else:
new_lines.append(li)
filtered.append("\n".join(new_lines))
new_lines = []
settings = []
def parse_setting(set):
desc = []
setting = summary = stype = sdefault = soptions = None
for li in set.split("\n"):
if li[0] == "#":
desc.append("-- {}".format(li.lstrip(" #")))
else:
setting = li.split(" ")[0]
summary = li.split(")")[0].split("(")[-1]
li = li.split(")")[-1].strip()
rem = li.split(" ")
stype = rem[0]
rem.pop(0)
if len(rem) > 0:
sdefault = rem[0]
rem.pop(0)
if len(rem) > 0:
soptions = " ".join(rem)
if not setting:
return
st = "---"
if summary:
if summary[-1] != ".":
summary = "{}.".format(summary)
st = "{} {}".format(st, summary)
st = "{}\n--".format(st)
if len(desc) > 0:
st = "{}\n{}\n--".format(st, "\n".join(desc))
st = "{}\n-- @setting {}".format(st, setting)
if stype:
st = "{}\n-- @settype {}".format(st, stype)
if sdefault:
st = "{}\n-- @default {}".format(st, sdefault)
# TODO: add options
settings.append(st)
for f in filtered:
parse_setting(f)
outfile = os.path.join(d_ldoc, "settings.luadoc")
data_out = "\n--- 3D Armor Settings\n--\n-- @topic settings\n\n\n{}\n".format("\n\n".join(settings))
o_stream = codecs.open(outfile, "w", "utf-8")
if not o_stream:
print("ERROR: could not open file for writing: {}".format(outfile))
sys.exit(errno.EIO)
o_stream.write(data_out)
o_stream.close()
print("settings exported to\t{}".format(outfile))

90
.ldoc/parse_src.py Executable file
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#!/usr/bin/env python
# This script will parse source files for docstring.
import os, codecs
path = os.path.realpath(__file__)
script = os.path.basename(path)
d_root = os.path.dirname(os.path.dirname(path))
d_ldoc = os.path.join(d_root, ".ldoc")
armor_types = {
"armor": {"topic": "Armors", "values": []},
"helmet": {"topic": "Helmets", "values": []},
"chestplate": {"topic": "Chestplates", "values": []},
"leggings": {"topic": "Leggings", "values": []},
"boots": {"topic": "Boots", "values": []},
#"shield": {"topic": "Shields", "values": []},
}
def parse_file(f):
buffer = codecs.open(f, "r", "utf-8")
if not buffer:
print("ERROR: could not open file for reading: {}".format(f))
return
data_in = buffer.read()
buffer.close()
# format to LF (Unix)
data_in = data_in.replace("\r\n", "\n").replace("\r", "\n")
current_item = []
item_type = None
new_item = False
for li in data_in.split("\n"):
li = li.strip()
if li.startswith("---"):
new_item = True
elif not li.startswith("--"):
new_item = False
if new_item:
current_item.append(li)
if not item_type:
for a_type in armor_types:
if "@{} ".format(a_type) in li:
item_type = a_type
break
elif item_type and len(current_item):
armor_types[item_type]["values"].append("\n".join(current_item))
item_type = None
current_item = []
else:
current_item = []
to_parse = []
for obj in os.listdir(d_root):
fullpath = os.path.join(d_root, obj)
if not obj.startswith(".") and os.path.isdir(fullpath):
for root, dirs, files in os.walk(fullpath):
for f in files:
if f.endswith(".lua"):
to_parse.append(os.path.join(root, f))
for p in to_parse:
if not os.path.isfile(p):
print("ERROR: {} is not a file".format(p))
else:
parse_file(p)
for t in armor_types:
topic = armor_types[t]["topic"]
items = armor_types[t]["values"]
if len(items):
outfile = os.path.join(d_ldoc, "{}.luadoc".format(topic.lower()))
buffer = codecs.open(outfile, "w", "utf-8")
if not buffer:
print("ERROR: could not open file for writing: {}".format(outfile))
continue
buffer.write("\n--- 3D Armor {}\n--\n-- @topic {}\n\n\n{}\n".format(topic, topic.lower(), "\n\n".join(items)))
buffer.close()
print("{} exported to\t{}".format(topic.lower(), outfile))

33
.luacheckrc Normal file
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unused_args = false
globals = {
"wieldview",
"armor",
"inventory_plus"
}
read_globals = {
-- Stdlib
string = {fields = {"split"}},
table = {fields = {"copy", "getn"}},
-- Minetest
"vector", "ItemStack",
"dump", "VoxelArea",
-- deps
"default",
"player_api",
"minetest",
"unified_inventory",
"wardrobe",
"player_monoids",
"armor_monoid",
"sfinv",
"ARMOR_MATERIALS",
"ARMOR_FIRE_NODES",
"pova",
"skins",
"u_skins"
}

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@ -1,7 +0,0 @@
[mod] 3d Armor [3d_armor]
=========================
License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
License Textures: Copyright (C) 2013-2017 Ryan Jones - CC-BY-SA 3.0

525
3d_armor/README.md Normal file
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# [mod] Visible Player Armor [3d_armor]
| | | | |
|--|--|--|--|
|-[Overview](#overview) |||-[API](#api)
|-[Armor Configuration](#armor-configuration) |||- - [3d_Armor Item Storage](#3d_armor-item-storage)
|- - [disable_specific_materials](#to-disable-individual-armor-materials) |||- - [Armor Registration](#armor-registration)
|- - [armor_init_delay](#initialization-glitches-when-a-player-first-joins) |||- - [Registering Armor Groups](#registering-armor-groups)
|- - [wieldview_update_time](#how-often-player-wield-items-are-updated) |||- - [Groups used by 3d_Armor](#groups-used-by-3d_armor)
|- - [armor_bones_delay](#armor-not-in-bones-due-to-server-lag) |||- - - [Elements](#elements)
|- - [armor_update_time](#how-often-player-armor-items-are-updated) |||- - - [Attributes](#attributes)
|- - [armor_drop](#drop-armor-when-a-player-dies) |||- - - [Physics](#physics)
|- - [armor_destroy](#destroy-armor-when-a-player-dies) |||- - - [Durability](#durability)
|- - [armor_level_multiplier](#armor-level-multiplyer) |||- - - [Armor Material](#armor-material)
|- - [armor_heal_multiplier](#armor-healing-multiplyer) |||- - [Armour Functions](#armor-functions)
|- - [armor_set_elements](#allows-the-customisation-of-armor-set) |||- - - [armor:set_player_armor](#armor-set_player_armor)
|- - [armor_set_bonus](#armor-set-bonus-multiplier) |||- - - [armor:punch](#armor-punch)
|- - [armor_water_protect](#enable-water-protection) |||- - - [armor:damage](#armor-damage)
|- - [armor_fire_protect](#enable-fire-protection) |||- - - [armor:remove_all](#armor-remove_all)
|- - [armor_punch_damage](#enable-punch-damage-effects) |||- - - [armor:equip](#armor-equip)
|- - [armor_migrate_old_inventory](#migration-of-old-armor-inventories) |||- - - [armor:unequip](#armor-unequip)
| |||- - - [armor:update_skin](#armor-update_skin)
|-[Credits](#credits) |||- - [Callbacks](#Callbacks)
| |||- - - [Item callbacks](#item-callbacks)
| |||- - - [Global callbacks](#global-callbacks)
# Overview
**Depends:** default
**Recommends:** sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
**Supports:** player_monoids, armor_monoid and POVA
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.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
Overall level is boosted by 10% when wearing a full matching set.
# Armor Configuration
Change the following default settings by going to Main Menu>>Settings(Tab)>>All Settings(Button)>>Mods>>minetest-3d_Armor>>3d_Armor
### To disable individual armor materials
**set the below to false**
armor_material_wood = true
armor_material_cactus = true
armor_material_steel = true
armor_material_bronze = true
armor_material_diamond = true
armor_material_gold = true
armor_material_mithril = true
armor_material_crystal = true
armor_material_nether = true
### Initialization glitches when a player first joins
**Increase to prevent glitches**
armor_init_delay = 2
### Armor not in bones due to server lag
**Increase to help resolve**
armor_bones_delay = 1
### How often player armor items are updated
**Number represents how often per second update is performed, higher value means less performance hit for servers but armor items maybe delayed in updating when switching.Fractional seconds also supported eg 0.1**
armor_update_time = 1
### Drop armor when a player dies
**Uses bones mod if present, otherwise items are dropped around the player when false.**
armor_drop = true
### Destroy armor when a player dies
**overrides armor_drop.**
armor_destroy = false
### Armor level multiplyer
**Increase to make armor more effective and decrease to make armor less effective**
**eg: level_multiplier = 0.5 will reduce armor level by half.**
armor_level_multiplier = 1
### Armor healing multiplyer
**Increase to make armor healing more effective and decrease to make healing less effective**
**eg: armor_heal_multiplier = 0 will disable healing altogether.**
armor_heal_multiplier = 1
### Allows the customisation of armor set
**Shields already configured as need to be worn to complete an armor set**
**These names come from [Element names](#groups-used-by-3d_armor), the second half of the element name only is used eg armor_head is head**
armor_set_elements = head torso legs feet shield
### Armor set bonus multiplier
**Set to 1 to disable set bonus**
armor_set_multiplier = 1.1
### Enable water protection
**periodically restores breath when activated**
armor_water_protect = true
### Enable fire protection
**defaults to true if using ethereal mod**
armor_fire_protect = false
### Fire protection enabled, disable torch fire damage
**when fire protection is enabled allows you to disable fire damage from torches**
**defaults to true if using ethereal mod**
armor_fire_protect_torch = false
### Enable punch damage effects
armor_punch_damage = true
### Migration of old armor inventories
armor_migrate_old_inventory = true
### How often player wield items are updated
**Number represents how often per second update is performed, higher value means less performance hit for servers but wield items maybe delayed in updating when switching. Fractional seconds also supported eg 0.1**
***Note this is MT engine functionality but included for completness***
wieldview_update_time = 1
# API
## 3d_Armor item storage
3d_Armor stores each armor piece a player currently has equiped in a ***detached*** inventory. The easiest way to access this inventory if needed is using this line of code
local _, armor_inv = armor:get_valid_player(player, "3d_armor")
**Example**
armor:register_on_equip(function(player, index, stack)
local _, armor_inv = armor:get_valid_player(player, "3d_armor")
for i = 1, 6 do
local stack = armor_inv:get_stack("armor", i)
if stack:get_name() == "3d_armor:chestplate_gold" then
minetest.chat_send_player(player:get_player_name(),"Got to love the Bling!!!")
end
end
end)
## Armor Registration
armor:register_armor(name, def)
Wrapper function for `minetest.register_tool`, which enables the easy registration of new armor items. While registering armor as a tool item is still supported, this may be deprecated in future so all armor items should be registered using *armor:register_armor(name,def)*.
### Additional fields supported by 3d_armor
texture = <filename>
preview = <filename>
armor_groups = <table>
damage_groups = <table>
reciprocate_damage = <bool>
on_equip = <function>
on_unequip = <function>
on_destroy = <function>
on_damage = <function>
on_punched = <function>
***Reciprocal tool*** damage will apply damage back onto the attacking tool/weapon, however this will only be done by the first armor inventory item with `reciprocate_damage = true`, damage does not stack.
**Example Simple:**
armor:register_armor("mod_name:chestplate_leather", {
description = "Leather Chestplate",
inventory_image = "mod_name_inv_chestplate_leather.png",
texture = "mod_name_leather_chestplate.png",
preview = "mod_name_leather_chestplate_preview.png",
groups = {armor_torso=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1}
})
*See ***armor.lua*** under **3d_armor>>3d_armor** for further examples*
**Extended functionality**
The values for ***texture*** and ***preview*** do not need to be included when registering armor if they follow the naming convention in the textures mod folder of:
***texture:*** *mod_name_leather_chestplate.png*
***preview:*** *mod_name_leather_chestplate_preview.png*
## Registering Armor Groups
3d armor has a built in armor group which is ***fleshy*** all players base vulnerability to being fleshy is ***100***.
3d armour allows for the easy registration/addition of new armor groups::
armor:register_armor_group(group, base)
***group:*** Is the name of the new armor group
***base*** Is the starting vulnerability that all players have to that new group. This dosent need to be 100.
**Example**
armor:register_armor_group("radiation", 100)
New armor group is registered called *radiation* and all players start off with a base vulnerability of *100* to radiation.
**Example** *Showing armor reg, new group usage and custom function*
armor:register_armor("mod_name:speed_boots", {
description = "Speed Boots",
inventory_image = "mod_name_speed_boots_inv.png",
texture = "mod_name_speed_boots.png",
preview = "mod_name_speed_boots_preview.png",
groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1},
armor_groups = {fleshy=10, radiation=10},
damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
reciprocate_damage = true,
on_destroy = function(player, index, stack)
local pos = player:get_pos()
if pos then
minetest.sound_play({
name = "mod_name_break_sound",
pos = pos,
gain = 0.5,
})
end
end,
})
### Tools/weapons and new armor groups
The above allows armor to block/prevent new damage types but you also need to assign the new damage group to a tool/weapon or even a node (see technic mod) to make wearing the armor item meaningful. Simply add the ***armor_groups*** name to the tool items ***damage_groups***.
**Example**
minetest.register_tool("mod_name:glowing_sword", {
description = "Glowing Sword",
inventory_image = "mod_name_tool_glowingsword.png",
tool_capabilities = {full_punch_interval = 1.2,max_drop_level=0,
groupcaps={
cracky = {times={[3]=1.60}, uses=10, maxlevel=1},},
damage_groups = {fleshy=10,radiation=20},
},
sound = {breaks = "default_tool_breaks"},
groups = {pickaxe = 1, flammable = 2}
})
## Groups used by 3d_Armor
3d_armor has many default groups already registered, these are categorized under 4 main headings
- **Elements:** armor_head, armor_torso, armor_legs, armor_feet
- **Attributes:** armor_heal, armor_fire, armor_water, armor_feather
- **Physics:** physics_jump, physics_speed, physics_gravity
- **Durability:** armor_use, flammable
***Note: for calculation purposes "Attributes" and "Physics" values stack***
### Elements
Additional armor elements can be added by dependant mods, for example shields adds the group armor_shield which has by default a limit that only 1 shield can be worn at a time.
Adding Elements is more complex but the below code can be used to add new elements;
if minetest.global_exists("armor") and armor.elements then
table.insert(armor.elements, "hands")
end
**1st line** not strictly needed but checks that the global table "armor" and subtable "elements" exists
**2nd line** adds a new value to the armor.elements table called "hands"
See ***init.lua*** under **3d_armor>>shields** for a further example
The new armor item can now be registered using the new element
**Example**
armor:register_armor("mod_name:gloves_wood", {
description = "Wood Gauntlets",
inventory_image = "mod_name_inv_gloves_wood.png",
texture = "mod_name_gloves_wood.png",
preview = "mod_name_gloves_wood_preview.png",
groups = {armor_hands=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
### Attributes
Three attributes are avaliable in 3d_armor these are armor_heal, armor_fire and armor_water. Although possible to add additional attributes they would do nothing as code needs to be provide to specifiy the behaviour this could be done in a dependant mod
#### Armor_heal
This isn't how much the armor will heal but relates to the chance the armor will completely block the damage. For each point of ***armor_heal*** there is a 1% chance that damage will be completely blocked, this value will stack between all armor pieces
**Example**
The below Diamond chestplate has a 12% chance to completely block all damage (armor_heal=12), however so do boots, helmet and trousers so if the player was wearing all 4 pieces they would have a 48% chance of blocking all damage each attack.
armor:register_armor("3d_armor:chestplate_diamond", {
description = S("Diamond Chestplate"),
inventory_image = "3d_armor_inv_chestplate_diamond.png",
groups = {armor_torso=1, armor_heal=12, armor_use=200},
armor_groups = {fleshy=20},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_fire
***"Armor_fire"*** provides 5 levels of fire protection
- level 1 protects against torches
- level 2 protects against crystal spike (Ethereal mod)
- level 3 protects against fire
- level 4 unused
- level 5 protects against lava
**Example**
armor:register_armor("mod_name:fire_proof_jacket", {
description = "Fire Proof Jacket",
inventory_image = "mod_name_inv_fire_proof_jacket.png",
groups = {armor_torso=1, armor_fire=3, armor_use=1000},
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_water
***"Armor_water"*** will periodically restore a players breath when underwater. This only has one level or state, which is armor_water=1
**Example**
armor:register_armor("mod_name:helmet_underwater_breath", {
description = "Helmet of Underwater Breathing",
inventory_image = "mod_name_inv_helmet_underwater_breath.png",
groups = {armor_head=1, armor_water=1, armor_use=1000},
armor_groups = {fleshy=5},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_feather
***"Armor_feather"*** will slow a player when falling. This only has one level or state, which is armor_feather=1
### Physics
The physics attributes supported by 3d_armor are ***physics_jump, physics_speed and physics_gravity***. Although 3d_armor supports the use of this with no other mods it is recommended that the mod [player_monoids](https://forum.minetest.net/viewtopic.php?t=14895) is used to help with intermod compatability.
***physics_jump*** - Will increase/decrease the jump strength of the player so they can jump more/less. The base number is "1" and any value is added or subtracted, supports fractional so "physics_jump=1" will increase jump strength by 100%. "physics_jump= -0.5" will decrease jump by 50%.
***physics_speed*** - Will increase/decrease the walk speed of the player so they walk faster/slower. The base number is "1" and any value is added or subtracted, supports fractional so "physics_speed=1.5" will increase speed by 150%, "physics_speed= -0.5" will decrease speed by 50%.
***physics_gravity*** - Will increase/decrease gravity the player experiences so it's higher/lower. The base number is "1" and any value is added or subtracted, supports fractional so "physics_gravity=2" will increase gravity by 200%, "physics_gravity= -1" will decrease gravity by 100%.
*Note: The player physics modifications won't be applied via `set_physics_override` if `player_physics_locked` is set to 1 in the respective player's meta.*
### Durability
Durability is determined by the value assigned to the group ***armor_use***. The higher the ***armor_use*** value the faster/more quickly it is damaged/degrades. This is calculated using the formula:
Total uses = approx(65535/armor_use)
**Example**
All wood armor items have an ***armor_use=2000***;
65535/2000 = 32.76 (32)
After 32 uses(hits) the armor item will break.
All diamond armor items have an ***armor_use=200***;
65535/2000 = 327.6 (327)
After 327 uses(hits) the armor item will break.
### Armor Material
The material the armor is made from is defined by adding the material to the end of registered armor item name. It is very important the material is the last item in the registered item name and it is preceeded by an "_" eg "_materialname".
The material name is what 3d_armor uses to determine if a player is wearing a set of armor. To recieve the set bonus all items worn must be made of the same material.
So to get a set bonus under the default set settings the players armor items listed below must be made of the same material:
* head - Helmet
* torso - Chestplate
* legs - Leggings
* feet - Boots
* shield - Shields
If all of the above were made of material "wood" the player would recieve an ***armor_set_bonus*** of armor_level * 1.1, essentially +10%
**Example One**
armor:register_armor("3d_armor:helmet_bronze", {
description = S("Bronze Helmet"),
inventory_image = "3d_armor_inv_helmet_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=400, physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
**Example Two**
armor:register_armor("new_mod:helmet_spartan_bronze", {
description = S("Spartan Helmet"),
inventory_image = "new_mod_inv_helmet_spartan_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=350, physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=12},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
***Note: At the moment an armor item can only be made of one material***
## Armor Functions
See also: [API Reference](https://minetest-mods.github.io/3d_armor/reference/)
### armor set_player_armor
armor:set_player_armor(player)
Primarily an internal function but can be called externally to apply any
changes that might not otherwise get handled.
### armor punch
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
Used to apply damage to all equipped armor based on the damage groups of
each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities`
are optional but should be valid if included.
### armor damage
armor:damage(player, index, stack, use)
Adds wear to a single armor itemstack, triggers `on_damage` callbacks and
updates the necessary inventories. Also handles item destruction callbacks
and so should NOT be called from `on_unequip` to avoid an infinite loop.
### armor remove_all
armor:remove_all(player)
Removes all armors from the player's inventory without triggering any callback.
### armor equip
armor:equip(player, armor_name)
Equip the armor, removing the itemstack from the main inventory if there's one.
### armor unequip
armor:unequip(player, armor_name)
Unequip the armor, adding the itemstack to the main inventory.
### armor update_skin
armor:update_skin(player_name)
Triggers a skin update with the same action as if a field with `skins_set` was submitted.
## Callbacks
### Item Callbacks
In all of the below when armor is destroyed `stack` will contain a copy of the previous stack.
*unsure what this note means may apply to all item callbacks or just on_punched*
Return `false` to override armor damage effects.
#### on_equip
on_equip = func(player, index, stack)
#### on_unequip
on_unequip = func(player, index, stack)
#### on_destroy
on_destroy = func(player, index, stack)
#### on_damage
on_damage = func(player, index, stack)
#### on_punched
on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
`on_punched` is called every time a player is punched or takes damage, `hitter`, `time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the case of fall damage.
When fire protection is enabled, hitter == "fire" in the event of fire damage.
### Global Callbacks
#### armor register_on_update
armor:register_on_update(function(player))
#### armor register_on_equip
armor:register_on_equip(function(player, index, stack))
#### armor register_on_unequip
armor:register_on_unequip(function(player, index, stack))
#### armor register_on_destroy
armor:register_on_destroy(function(player, index, stack))
**Example**
armor:register_on_update(function(player)
print(player:get_player_name().." armor updated!")
end)
# Credits
### The below have added too, tested or in other ways contributed to the development and ongoing support of 3d_Armor
|Stu |Stujones11 |Stu |Github Ghosts |
|:---------------:|:---------------:|:---------------:|:---------------:|
|Pavel_S |BlockMen |Tenplus1 |donat-b |
|JPRuehmann |BrandonReese |Megaf |Zeg9 |
|poet.nohit |Echoes91 |Adimgar |Khonkhortisan |
|VanessaE |CraigyDavi |proller |Thomasrudin |
|Byakuren |kilbith (jp) |afflatus |G1ov4 |
|Thomas-S |Dragonop |Napiophelios |Emojigit |
|rubenwardy |daviddoesminetest|bell07 |OgelGames |
|tobyplowy |crazyginger72 |fireglow |bhree |
|Lone_Wolf(HT) |Wuzzy(2) |numberZero |Monte48 |
|AntumDeluge |Terumoc |runsy |Dacmot |
|codexp |davidthecreator |SmallJoker |orbea |
|BuckarooBanzay |daret |Exeterdad |Calinou |
|Pilcrow182 |indriApollo |HybridDog |CraigyDavi |
|Paly-2 |Diogogomes | | |
*Note: Names gathered from 3d_armor forum thread and github, I may have missed some people, apologises if I have - S01*

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[mod] Visible Player Armor [3d_armor]
=====================================
Depends: default
Recommends: inventory_plus or unified_inventory (use only one)
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.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
Overall level is boosted by 10% when wearing a full matching set.
Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
Configuration
-------------
Armor can be configured by adding a file called armor.conf in 3d_armor mod and/or world directory.
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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minetest.register_alias("adminboots","3d_armor:boots_admin")
minetest.register_alias("adminhelmet","3d_armor:helmet_admin")
minetest.register_alias("adminchestplate","3d_armor:chestplate_admin")
minetest.register_alias("adminleggings","3d_armor:leggings_admin")
minetest.register_tool("3d_armor:helmet_admin", {
description = "Admin Helmet",
inventory_image = "3d_armor_inv_helmet_admin.png",
groups = {armor_head=1000, armor_heal=1000, armor_use=0, armor_water=1, not_in_creative_inventory=1},
wear = 0,
on_drop = function(itemstack, dropper, pos)
return
end,
})
minetest.register_tool("3d_armor:chestplate_admin", {
description = "Admin Chestplate",
inventory_image = "3d_armor_inv_chestplate_admin.png",
groups = {armor_torso=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
wear = 0,
on_drop = function(itemstack, dropper, pos)
return
end,
})
minetest.register_tool("3d_armor:leggings_admin", {
description = "Admin Leggings",
inventory_image = "3d_armor_inv_leggings_admin.png",
groups = {armor_legs=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
wear = 0,
on_drop = function(itemstack, dropper, pos)
return
end,
})
minetest.register_tool("3d_armor:boots_admin", {
description = "Admin Boots",
inventory_image = "3d_armor_inv_boots_admin.png",
groups = {armor_feet=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
wear = 0,
on_drop = function(itemstack, dropper, pos)
return
end,
})

982
3d_armor/api.lua Normal file
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--- 3D Armor API
--
-- @topic api
local transparent_armor = minetest.settings:get_bool("armor_transparent", false)
--- Tables
--
-- @section tables
--- Armor definition table used for registering armor.
--
-- @table ArmorDef
-- @tfield string description Human-readable name/description.
-- @tfield string inventory_image Image filename used for icon.
-- @tfield table groups See: `ArmorDef.groups`
-- @tfield table armor_groups See: `ArmorDef.armor_groups`
-- @tfield table damage_groups See: `ArmorDef.damage_groups`
-- @see ItemDef
-- @usage local def = {
-- description = "Wood Helmet",
-- inventory_image = "3d_armor_inv_helmet_wood.png",
-- groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
-- armor_groups = {fleshy=5},
-- damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
-- }
--- Groups table.
--
-- General groups defining item behavior.
--
-- Some commonly used groups: ***armor\_&lt;type&gt;***, ***armor\_heal***, ***armor\_use***
--
-- @table ArmorDef.groups
-- @tfield int armor_type The armor type. "head", "torso", "hands", "shield", etc.
-- (**Note:** replace "type" with actual type).
-- @tfield int armor_heal Healing value of armor when equipped.
-- @tfield int armor_use Amount of uses/damage before armor "breaks".
-- @see groups
-- @usage groups = {
-- armor_head = 1,
-- armor_heal = 5,
-- armor_use = 2000,
-- flammable = 1,
-- }
--- Armor groups table.
--
-- Groups that this item is effective against when taking damage.
--
-- Some commonly used groups: ***fleshy***
--
-- @table ArmorDef.armor_groups
-- @usage armor_groups = {
-- fleshy = 5,
-- }
--- Damage groups table.
--
-- Groups that this item is effective on when used as a weapon/tool.
--
-- Some commonly used groups: ***cracky***, ***snappy***, ***choppy***, ***crumbly***, ***level***
--
-- @table ArmorDef.damage_groups
-- @see entity_damage_mechanism
-- @usage damage_groups = {
-- cracky = 3,
-- snappy = 2,
-- choppy = 3,
-- crumbly = 2,
-- level = 1,
-- }
--- @section end
-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
local skin_previews = {}
local use_player_monoids = minetest.global_exists("player_monoids")
local use_armor_monoid = minetest.global_exists("armor_monoid")
local use_pova_mod = minetest.get_modpath("pova")
local armor_def = setmetatable({}, {
__index = function()
return setmetatable({
groups = setmetatable({}, {
__index = function()
return 0
end})
}, {
__index = function()
return 0
end
})
end,
})
local armor_textures = setmetatable({}, {
__index = function()
return setmetatable({}, {
__index = function()
return "blank.png"
end
})
end
})
armor = {
timer = 0,
elements = {"head", "torso", "legs", "feet"},
physics = {"jump", "speed", "gravity"},
attributes = {"heal", "fire", "water", "feather"},
formspec = "image[2.5,0;2,4;armor_preview]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
default.get_hotbar_bg(0, 4.7)..
"list[current_player;main;0,4.7;8,1;]"..
"list[current_player;main;0,5.85;8,3;8]",
def = armor_def,
textures = armor_textures,
default_skin = "character",
materials = {
wood = "group:wood",
cactus = "default:cactus",
steel = "default:steel_ingot",
bronze = "default:bronze_ingot",
diamond = "default:diamond",
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
crystal = "ethereal:crystal_ingot",
nether = "nether:nether_ingot",
},
fire_nodes = {
{"nether:lava_source", 5, 8},
{"default:lava_source", 5, 8},
{"default:lava_flowing", 5, 8},
{"fire:basic_flame", 3, 4},
{"fire:permanent_flame", 3, 4},
{"ethereal:crystal_spike", 2, 1},
{"ethereal:fire_flower", 2, 1},
{"nether:lava_crust", 2, 1},
{"default:torch", 1, 1},
{"default:torch_ceiling", 1, 1},
{"default:torch_wall", 1, 1},
},
registered_groups = {["fleshy"]=100},
registered_callbacks = {
on_update = {},
on_equip = {},
on_unequip = {},
on_damage = {},
on_destroy = {},
},
migrate_old_inventory = true,
version = "0.4.13",
get_translator = S
}
armor.config = {
init_delay = 2,
bones_delay = 1,
update_time = 1,
drop = minetest.get_modpath("bones") ~= nil,
destroy = false,
level_multiplier = 1,
heal_multiplier = 1,
material_wood = true,
material_cactus = true,
material_steel = true,
material_bronze = true,
material_diamond = true,
material_gold = true,
material_mithril = true,
material_crystal = true,
material_nether = true,
set_elements = "head torso legs feet shield",
set_multiplier = 1.1,
water_protect = true,
fire_protect = minetest.get_modpath("ethereal") ~= nil,
fire_protect_torch = minetest.get_modpath("ethereal") ~= nil,
feather_fall = true,
punch_damage = true,
}
--- Methods
--
-- @section methods
--- Registers a new armor item.
--
-- @function armor:register_armor
-- @tparam string name Armor item technical name (ex: "3d\_armor:helmet\_gold").
-- @tparam ArmorDef def Armor definition table.
-- @usage armor:register_armor("3d_armor:helmet_wood", {
-- description = "Wood Helmet",
-- inventory_image = "3d_armor_inv_helmet_wood.png",
-- groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
-- armor_groups = {fleshy=5},
-- damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
-- })
armor.register_armor = function(self, name, def)
def.on_secondary_use = function(itemstack, player)
return armor:equip(player, itemstack)
end
def.on_place = function(itemstack, player, pointed_thing)
if pointed_thing.type == "node" and player and not player:get_player_control().sneak then
local node = minetest.get_node(pointed_thing.under)
local ndef = minetest.registered_nodes[node.name]
if ndef and ndef.on_rightclick then
return ndef.on_rightclick(pointed_thing.under, node, player, itemstack, pointed_thing)
end
end
return armor:equip(player, itemstack)
end
-- The below is a very basic check to try and see if a material name exists as part
-- of the item name. However this check is very simple and just checks theres "_something"
-- at the end of the item name and logging an error to debug if not.
local check_mat_exists = string.match(name, "%:.+_(.+)$")
if check_mat_exists == nil then
minetest.log("warning:[3d_armor] Registered armor "..name..
" does not have \"_material\" specified at the end of the item registration name")
end
minetest.register_tool(name, def)
end
--- Registers a new armor group.
--
-- @function armor:register_armor_group
-- @tparam string group Group ID.
-- @tparam int base Base armor value.
armor.register_armor_group = function(self, group, base)
base = base or 100
self.registered_groups[group] = base
if use_armor_monoid then
armor_monoid.register_armor_group(group, base)
end
end
--- Armor Callbacks Registration
--
-- @section callbacks
--- Registers a callback for when player visuals are update.
--
-- @function armor:register_on_update
-- @tparam function func Function to be executed.
-- @see armor:update_player_visuals
-- @usage armor:register_on_update(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_update = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_update, func)
end
end
--- Registers a callback for when armor is equipped.
--
-- @function armor:register_on_equip
-- @tparam function func Function to be executed.
-- @usage armor:register_on_equip(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_equip = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_equip, func)
end
end
--- Registers a callback for when armor is unequipped.
--
-- @function armor:register_on_unequip
-- @tparam function func Function to be executed.
-- @usage armor:register_on_unequip(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_unequip = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_unequip, func)
end
end
--- Registers a callback for when armor is damaged.
--
-- @function armor:register_on_damage
-- @tparam function func Function to be executed.
-- @see armor:damage
-- @usage armor:register_on_damage(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_damage = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_damage, func)
end
end
--- Registers a callback for when armor is destroyed.
--
-- @function armor:register_on_destroy
-- @tparam function func Function to be executed.
-- @see armor:damage
-- @usage armor:register_on_destroy(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_destroy = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_destroy, func)
end
end
--- @section end
--- Methods
--
-- @section methods
--- Runs callbacks.
--
-- @function armor:run_callbacks
-- @tparam function callback Function to execute.
-- @tparam ObjectRef player First parameter passed to callback.
-- @tparam int index Second parameter passed to callback.
-- @tparam ItemStack stack Callback owner.
armor.run_callbacks = function(self, callback, player, index, stack)
if stack then
local def = stack:get_definition() or {}
if type(def[callback]) == "function" then
def[callback](player, index, stack)
end
end
local callbacks = self.registered_callbacks[callback]
if callbacks then
for _, func in pairs(callbacks) do
func(player, index, stack)
end
end
end
--- Updates visuals.
--
-- @function armor:update_player_visuals
-- @tparam ObjectRef player
armor.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
if self.textures[name] then
player_api.set_textures(player, {
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
})
end
self:run_callbacks("on_update", player)
end
--- Sets player's armor attributes.
--
-- @function armor:set_player_armor
-- @tparam ObjectRef player
armor.set_player_armor = function(self, player)
local name, armor_inv = self:get_valid_player(player, "[set_player_armor]")
if not name then
return
end
local state = 0
local count = 0
local preview = armor:get_preview(name)
local texture = "blank.png"
local physics = {}
local attributes = {}
local levels = {}
local groups = {}
local change = {}
local set_worn = {}
local armor_multi = 0
local worn_armor = armor:get_weared_armor_elements(player)
for _, phys in pairs(self.physics) do
physics[phys] = 1
end
for _, attr in pairs(self.attributes) do
attributes[attr] = 0
end
for group, _ in pairs(self.registered_groups) do
change[group] = 1
levels[group] = 0
end
local list = armor_inv:get_list("armor")
if type(list) ~= "table" then
return
end
for i, stack in pairs(list) do
if stack:get_count() == 1 then
local def = stack:get_definition()
for _, element in pairs(self.elements) do
if def.groups["armor_"..element] then
if def.armor_groups then
for group, level in pairs(def.armor_groups) do
if levels[group] then
levels[group] = levels[group] + level
end
end
else
local level = def.groups["armor_"..element]
levels["fleshy"] = levels["fleshy"] + level
end
break
end
-- DEPRECATED, use armor_groups instead
if def.groups["armor_radiation"] and levels["radiation"] then
levels["radiation"] = levels["radiation"] + def.groups["armor_radiation"]
end
end
local item = stack:get_name()
local tex = def.texture or item:gsub("%:", "_")
tex = tex:gsub(".png$", "")
local prev = def.preview or tex.."_preview"
prev = prev:gsub(".png$", "")
if not transparent_armor then
texture = texture.."^"..tex..".png"
end
preview = preview.."^"..prev..".png"
state = state + stack:get_wear()
count = count + 1
for _, phys in pairs(self.physics) do
local value = def.groups["physics_"..phys] or 0
physics[phys] = physics[phys] + value
end
for _, attr in pairs(self.attributes) do
local value = def.groups["armor_"..attr] or 0
attributes[attr] = attributes[attr] + value
end
end
end
-- The following code compares player worn armor items against requirements
-- of which armor pieces are needed to be worn to meet set bonus requirements
for loc,item in pairs(worn_armor) do
local item_mat = string.match(item, "%:.+_(.+)$")
local worn_key = item_mat or "unknown"
-- Perform location checks to ensure the armor is worn correctly
for k,set_loc in pairs(armor.config.set_elements)do
if set_loc == loc then
if set_worn[worn_key] == nil then
set_worn[worn_key] = 0
set_worn[worn_key] = set_worn[worn_key] + 1
else
set_worn[worn_key] = set_worn[worn_key] + 1
end
end
end
end
-- Apply the armor multiplier only if the player is wearing a full set of armor
for mat_name,arm_piece_num in pairs(set_worn) do
if arm_piece_num == #armor.config.set_elements then
armor_multi = armor.config.set_multiplier
end
end
for group, level in pairs(levels) do
if level > 0 then
level = level * armor.config.level_multiplier
if armor_multi ~= 0 then
level = level * armor.config.set_multiplier
end
end
local base = self.registered_groups[group]
self.def[name].groups[group] = level
if level > base then
level = base
end
groups[group] = base - level
change[group] = groups[group] / base
end
for _, attr in pairs(self.attributes) do
local mult = attr == "heal" and self.config.heal_multiplier or 1
self.def[name][attr] = attributes[attr] * mult
end
for _, phys in pairs(self.physics) do
self.def[name][phys] = physics[phys]
end
if use_armor_monoid then
armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
else
-- Preserve immortal group (damage disabled for player)
local player_groups = player:get_armor_groups()
local immortal = player_groups.immortal
if immortal and immortal ~= 0 then
groups.immortal = 1
end
-- Preserve fall_damage_add_percent group (fall damage modifier)
groups.fall_damage_add_percent = player_groups.fall_damage_add_percent
player:set_armor_groups(groups)
end
if use_player_monoids then
player_monoids.speed:add_change(player, physics.speed,
"3d_armor:physics")
player_monoids.jump:add_change(player, physics.jump,
"3d_armor:physics")
player_monoids.gravity:add_change(player, physics.gravity,
"3d_armor:physics")
elseif use_pova_mod then
-- only add the changes, not the default 1.0 for each physics setting
pova.add_override(name, "3d_armor", {
speed = physics.speed - 1,
jump = physics.jump - 1,
gravity = physics.gravity - 1,
})
pova.do_override(player)
else
local player_physics_locked = player:get_meta():get_int("player_physics_locked")
if player_physics_locked == nil or player_physics_locked == 0 then
player:set_physics_override(physics)
end
end
self.textures[name].armor = texture
self.textures[name].preview = preview
self.def[name].level = self.def[name].groups.fleshy or 0
self.def[name].state = state
self.def[name].count = count
self:update_player_visuals(player)
end
--- Action when armor is punched.
--
-- @function armor:punch
-- @tparam ObjectRef player Player wearing the armor.
-- @tparam ObjectRef hitter Entity attacking player.
-- @tparam[opt] int time_from_last_punch Time in seconds since last punch action.
-- @tparam[opt] table tool_capabilities See `entity_damage_mechanism`.
armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities)
local name, armor_inv = self:get_valid_player(player, "[punch]")
if not name then
return
end
local set_state
local set_count
local state = 0
local count = 0
local recip = true
local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1}
local list = armor_inv:get_list("armor")
for i, stack in pairs(list) do
if stack:get_count() == 1 then
local itemname = stack:get_name()
local use = minetest.get_item_group(itemname, "armor_use") or 0
local damage = use > 0
local def = stack:get_definition() or {}
if type(def.on_punched) == "function" then
damage = def.on_punched(player, hitter, time_from_last_punch,
tool_capabilities) ~= false and damage == true
end
if damage == true and tool_capabilities then
local damage_groups = def.damage_groups or default_groups
local level = damage_groups.level or 0
local groupcaps = tool_capabilities.groupcaps or {}
local uses = 0
damage = false
if next(groupcaps) == nil then
damage = true
end
for group, caps in pairs(groupcaps) do
local maxlevel = caps.maxlevel or 0
local diff = maxlevel - level
if diff == 0 then
diff = 1
end
if diff > 0 and caps.times then
local group_level = damage_groups[group]
if group_level then
local time = caps.times[group_level]
if time then
local dt = time_from_last_punch or 0
if dt > time / diff then
if caps.uses then
uses = caps.uses * math.pow(3, diff)
end
damage = true
break
end
end
end
end
end
if damage == true and recip == true and hitter and
def.reciprocate_damage == true and uses > 0 then
local item = hitter:get_wielded_item()
if item and item:get_name() ~= "" then
item:add_wear(65535 / uses)
hitter:set_wielded_item(item)
end
-- reciprocate tool damage only once
recip = false
end
end
if damage == true and hitter == "fire" then
damage = minetest.get_item_group(itemname, "flammable") > 0
end
if damage == true then
self:damage(player, i, stack, use)
set_state = self.def[name].state
set_count = self.def[name].count
end
state = state + stack:get_wear()
count = count + 1
end
end
if set_count and set_count ~= count then
state = set_state or state
count = set_count or count
end
self.def[name].state = state
self.def[name].count = count
end
--- Action when armor is damaged.
--
-- @function armor:damage
-- @tparam ObjectRef player
-- @tparam int index Inventory index where armor is equipped.
-- @tparam ItemStack stack Armor item receiving damaged.
-- @tparam int use Amount of wear to add to armor item.
armor.damage = function(self, player, index, stack, use)
local old_stack = ItemStack(stack)
local worn_armor = armor:get_weared_armor_elements(player)
if not worn_armor then
return
end
local armor_worn_cnt = 0
for k,v in pairs(worn_armor) do
armor_worn_cnt = armor_worn_cnt + 1
end
use = math.ceil(use/armor_worn_cnt)
stack:add_wear(use)
self:run_callbacks("on_damage", player, index, stack)
self:set_inventory_stack(player, index, stack)
if stack:get_count() == 0 then
self:run_callbacks("on_unequip", player, index, old_stack)
self:run_callbacks("on_destroy", player, index, old_stack)
self:set_player_armor(player)
end
end
--- Get elements of equipped armor.
--
-- @function armor:get_weared_armor_elements
-- @tparam ObjectRef player
-- @treturn table List of equipped armors.
armor.get_weared_armor_elements = function(self, player)
local name, inv = self:get_valid_player(player, "[get_weared_armor]")
local weared_armor = {}
if not name then
return
end
for i=1, inv:get_size("armor") do
local item_name = inv:get_stack("armor", i):get_name()
local element = self:get_element(item_name)
if element ~= nil then
weared_armor[element] = item_name
end
end
return weared_armor
end
--- Equips a piece of armor to a player.
--
-- @function armor:equip
-- @tparam ObjectRef player Player to whom item is equipped.
-- @tparam ItemStack itemstack Armor item to be equipped.
-- @treturn ItemStack Leftover item stack.
armor.equip = function(self, player, itemstack)
local name, armor_inv = self:get_valid_player(player, "[equip]")
local armor_element = self:get_element(itemstack:get_name())
if name and armor_element then
local index
for i=1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if self:get_element(stack:get_name()) == armor_element then
--prevents equiping an armor that would unequip a cursed armor.
if minetest.get_item_group(stack:get_name(), "cursed") ~= 0 then
return itemstack
end
index = i
self:unequip(player, armor_element)
break
elseif not index and stack:is_empty() then
index = i
end
end
local stack = itemstack:take_item()
armor_inv:set_stack("armor", index, stack)
self:run_callbacks("on_equip", player, index, stack)
self:set_player_armor(player)
self:save_armor_inventory(player)
end
return itemstack
end
--- Unequips a piece of armor from a player.
--
-- @function armor:unequip
-- @tparam ObjectRef player Player from whom item is removed.
-- @tparam string armor_element Armor type identifier associated with the item
-- to be removed ("head", "torso", "hands", "shield", "legs", "feet", etc.).
armor.unequip = function(self, player, armor_element)
local name, armor_inv = self:get_valid_player(player, "[unequip]")
if not name then
return
end
for i=1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if self:get_element(stack:get_name()) == armor_element then
armor_inv:set_stack("armor", i, "")
minetest.after(0, function()
local pplayer = minetest.get_player_by_name(name)
if pplayer then -- player is still online
local inv = pplayer:get_inventory()
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
minetest.add_item(pplayer:get_pos(), stack)
end
end
end)
self:run_callbacks("on_unequip", player, i, stack)
self:set_player_armor(player)
self:save_armor_inventory(player)
return
end
end
end
--- Removes all armor worn by player.
--
-- @function armor:remove_all
-- @tparam ObjectRef player
armor.remove_all = function(self, player)
local name, inv = self:get_valid_player(player, "[remove_all]")
if not name then
return
end
inv:set_list("armor", {})
self:set_player_armor(player)
self:save_armor_inventory(player)
end
local skin_mod
--- Retrieves player's current skin.
--
-- @function armor:get_player_skin
-- @tparam string name Player name.
-- @treturn string Skin filename.
armor.get_player_skin = function(self, name)
if (skin_mod == "skins" or skin_mod == "simple_skins") and skins.skins[name] then
return skins.skins[name]..".png"
elseif skin_mod == "u_skins" and u_skins.u_skins[name] then
return u_skins.u_skins[name]..".png"
elseif skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then
return wardrobe.playerSkins[name]
end
return armor.default_skin..".png"
end
--- Updates skin.
--
-- @function armor:update_skin
-- @tparam string name Player name.
armor.update_skin = function(self, name)
minetest.after(0, function()
local pplayer = minetest.get_player_by_name(name)
if pplayer then
self.textures[name].skin = self:get_player_skin(name)
self:set_player_armor(pplayer)
end
end)
end
--- Adds preview for armor inventory.
--
-- @function armor:add_preview
-- @tparam string preview Preview image filename.
armor.add_preview = function(self, preview)
skin_previews[preview] = true
end
--- Retrieves preview for armor inventory.
--
-- @function armor:get_preview
-- @tparam string name Player name.
-- @treturn string Preview image filename.
armor.get_preview = function(self, name)
local preview = string.gsub(armor:get_player_skin(name), ".png", "_preview.png")
if skin_previews[preview] then
return preview
end
return "character_preview.png"
end
--- Retrieves armor formspec.
--
-- @function armor:get_armor_formspec
-- @tparam string name Player name.
-- @tparam[opt] bool listring Use `listring` formspec element (default: `false`).
-- @treturn string Formspec formatted string.
armor.get_armor_formspec = function(self, name, listring)
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)
for _, attr in pairs(self.attributes) do
formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr])
end
for group, _ in pairs(self.registered_groups) do
formspec = formspec:gsub("armor_group_"..group,
armor.def[name].groups[group])
end
return formspec
end
--- Retrieves element.
--
-- @function armor:get_element
-- @tparam string item_name
-- @return Armor element.
armor.get_element = function(self, item_name)
for _, element in pairs(armor.elements) do
if minetest.get_item_group(item_name, "armor_"..element) > 0 then
return element
end
end
end
--- Serializes armor inventory.
--
-- @function armor:serialize_inventory_list
-- @tparam table list Inventory contents.
-- @treturn string
armor.serialize_inventory_list = function(self, list)
local list_table = {}
for _, stack in ipairs(list) do
table.insert(list_table, stack:to_string())
end
return minetest.serialize(list_table)
end
--- Deserializes armor inventory.
--
-- @function armor:deserialize_inventory_list
-- @tparam string list_string Serialized inventory contents.
-- @treturn table
armor.deserialize_inventory_list = function(self, list_string)
local list_table = minetest.deserialize(list_string)
local list = {}
for _, stack in ipairs(list_table or {}) do
table.insert(list, ItemStack(stack))
end
return list
end
--- Loads armor inventory.
--
-- @function armor:load_armor_inventory
-- @tparam ObjectRef player
-- @treturn bool
armor.load_armor_inventory = function(self, player)
local _, inv = self:get_valid_player(player, "[load_armor_inventory]")
if inv then
local meta = player:get_meta()
local armor_list_string = meta:get_string("3d_armor_inventory")
if armor_list_string then
inv:set_list("armor",
self:deserialize_inventory_list(armor_list_string))
return true
end
end
end
--- Saves armor inventory.
--
-- Inventory is stored in `PlayerMetaRef` string "3d\_armor\_inventory".
--
-- @function armor:save_armor_inventory
-- @tparam ObjectRef player
armor.save_armor_inventory = function(self, player)
local _, inv = self:get_valid_player(player, "[save_armor_inventory]")
if inv then
local meta = player:get_meta()
meta:set_string("3d_armor_inventory",
self:serialize_inventory_list(inv:get_list("armor")))
end
end
--- Updates inventory.
--
-- DEPRECATED: Legacy inventory support.
--
-- @function armor:update_inventory
-- @param player
armor.update_inventory = function(self, player)
-- DEPRECATED: Legacy inventory support
end
--- Sets inventory stack.
--
-- @function armor:set_inventory_stack
-- @tparam ObjectRef player
-- @tparam int i Armor inventory index.
-- @tparam ItemStack stack Armor item.
armor.set_inventory_stack = function(self, player, i, stack)
local _, inv = self:get_valid_player(player, "[set_inventory_stack]")
if inv then
inv:set_stack("armor", i, stack)
self:save_armor_inventory(player)
end
end
--- Checks for a player that can use armor.
--
-- @function armor:get_valid_player
-- @tparam ObjectRef player
-- @tparam string msg Additional info for log messages.
-- @treturn list Player name & armor inventory.
-- @usage local name, inv = armor:get_valid_player(player, "[equip]")
armor.get_valid_player = function(self, player, msg)
msg = msg or ""
if not player then
minetest.log("warning", ("3d_armor%s: Player reference is nil"):format(msg))
return
end
if type(player) ~= "userdata" then
-- Fake player, fail silently
return
end
local name = player:get_player_name()
if not name then
minetest.log("warning", ("3d_armor%s: Player name is nil"):format(msg))
return
end
local inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not inv then
-- This check may fail when called inside `on_joinplayer`
-- in that case, the armor will be initialized/updated later on
minetest.log("warning", ("3d_armor%s: Detached armor inventory is nil"):format(msg))
return
end
return name, inv
end
--- Drops armor item at given position.
--
-- @tparam vector pos
-- @tparam ItemStack stack Armor item to be dropped.
armor.drop_armor = function(pos, stack)
local node = minetest.get_node_or_nil(pos)
if node then
local obj = minetest.add_item(pos, stack)
if obj then
obj:set_velocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
end
end
end
--- Allows skin mod to be set manually.
--
-- Useful for skin mod forks that do not use the same name.
--
-- @tparam string mod Name of skin mod. Recognized names are "simple\_skins", "u\_skins", & "wardrobe".
armor.set_skin_mod = function(mod)
skin_mod = mod
end

View File

@ -1,3 +1,7 @@
-- DEPRECATED, will not be supported in future versions
-- See README.txt for new configuration options.
-- Armor Configuration (defaults)
-- You can remove any unwanted armor materials from this table.
@ -11,6 +15,7 @@ ARMOR_MATERIALS = {
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
crystal = "ethereal:crystal_ingot",
nether = "nether:nether_ingot",
}
-- Enable fire protection (defaults true if using ethereal mod)
@ -30,10 +35,6 @@ ARMOR_FIRE_NODES = {
-- Increase this if you get initialization glitches when a player first joins.
ARMOR_INIT_DELAY = 1
-- Number of initialization attempts.
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
ARMOR_INIT_TIMES = 1
-- Increase this if armor is not getting into bones due to server lag.
ARMOR_BONES_DELAY = 1

View File

@ -1,646 +0,0 @@
ARMOR_INIT_DELAY = 1
ARMOR_INIT_TIMES = 1
ARMOR_BONES_DELAY = 1
ARMOR_UPDATE_TIME = 1
ARMOR_DROP = minetest.get_modpath("bones") ~= nil
ARMOR_DESTROY = false
ARMOR_LEVEL_MULTIPLIER = 1
ARMOR_HEAL_MULTIPLIER = 1
ARMOR_RADIATION_MULTIPLIER = 1
ARMOR_MATERIALS = {
wood = "group:wood",
cactus = "default:cactus",
steel = "default:steel_ingot",
bronze = "default:bronze_ingot",
diamond = "default:diamond",
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
crystal = "ethereal:crystal_ingot",
}
ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
ARMOR_FIRE_NODES = {
{"default:lava_source", 5, 8},
{"default:lava_flowing", 5, 8},
{"fire:basic_flame", 3, 4},
{"fire:permanent_flame", 3, 4},
{"ethereal:crystal_spike", 2, 1},
{"ethereal:fire_flower", 2, 1},
{"default:torch", 1, 1},
}
local skin_mod = nil
local inv_mod = nil
local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
local worldpath = minetest.get_worldpath()
local input = io.open(modpath.."/armor.conf", "r")
if input then
dofile(modpath.."/armor.conf")
input:close()
input = nil
end
input = io.open(worldpath.."/armor.conf", "r")
if input then
dofile(worldpath.."/armor.conf")
input:close()
input = nil
end
if not minetest.get_modpath("moreores") then
ARMOR_MATERIALS.mithril = nil
end
if not minetest.get_modpath("ethereal") then
ARMOR_MATERIALS.crystal = nil
end
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]",
textures = {},
default_skin = "character",
version = "0.4.7",
}
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;]"
if minetest.get_modpath("crafting") then
inventory_plus.get_formspec = function(player, page)
end
end
elseif minetest.get_modpath("unified_inventory") then
inv_mod = "unified_inventory"
unified_inventory.register_button("armor", {
type = "image",
image = "inventory_plus_armor.png",
})
unified_inventory.register_page("armor", {
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]"
return {formspec=formspec}
end,
})
elseif minetest.get_modpath("inventory_enhanced") then
inv_mod = "inventory_enhanced"
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"
end
armor.def = {
state = 0,
count = 0,
}
armor.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
if self.textures[name] then
default.player_set_textures(player, {
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
})
end
end
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 armor_radiation = 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)
armor_radiation = armor_radiation + (def.groups["armor_radiation"] 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, "%:.+_(.+)$")
if material.type then
if material.type == mat then
material.count = material.count + 1
end
else
material.type = mat
end
elements[k] = true
end
end
end
end
end
if minetest.get_modpath("shields") then
armor_level = armor_level * 0.9
end
if material.type and material.count == #self.elements then
armor_level = armor_level * 1.1
end
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
armor_radiation = armor_radiation * ARMOR_RADIATION_MULTIPLIER
if #textures > 0 then
armor_texture = table.concat(textures, "^")
end
local armor_groups = {fleshy=100}
if armor_level > 0 then
armor_groups.level = math.floor(armor_level / 20)
armor_groups.fleshy = 100 - armor_level
armor_groups.radiation = 100 - armor_radiation
end
player:set_armor_groups(armor_groups)
player:set_physics_override(physics_o)
self.textures[name].armor = armor_texture
self.textures[name].preview = preview
self.def[name].state = state
self.def[name].count = items
self.def[name].level = armor_level
self.def[name].heal = armor_heal
self.def[name].jump = physics_o.jump
self.def[name].speed = physics_o.speed
self.def[name].gravity = physics_o.gravity
self.def[name].fire = armor_fire
self.def[name].water = armor_water
self.def[name].radiation = armor_radiation
self:update_player_visuals(player)
end
armor.update_armor = function(self, player)
-- Legacy support: Called when armor levels are changed
-- Other mods can hook on to this function, see hud mod for example
end
armor.get_player_skin = function(self, name)
local skin = nil
if skin_mod == "skins" or skin_mod == "simple_skins" then
skin = skins.skins[name]
elseif skin_mod == "u_skins" then
skin = u_skins.u_skins[name]
elseif skin_mod == "wardrobe" then
skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
end
return skin or armor.default_skin
end
armor.get_preview = function(self, name)
if skin_mod == "skins" then
return armor:get_player_skin(name).."_preview.png"
end
end
armor.get_armor_formspec = function(self, name)
if not armor.textures[name] then
minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
return ""
end
if not armor.def[name] then
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;]"
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)
return formspec
end
armor.update_inventory = function(self, player)
local name = armor:get_valid_player(player, "[set_player_armor]")
if not name or inv_mod == "inventory_enhanced" then
return
end
if 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 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
player:set_inventory_formspec(formspec)
end
end
end
armor.get_valid_player = function(self, player, msg)
msg = msg or ""
if not player then
minetest.log("error", "3d_armor: Player reference is nil "..msg)
return
end
local name = player:get_player_name()
if not name then
minetest.log("error", "3d_armor: Player name is nil "..msg)
return
end
local pos = player:getpos()
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not pos then
minetest.log("error", "3d_armor: Player position is nil "..msg)
return
elseif not player_inv then
minetest.log("error", "3d_armor: Player inventory is nil "..msg)
return
elseif not armor_inv then
minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg)
return
end
return name, player_inv, armor_inv, pos
end
-- Register Player Model
default.player_register_model("3d_armor_character.b3d", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
"3d_armor_trans.png",
"3d_armor_trans.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
},
})
-- Register Callbacks
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
if not name or inv_mod == "inventory_enhanced" then
return
end
if inv_mod == "inventory_plus" and fields.armor then
local formspec = armor:get_armor_formspec(name)
inventory_plus.set_inventory_formspec(player, formspec)
return
end
for field, _ in pairs(fields) do
if string.find(field, "skins_set") then
minetest.after(0, function(player)
local skin = armor:get_player_skin(name)
armor.textures[name].skin = skin..".png"
armor:set_player_armor(player)
end, player)
end
end
end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.b3d")
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_inv = minetest.create_detached_inventory(name.."_armor", {
on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
local plaver_inv = player:get_inventory()
local stack = inv:get_stack(to_list, to_index)
player_inv:set_stack(to_list, to_index, stack)
player_inv:set_stack(from_list, from_index, nil)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
allow_put = function(inv, listname, index, stack, player)
return 1
end,
allow_take = function(inv, listname, index, stack, player)
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return count
end,
}, name)
if inv_mod == "inventory_plus" then
inventory_plus.register_button(player,"armor", "Armor")
end
armor_inv:set_size("armor", 6)
player_inv:set_size("armor", 6)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
armor.def[name] = {
state = 0,
count = 0,
level = 0,
heal = 0,
jump = 1,
speed = 1,
gravity = 1,
fire = 0,
water = 0,
radiation = 0,
}
armor.textures[name] = {
skin = armor.default_skin..".png",
armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
preview = armor.default_skin.."_preview.png",
}
if skin_mod == "skins" then
local skin = skins.skins[name]
if skin and skins.get_type(skin) == skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
elseif skin_mod == "simple_skins" then
local skin = skins.skins[name]
if skin then
armor.textures[name].skin = skin..".png"
end
elseif skin_mod == "u_skins" then
local skin = u_skins.u_skins[name]
if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
elseif skin_mod == "wardrobe" then
local skin = wardrobe.playerSkins[name]
if skin then
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"
end
end
for i=1, ARMOR_INIT_TIMES do
minetest.after(ARMOR_INIT_DELAY * i, function(player)
armor:set_player_armor(player)
if not inv_mod then
armor:update_inventory(player)
end
end, player)
end
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
return
end
local drop = {}
for i=1, player_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
table.insert(drop, stack)
armor_inv:set_stack("armor", i, nil)
player_inv:set_stack("armor", i, nil)
end
end
armor:set_player_armor(player)
if inv_mod == "unified_inventory" then
unified_inventory.set_inventory_formspec(player, "craft")
elseif inv_mod == "inventory_plus" then
local formspec = inventory_plus.get_formspec(player,"main")
inventory_plus.set_inventory_formspec(player, formspec)
else
armor:update_inventory(player)
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
end
local meta = minetest.get_meta(vector.round(pos))
local owner = meta:get_string("owner")
local inv = meta:get_inventory()
for _,stack in ipairs(drop) do
if name == owner and inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
armor.drop_armor(pos, stack)
end
end
else
for _,stack in ipairs(drop) do
armor.drop_armor(pos, stack)
end
end
end)
end
end)
end
minetest.register_on_player_hpchange(function(player, hp_change)
local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
if name and hp_change < 0 then
-- used for insta kill tools/commands like /kill (doesnt damage armor)
if hp_change < -100 then
return hp_change
end
local heal_max = 0
local state = 0
local items = 0
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then
local use = stack:get_definition().groups["armor_use"] or 0
local heal = stack:get_definition().groups["armor_heal"] or 0
local item = stack:get_name()
stack:add_wear(use)
armor_inv:set_stack("armor", i, stack)
player_inv:set_stack("armor", i, stack)
state = state + stack:get_wear()
items = items + 1
if stack:get_count() == 0 then
local desc = minetest.registered_items[item].description
if desc then
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
end
armor:set_player_armor(player)
armor:update_inventory(player)
end
heal_max = heal_max + heal
end
end
armor.def[name].state = state
armor.def[name].count = items
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
if heal_max > math.random(100) then
hp_change = 0
end
armor:update_armor(player)
end
return hp_change
end, true)
-- Fire Protection and water breating, added by TenPlus1
if ARMOR_FIRE_PROTECT == true then
-- override hot nodes so they do not hurt player anywhere but mod
for _, row in pairs(ARMOR_FIRE_NODES) do
if minetest.registered_nodes[row[1]] then
minetest.override_item(row[1], {damage_per_second = 0})
end
end
else
print ("[3d_armor] Fire Nodes disabled")
end
minetest.register_globalstep(function(dtime)
armor.timer = armor.timer + dtime
if armor.timer < ARMOR_UPDATE_TIME then
return
end
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local pos = player:getpos()
local hp = player:get_hp()
-- water breathing
if name and armor.def[name].water > 0 then
if player:get_breath() < 10 then
player:set_breath(10)
end
end
-- fire protection
if ARMOR_FIRE_PROTECT == true
and name and pos and hp then
pos.y = pos.y + 1.4 -- head level
local node_head = minetest.get_node(pos).name
pos.y = pos.y - 1.2 -- feet level
local node_feet = minetest.get_node(pos).name
-- is player inside a hot node?
for _, row in pairs(ARMOR_FIRE_NODES) do
-- check fire protection, if not enough then get hurt
if row[1] == node_head or row[1] == node_feet then
if hp > 0 and armor.def[name].fire < row[2] then
hp = hp - row[3] * ARMOR_UPDATE_TIME
player:set_hp(hp)
break
end
end
end
end
end
armor.timer = 0
end)
-- kill player when command issued
minetest.register_chatcommand("kill", {
params = "<name>",
description = "Kills player instantly",
privs = {ban=true},
func = function(name, param)
local player = minetest.get_player_by_name(param)
if player then
player:set_hp(0)
end
end,
})
minetest.register_chatcommand("killme", {
description = "Kill yourself instantly",
func = function(name)
local player = minetest.get_player_by_name(name)
if player then
player:set_hp(-1001)
end
end,
})

View File

@ -19,6 +19,7 @@ Helmets:
[3d_armor:helmet_gold] X = [default:gold_ingot]
[3d_armor:helmet_mithril] X = [moreores:mithril_ingot] *
[3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:helmet_nether] X = [ethereal:nether_ingot] **
Chestplates:
@ -38,6 +39,7 @@ Chestplates:
[3d_armor:chestplate_gold] X = [default:gold_ingot]
[3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] *
[3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:chestplate_nether] X = [ethereal:nether_ingot] **
Leggings:
@ -57,6 +59,7 @@ Leggings:
[3d_armor:leggings_gold] X = [default:gold_ingot]
[3d_armor:leggings_mithril] X = [moreores:mithril_ingot] *
[3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:leggings_nether] X = [ethereal:nether_ingot] **
Boots:
@ -74,6 +77,8 @@ Boots:
[3d_armor:boots_gold] X = [default:gold_ingot]
[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
[3d_armor:boots_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:boots_nether] X = [ethereal:nether_ingot] **
* Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549
** Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal
** Requires nether mod - https://github.com/minetest-mods/nether.git

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@ -1,6 +0,0 @@
default
inventory_plus?
unified_inventory?
fire?
ethereal?
bakedclay?

View File

@ -1 +0,0 @@
Adds craftable armor that is visible to other players.

View File

@ -1,254 +1,497 @@
ARMOR_MOD_NAME = minetest.get_current_modname()
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua")
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/admin.lua")
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local worldpath = minetest.get_worldpath()
local last_punch_time = {}
local timer = 0
if ARMOR_MATERIALS.wood then
minetest.register_tool("3d_armor:helmet_wood", {
description = "Wood Helmet",
inventory_image = "3d_armor_inv_helmet_wood.png",
groups = {armor_head=5, armor_heal=0, armor_use=2000},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_wood", {
description = "Wood Chestplate",
inventory_image = "3d_armor_inv_chestplate_wood.png",
groups = {armor_torso=10, armor_heal=0, armor_use=2000},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_wood", {
description = "Wood Leggings",
inventory_image = "3d_armor_inv_leggings_wood.png",
groups = {armor_legs=5, armor_heal=0, armor_use=2000},
wear = 0,
})
minetest.register_tool("3d_armor:boots_wood", {
description = "Wood Boots",
inventory_image = "3d_armor_inv_boots_wood.png",
groups = {armor_feet=5, armor_heal=0, armor_use=2000},
wear = 0,
})
dofile(modpath.."/api.lua")
-- local functions
local F = minetest.formspec_escape
local S = armor.get_translator
-- integration test
if minetest.settings:get_bool("enable_3d_armor_integration_test") then
dofile(modpath.."/integration_test.lua")
end
if ARMOR_MATERIALS.cactus then
minetest.register_tool("3d_armor:helmet_cactus", {
description = "Cactuc Helmet",
inventory_image = "3d_armor_inv_helmet_cactus.png",
groups = {armor_head=5, armor_heal=0, armor_use=1000},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_cactus", {
description = "Cactus Chestplate",
inventory_image = "3d_armor_inv_chestplate_cactus.png",
groups = {armor_torso=10, armor_heal=0, armor_use=1000},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_cactus", {
description = "Cactus Leggings",
inventory_image = "3d_armor_inv_leggings_cactus.png",
groups = {armor_legs=5, armor_heal=0, armor_use=1000},
wear = 0,
})
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},
wear = 0,
})
-- Legacy Config Support
local input = io.open(modpath.."/armor.conf", "r")
if input then
dofile(modpath.."/armor.conf")
input:close()
end
input = io.open(worldpath.."/armor.conf", "r")
if input then
dofile(worldpath.."/armor.conf")
input:close()
end
for name, _ in pairs(armor.config) do
local global = "ARMOR_"..name:upper()
if minetest.global_exists(global) then
armor.config[name] = _G[global]
end
end
if minetest.global_exists("ARMOR_MATERIALS") then
armor.materials = table.copy(ARMOR_MATERIALS)
end
if minetest.global_exists("ARMOR_FIRE_NODES") then
armor.fire_nodes = table.copy(ARMOR_FIRE_NODES)
end
if ARMOR_MATERIALS.steel then
minetest.register_tool("3d_armor:helmet_steel", {
description = "Steel Helmet",
inventory_image = "3d_armor_inv_helmet_steel.png",
groups = {armor_head=10, armor_heal=0, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_steel", {
description = "Steel Chestplate",
inventory_image = "3d_armor_inv_chestplate_steel.png",
groups = {armor_torso=15, armor_heal=0, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_steel", {
description = "Steel Leggings",
inventory_image = "3d_armor_inv_leggings_steel.png",
groups = {armor_legs=15, armor_heal=0, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:boots_steel", {
description = "Steel Boots",
inventory_image = "3d_armor_inv_boots_steel.png",
groups = {armor_feet=10, armor_heal=0, armor_use=500},
wear = 0,
})
-- Load Configuration
for name, config in pairs(armor.config) do
local setting = minetest.settings:get("armor_"..name)
if type(config) == "number" then
setting = tonumber(setting)
elseif type(config) == "string" then
setting = tostring(setting)
elseif type(config) == "boolean" then
setting = minetest.settings:get_bool("armor_"..name)
end
if setting ~= nil then
armor.config[name] = setting
end
end
for material, _ in pairs(armor.materials) do
local key = "material_"..material
if armor.config[key] == false then
armor.materials[material] = nil
end
end
if ARMOR_MATERIALS.bronze then
minetest.register_tool("3d_armor:helmet_bronze", {
description = "Bronze Helmet",
inventory_image = "3d_armor_inv_helmet_bronze.png",
groups = {armor_head=10, armor_heal=6, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_bronze", {
description = "Bronze Chestplate",
inventory_image = "3d_armor_inv_chestplate_bronze.png",
groups = {armor_torso=15, armor_heal=6, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_bronze", {
description = "Bronze Leggings",
inventory_image = "3d_armor_inv_leggings_bronze.png",
groups = {armor_legs=15, armor_heal=6, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:boots_bronze", {
description = "Bronze Boots",
inventory_image = "3d_armor_inv_boots_bronze.png",
groups = {armor_feet=10, armor_heal=6, armor_use=250},
wear = 0,
})
-- Convert set_elements to a Lua table splitting on blank spaces
local t_set_elements = armor.config.set_elements
armor.config.set_elements = string.split(t_set_elements, " ")
-- Remove torch damage if fire_protect_torch == false
if armor.config.fire_protect_torch == false and armor.config.fire_protect == true then
for k,v in pairs(armor.fire_nodes) do
for k2,v2 in pairs(v) do
if string.find (v2,"torch") then
armor.fire_nodes[k] = nil
end
end
end
end
if ARMOR_MATERIALS.diamond then
minetest.register_tool("3d_armor:helmet_diamond", {
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_helmet_diamond.png",
groups = {armor_head=15, armor_heal=12, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_diamond", {
description = "Diamond Chestplate",
inventory_image = "3d_armor_inv_chestplate_diamond.png",
groups = {armor_torso=20, armor_heal=12, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_diamond", {
description = "Diamond Leggings",
inventory_image = "3d_armor_inv_leggings_diamond.png",
groups = {armor_legs=20, armor_heal=12, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:boots_diamond", {
description = "Diamond Boots",
inventory_image = "3d_armor_inv_boots_diamond.png",
groups = {armor_feet=15, armor_heal=12, armor_use=100},
wear = 0,
})
-- Mod Compatibility
if minetest.get_modpath("technic") then
armor.formspec = armor.formspec..
"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
armor:register_armor_group("radiation")
end
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
armor:add_preview(fn)
end
end
armor.set_skin_mod(mod)
end
end
if ARMOR_MATERIALS.gold then
minetest.register_tool("3d_armor:helmet_gold", {
description = "Gold Helmet",
inventory_image = "3d_armor_inv_helmet_gold.png",
groups = {armor_head=10, armor_heal=6, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_gold", {
description = "Gold Chestplate",
inventory_image = "3d_armor_inv_chestplate_gold.png",
groups = {armor_torso=15, armor_heal=6, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_gold", {
description = "Gold Leggings",
inventory_image = "3d_armor_inv_leggings_gold.png",
groups = {armor_legs=15, armor_heal=6, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:boots_gold", {
description = "Gold Boots",
inventory_image = "3d_armor_inv_boots_gold.png",
groups = {armor_feet=10, armor_heal=6, armor_use=250},
wear = 0,
})
-- Armor Initialization
armor.formspec = armor.formspec..
"label[5,1;"..F(S("Level"))..": armor_level]"..
"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
if armor.config.fire_protect then
armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
end
armor:register_on_damage(function(player, index, stack)
local name = player:get_player_name()
local def = stack:get_definition()
if name and def and def.description and stack:get_wear() > 60100 then
minetest.chat_send_player(name, S("Your @1 is almost broken!", def.description))
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
end
end)
armor:register_on_destroy(function(player, index, stack)
local name = player:get_player_name()
local def = stack:get_definition()
if name and def and def.description then
minetest.chat_send_player(name, S("Your @1 got destroyed!", def.description))
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
end
end)
local function validate_armor_inventory(player)
-- Workaround for detached inventory swap exploit
local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
local pos = player:get_pos()
if not inv then
return
end
local armor_prev = {}
local attribute_meta = player:get_meta() -- I know, the function's name is weird but let it be like that. ;)
local armor_list_string = attribute_meta:get_string("3d_armor_inventory")
if armor_list_string then
local armor_list = armor:deserialize_inventory_list(armor_list_string)
for i, stack in ipairs(armor_list) do
if stack:get_count() > 0 then
armor_prev[stack:get_name()] = i
end
end
end
local elements = {}
local player_inv = player:get_inventory()
for i = 1, 6 do
local stack = inv:get_stack("armor", i)
if stack:get_count() > 0 then
local item = stack:get_name()
local element = armor:get_element(item)
if element and not elements[element] then
if armor_prev[item] then
armor_prev[item] = nil
else
-- Item was not in previous inventory
armor:run_callbacks("on_equip", player, i, stack)
end
elements[element] = true;
else
inv:remove_item("armor", stack)
minetest.item_drop(stack, player, pos)
-- The following code returns invalid items to the player's main
-- inventory but could open up the possibity for a hacked client
-- to receive items back they never really had. I am not certain
-- so remove the is_singleplayer check at your own risk :]
if minetest.is_singleplayer() and player_inv and
player_inv:room_for_item("main", stack) then
player_inv:add_item("main", stack)
end
end
end
end
for item, i in pairs(armor_prev) do
local stack = ItemStack(item)
-- Previous item is not in current inventory
armor:run_callbacks("on_unequip", player, i, stack)
end
end
if ARMOR_MATERIALS.mithril then
minetest.register_tool("3d_armor:helmet_mithril", {
description = "Mithril Helmet",
inventory_image = "3d_armor_inv_helmet_mithril.png",
groups = {armor_head=15, armor_heal=12, armor_use=50},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_mithril", {
description = "Mithril Chestplate",
inventory_image = "3d_armor_inv_chestplate_mithril.png",
groups = {armor_torso=20, armor_heal=12, armor_use=50},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_mithril", {
description = "Mithril Leggings",
inventory_image = "3d_armor_inv_leggings_mithril.png",
groups = {armor_legs=20, armor_heal=12, armor_use=50},
wear = 0,
})
minetest.register_tool("3d_armor:boots_mithril", {
description = "Mithril Boots",
inventory_image = "3d_armor_inv_boots_mithril.png",
groups = {armor_feet=15, armor_heal=12, armor_use=50},
wear = 0,
})
local function init_player_armor(initplayer)
local name = assert(initplayer:get_player_name())
local armor_inv = minetest.create_detached_inventory(name.."_armor", {
on_put = function(inv, listname, index, stack, player)
validate_armor_inventory(player)
armor:save_armor_inventory(player)
armor:set_player_armor(player)
end,
on_take = function(inv, listname, index, stack, player)
validate_armor_inventory(player)
armor:save_armor_inventory(player)
armor:set_player_armor(player)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
validate_armor_inventory(player)
armor:save_armor_inventory(player)
armor:set_player_armor(player)
end,
allow_put = function(inv, listname, index, put_stack, player)
if player:get_player_name() ~= name then
return 0
end
local element = armor:get_element(put_stack:get_name())
if not element then
return 0
end
for i = 1, 6 do
local stack = inv:get_stack("armor", i)
local def = stack:get_definition() or {}
if def.groups and def.groups["armor_"..element]
and i ~= index then
return 0
end
end
return 1
end,
allow_take = function(inv, listname, index, stack, player)
if player:get_player_name() ~= name then
return 0
end
--cursed items cannot be unequiped by the player
local is_cursed = minetest.get_item_group(stack:get_name(), "cursed") ~= 0
if not minetest.is_creative_enabled(player) and is_cursed then
return 0
end
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if player:get_player_name() ~= name then
return 0
end
return count
end,
}, name)
armor_inv:set_size("armor", 6)
if not armor:load_armor_inventory(initplayer) and armor.migrate_old_inventory then
local player_inv = initplayer:get_inventory()
player_inv:set_size("armor", 6)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
armor:save_armor_inventory(initplayer)
player_inv:set_size("armor", 0)
end
for i=1, 6 do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
armor:run_callbacks("on_equip", initplayer, i, stack)
end
end
armor.def[name] = {
level = 0,
state = 0,
count = 0,
groups = {},
}
for _, phys in pairs(armor.physics) do
armor.def[name][phys] = 1
end
for _, attr in pairs(armor.attributes) do
armor.def[name][attr] = 0
end
for group, _ in pairs(armor.registered_groups) do
armor.def[name].groups[group] = 0
end
local skin = armor:get_player_skin(name)
armor.textures[name] = {
skin = skin,
armor = "blank.png",
wielditem = "blank.png",
preview = armor.default_skin.."_preview.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
armor:set_player_armor(initplayer)
end
if ARMOR_MATERIALS.crystal then
minetest.register_tool("3d_armor:helmet_crystal", {
description = "Crystal Helmet",
inventory_image = "3d_armor_inv_helmet_crystal.png",
groups = {armor_head=15, armor_heal=12, armor_use=50, armor_fire=1},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_crystal", {
description = "Crystal Chestplate",
inventory_image = "3d_armor_inv_chestplate_crystal.png",
groups = {armor_torso=20, armor_heal=12, armor_use=50, armor_fire=1},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_crystal", {
description = "Crystal Leggings",
inventory_image = "3d_armor_inv_leggings_crystal.png",
groups = {armor_legs=20, armor_heal=12, armor_use=50, armor_fire=1},
wear = 0,
})
minetest.register_tool("3d_armor:boots_crystal", {
description = "Crystal Boots",
inventory_image = "3d_armor_inv_boots_crystal.png",
groups = {armor_feet=15, armor_heal=12, armor_use=50, physics_speed=1, physics_jump=0.5, armor_fire=1},
wear = 0,
})
-- Armor Player Model
player_api.register_model("3d_armor_character.b3d", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
"blank.png",
"blank.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
-- compatibility w/ the emote mod
wave = {x = 192, y = 196, override_local = true},
point = {x = 196, y = 196, override_local = true},
freeze = {x = 205, y = 205, override_local = true},
},
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
if not name then
return
end
local player_name = player:get_player_name()
for field, _ in pairs(fields) do
if string.find(field, "skins_set") then
armor:update_skin(player_name)
end
end
end)
minetest.register_on_joinplayer(function(player)
player_api.set_model(player, "3d_armor_character.b3d")
init_player_armor(player)
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
if name then
armor.def[name] = nil
armor.textures[name] = nil
end
end)
if armor.config.drop == true or armor.config.destroy == true then
minetest.register_on_dieplayer(function(player)
local name, armor_inv = armor:get_valid_player(player, "[on_dieplayer]")
if not name then
return
end
local drop = {}
for i=1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
--soulbound armors remain equipped after death
if minetest.get_item_group(stack:get_name(), "soulbound") == 0 then
table.insert(drop, stack)
armor:run_callbacks("on_unequip", player, i, stack)
armor_inv:set_stack("armor", i, nil)
end
end
end
armor:save_armor_inventory(player)
armor:set_player_armor(player)
local pos = player:get_pos()
if pos and armor.config.destroy == false then
minetest.after(armor.config.bones_delay, function()
local meta = nil
local maxp = vector.add(pos, 16)
local minp = vector.subtract(pos, 16)
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
end
if meta then
local inv = meta:get_inventory()
for _,stack in ipairs(drop) do
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
armor.drop_armor(pos, stack)
end
end
else
for _,stack in ipairs(drop) do
armor.drop_armor(pos, stack)
end
end
end)
end
end)
minetest.register_on_respawnplayer(function(player)
-- reset un-dropped armor and it's effects
armor:set_player_armor(player)
end)
end
for k, v in pairs(ARMOR_MATERIALS) do
minetest.register_craft({
output = "3d_armor:helmet_"..k,
recipe = {
{v, v, v},
{v, "", v},
{"", "", ""},
},
})
minetest.register_craft({
output = "3d_armor:chestplate_"..k,
recipe = {
{v, "", v},
{v, v, v},
{v, v, v},
},
})
minetest.register_craft({
output = "3d_armor:leggings_"..k,
recipe = {
{v, v, v},
{v, "", v},
{v, "", v},
},
})
minetest.register_craft({
output = "3d_armor:boots_"..k,
recipe = {
{v, "", v},
{v, "", v},
},
})
if armor.config.punch_damage == true then
minetest.register_on_punchplayer(function(player, hitter,
time_from_last_punch, tool_capabilities)
local name = player:get_player_name()
if hitter then
local hit_ip = hitter:is_player()
if name and hit_ip and minetest.is_protected(player:get_pos(), "") then
return
end
end
if name then
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
last_punch_time[name] = minetest.get_gametime()
end
end)
end
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if not minetest.is_player(player) then
return hp_change
end
if reason.type == "drown" or reason.hunger or hp_change >= 0 then
return hp_change
end
local name = player:get_player_name()
local properties = player:get_properties()
local hp = player:get_hp()
if hp + hp_change < properties.hp_max then
local heal = armor.def[name].heal
if heal >= math.random(100) then
hp_change = 0
end
-- check if armor damage was handled by fire or on_punchplayer
local time = last_punch_time[name] or 0
if time == 0 or time + 1 < minetest.get_gametime() then
armor:punch(player)
end
end
return hp_change
end, true)
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if armor.config.feather_fall == true then
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if armor.def[name].feather > 0 then
local vel_y = player:get_velocity().y
if vel_y < 0 and vel_y < 3 then
vel_y = -(vel_y * 0.05)
player:add_velocity({x = 0, y = vel_y, z = 0})
end
end
end
end
if timer <= armor.config.init_delay then
return
end
timer = 0
-- water breathing protection, added by TenPlus1
if armor.config.water_protect == true then
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if armor.def[name].water > 0 and
player:get_breath() < 10 then
player:set_breath(10)
end
end
end
end)
if armor.config.fire_protect == true then
-- make torches hurt
minetest.override_item("default:torch", {damage_per_second = 1})
minetest.override_item("default:torch_wall", {damage_per_second = 1})
minetest.override_item("default:torch_ceiling", {damage_per_second = 1})
-- check player damage for any hot nodes we may be protected against
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if reason.type == "node_damage" and reason.node then
-- fire protection
if armor.config.fire_protect == true and hp_change < 0 then
local name = player:get_player_name()
for _,igniter in pairs(armor.fire_nodes) do
if reason.node == igniter[1] then
if armor.def[name].fire >= igniter[2] then
hp_change = 0
end
end
end
end
end
return hp_change
end, true)
end

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@ -0,0 +1,25 @@
minetest.log("warning", "[TEST] integration-test enabled!")
minetest.register_on_mods_loaded(function()
minetest.after(1, function()
local data = minetest.write_json({ success = true }, true);
local file = io.open(minetest.get_worldpath().."/integration_test.json", "w" );
if file then
file:write(data)
file:close()
end
file = io.open(minetest.get_worldpath().."/registered_nodes.txt", "w" );
if file then
for name in pairs(minetest.registered_nodes) do
file:write(name .. '\n')
end
file:close()
end
minetest.log("warning", "[TEST] integration tests done!")
minetest.request_shutdown("success")
end)
end)

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Strahlung
Level=Stufe
Heal=Heilung
Fire=Feuer
Your @1 is almost broken!=@1 ist fast kaputt!
Your @1 got destroyed!=@1 wurde zerstört!

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiado
Level=Nivelo
Heal=Blokŝanco
Fire=Fajro
Your @1 is almost broken!=Via @1 estas preskaŭ rompita!
Your @1 got destroyed!=Via @1 detruiĝis!

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiación
Level=Nivel
Heal=Salud
Fire=Fuego
Your @1 is almost broken!=¡Tu @1 esta a punto de romperse!
Your @1 got destroyed!=¡Tu @1 fue destruído!

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiation
Level=Niveau
Heal=Soins
Fire=Fire
Your @1 is almost broken!=Une partie de votre armure est presque détruite : @1 !
Your @1 got destroyed!=Une partie de votre armure a été détruite : @1 !

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiazione
Level=Livello
Heal=Guarigione
Fire=Fuoco
Your @1 is almost broken!=@1 quasi in frantumi!
Your @1 got destroyed!=@1 in frantumi!

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiasi
Level=Tahap
Heal=Pulih
Fire=Api
Your @1 is almost broken!=
Your @1 got destroyed!=@1 anda telah musnah!

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiação
Level=Nível
Heal=Saúde
Fire=Fogo
Your @1 is almost broken!=
Your @1 got destroyed!=@1 foi destruído(a)!

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiação
Level=Nível
Heal=Saúde
Fire=Fogo
Your @1 is almost broken!=
Your @1 got destroyed!=@1 foi destruído(a)!

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=излучение
Level=уровень
Heal=исцеление
Fire=огонь
Your @1 is almost broken!=
Your @1 got destroyed!=твой(и) @1 был(и) разрушен(ы)!

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Strålning
Level=Nivå
Heal=Läkning
Fire=Eld
Your @1 is almost broken!=Din @1 är nästan förstörd!
Your @1 got destroyed!=Din @1 blev förstörd!

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=
Level=
Heal=
Fire=
Your @1 is almost broken!=
Your @1 got destroyed!=

5
3d_armor/mod.conf Normal file
View File

@ -0,0 +1,5 @@
name = 3d_armor
depends = default, player_api
optional_depends = player_monoids, armor_monoid, pova, moreores
description = Adds craftable armor that is visible to other players.
min_minetest_version = 5.0

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