Browse Source

remove 3d_armor compatibility stuff

master 0.3.0.0
raymoo 5 years ago
parent
commit
c5c43514f4
  1. 11
      LICENSE.3d_armor
  2. 2
      README.md
  3. 1
      depends.txt
  4. 108
      init.lua

11
LICENSE.3d_armor

@ -1,11 +0,0 @@
3D Armor - Visible Player Armor
===============================
Default Item Textures (C) Cisoun - WTFPL
Armor Textures: Copyright (C) 2013 Ryan Jones - CC-BY-SA
Source Code: Copyright (C) 2013 Stuart Jones - LGPL
Special credit to Jordach and MirceaKitsune for providing the default 3d character model.

2
README.md

@ -2,7 +2,7 @@
This mod provides a player_monoids monoid for handling armor groups. It
provides a monoid for damage resistance, and a way to register new damage types
for players. It is also compatible with 3d_armor.
for players.
Using the monoid
================

1
depends.txt

@ -1,2 +1 @@
player_monoids
3d_armor?

108
init.lua

@ -96,111 +96,3 @@ end)
function armor_monoid.register_armor_group(name, def)
armor_groups[name] = def
end
if not minetest.global_exists("armor") then return end
-- Armor override
armor.set_player_armor = function(self, player)
local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
if not name then
return
end
local armor_texture = "3d_armor_trans.png"
local armor_level = 0
local armor_heal = 0
local armor_fire = 0
local armor_water = 0
local state = 0
local items = 0
local elements = {}
local textures = {}
local physics_o = {speed=1,gravity=1,jump=1}
local material = {type=nil, count=1}
local preview = armor:get_preview(name) or "character_preview.png"
for _,v in ipairs(self.elements) do
elements[v] = false
end
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
local item = stack:get_name()
if stack:get_count() == 1 then
local def = stack:get_definition()
for k, v in pairs(elements) do
if v == false then
local level = def.groups["armor_"..k]
if level then
local texture = def.texture or item:gsub("%:", "_")
table.insert(textures, texture..".png")
preview = preview.."^"..texture.."_preview.png"
armor_level = armor_level + level
state = state + stack:get_wear()
items = items + 1
armor_heal = armor_heal + (def.groups["armor_heal"] or 0)
armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
armor_water = armor_water + (def.groups["armor_water"] or 0)
for kk,vv in ipairs(self.physics) do
local o_value = def.groups["physics_"..vv]
if o_value then
physics_o[vv] = physics_o[vv] + o_value
end
end
local mat = string.match(item, "%:.+_(.+)$")
if material.type then
if material.type == mat then
material.count = material.count + 1
end
else
material.type = mat
end
elements[k] = true
end
end
end
end
end
if minetest.get_modpath("shields") then
armor_level = armor_level * 0.9
end
if material.type and material.count == #self.elements then
armor_level = armor_level * 1.1
end
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
if #textures > 0 then
armor_texture = table.concat(textures, "^")
end
local armor_groups = {fleshy=100}
if armor_level > 0 then
armor_groups.level = math.floor(armor_level / 20)
armor_groups.fleshy = 100 - armor_level
end
armor_monoid.monoid:del_change(player, "armor_monoid:compat")
player_monoids.speed:del_change(player, "armor_monoid:compat")
player_monoids.jump:del_change(player, "armor_monoid:compat")
player_monoids.gravity:del_change(player, "armor_monoid:compat")
armor_monoid.monoid:add_change(player, { fleshy = armor_groups.fleshy / 100 },
"armor_monoid:compat")
player_monoids.speed:add_change(player, physics_o.speed,
"armor_monoid:compat")
player_monoids.jump:add_change(player, physics_o.jump,
"armor_monoid:compat")
player_monoids.gravity:add_change(player, physics_o.gravity,
"armor_monoid:compat")
self.textures[name].armor = armor_texture
self.textures[name].preview = preview
self.def[name].state = state
self.def[name].count = items
self.def[name].level = armor_level
self.def[name].heal = armor_heal
self.def[name].jump = physics_o.jump
self.def[name].speed = physics_o.speed
self.def[name].gravity = physics_o.gravity
self.def[name].fire = armor_fire
self.def[name].water = armor_water
self:update_player_visuals(player)
end

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