armor_monoid/init.lua

220 lines
5.6 KiB
Lua

armor_monoid = {}
local armor_groups = { fleshy = 100 }
armor_monoid.registered_groups = armor_groups
local join_handled = {}
local function copy_tab(tab)
local copy = {}
for k, v in pairs(tab) do
copy[k] = v
end
return copy
end
-- The values in this monoid are not armor group values, but damage multipliers.
-- For example { fleshy = 0.5, fire = 1.2 } would mean that a player takes
-- half fleshy damage and 120% fire damage. Nil values are the same as putting
-- 1. The final multipliers are multiplied to the base damage for the group.
monoidal_effects.register_monoid("armor", {
combine = function(tab1, tab2)
local res = {}
for k, v in pairs(armor_groups) do
local v1 = tab1[k]
local v2 = tab2[k]
if not v1 then
res[k] = v2
elseif not v2 then
res[k] = v1
else
res[k] = v1 * v2
end
end
return res
end,
fold = function(elems)
local res = {}
for k, tab in pairs(elems) do
for k, v in pairs(armor_groups) do
local vres = res[k]
local v_other = tab[k]
if not vres then
res[k] = v_other
elseif v_other then
res[k] = vres * v_other
end
-- If not v_other, res[k] remains the same.
end
end
return res
end,
identity = {},
apply = function(multipliers, player)
local final = copy_tab(armor_groups)
for k, v in pairs(multipliers) do
if final[k] then -- Make sure it is a registered armor group
final[k] = final[k] * v
end
end
join_handled[player:get_player_name()] = true
player:set_armor_groups(final)
end,
})
-- If the monoid has not fired yet (or won't fire)
minetest.register_on_joinplayer(function(player)
if not join_handled[player:get_player_name()] then
player:set_armor_groups(armor_groups)
end
end)
minetest.register_on_leaveplayer(function(player)
join_handled[player:get_player_name()] = nil
end)
-- armor_monoid.register_armor_group("name", x) creates an armor group called name
-- with a default armor value of x.
function armor_monoid.register_armor_group(name, def)
armor_groups[name] = def
end
if not minetest.global_exists("armor") then return end
monoidal_effects.register_type("armor_monoid:compat_armor", {
disp_name = "3D Armor Compatibility",
dynamic = true,
monoids = { armor = true },
hidden = true,
cancel_on_death = false,
values = { armor = {} },
})
monoidal_effects.register_type("armor_monoid:compat_phys", {
disp_name = "3D Armor Physics Compatibility",
dynamic = true,
monoids = { speed = true, jump = true, gravity = true },
hidden = true,
cancel_on_death = false,
values = { speed = 1, jump = 1, gravity = 1 },
})
-- 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
monoidal_effects.cancel_effect_type("armor_monoid:compat_armor", name)
monoidal_effects.cancel_effect_type("armor_monoid:compat_phys", name)
monoidal_effects.apply_effect("armor_monoid:compat_armor", "perm", name, {
armor = { fleshy = armor_groups.fleshy / 100 },
})
monoidal_effects.apply_effect("armor_monoid:compat_phys", "perm", name, 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:update_player_visuals(player)
end