forked from mtcontrib/3d_armor
268 lines
8.2 KiB
Lua
268 lines
8.2 KiB
Lua
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local skin_previews = {}
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local use_player_monoids = minetest.global_exists("player_monoids")
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local use_armor_monoid = minetest.global_exists("armor_monoid")
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armor = {
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timer = 0,
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elements = {"head", "torso", "legs", "feet"},
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physics = {"jump","speed","gravity"},
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formspec = "size[8,8.5]"..
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default.gui_bg..
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default.gui_bg_img..
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default.gui_slots..
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default.get_hotbar_bg(0,4.25)..
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"image[2,0.5;2,4;armor_preview]"..
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"list[current_player;main;0,4.25;8,1;]"..
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"list[current_player;main;0,5.5;8,3;8]"..
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"list[current_player;craft;4,0.5;3,3;]"..
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"list[current_player;craftpreview;7,1.5;1,1;]"..
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"listring[current_player;main]"..
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"listring[current_player;craft]",
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def = {},
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textures = {},
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default_skin = "character",
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version = "0.4.8",
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}
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armor.update_player_visuals = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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if self.textures[name] then
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default.player_set_textures(player, {
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self.textures[name].skin,
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self.textures[name].armor,
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self.textures[name].wielditem,
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})
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end
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end
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armor.set_player_armor = function(self, player)
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local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
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if not name then
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return
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end
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local armor_texture = "3d_armor_trans.png"
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local armor_level = 0
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local armor_heal = 0
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local armor_fire = 0
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local armor_water = 0
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local armor_radiation = 0
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local state = 0
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local items = 0
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local elements = {}
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local textures = {}
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local physics_o = {speed=1,gravity=1,jump=1}
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local material = {type=nil, count=1}
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local preview = armor:get_preview(name)
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for _,v in ipairs(self.elements) do
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elements[v] = false
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end
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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local item = stack:get_name()
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if stack:get_count() == 1 then
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local def = stack:get_definition()
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for k, v in pairs(elements) do
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if v == false then
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local level = def.groups["armor_"..k]
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if level then
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local texture = def.texture or item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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preview = preview.."^"..texture.."_preview.png"
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armor_level = armor_level + level
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state = state + stack:get_wear()
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items = items + 1
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armor_heal = armor_heal + (def.groups["armor_heal"] or 0)
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armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
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armor_water = armor_water + (def.groups["armor_water"] or 0)
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armor_radiation = armor_radiation + (def.groups["armor_radiation"] or 0)
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for kk,vv in ipairs(self.physics) do
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local o_value = def.groups["physics_"..vv]
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if o_value then
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physics_o[vv] = physics_o[vv] + o_value
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end
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.type then
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if material.type == mat then
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material.count = material.count + 1
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end
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else
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material.type = mat
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end
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elements[k] = true
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end
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end
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end
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end
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end
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if minetest.get_modpath("shields") then
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armor_level = armor_level * 0.9
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end
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if material.type and material.count == #self.elements then
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armor_level = armor_level * 1.1
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end
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armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
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armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
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armor_radiation = armor_radiation * ARMOR_RADIATION_MULTIPLIER
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if #textures > 0 then
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armor_texture = table.concat(textures, "^")
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end
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local armor_groups = {fleshy=100}
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if armor_level > 0 then
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armor_groups.level = math.floor(armor_level / 20)
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armor_groups.fleshy = 100 - armor_level
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armor_groups.radiation = 100 - armor_radiation
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end
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if use_armor_monoid then
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armor_monoid.monoid:add_change(player, {
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fleshy = armor_groups.fleshy / 100
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}, "3d_armor:armor")
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else
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player:set_armor_groups(armor_groups)
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end
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if use_player_monoids then
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player_monoids.speed:add_change(player, physics_o.speed,
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"3d_armor:physics")
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player_monoids.jump:add_change(player, physics_o.jump,
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"3d_armor:physics")
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player_monoids.gravity:add_change(player, physics_o.gravity,
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"3d_armor:physics")
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else
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player:set_physics_override(physics_o)
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end
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self.textures[name].armor = armor_texture
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self.textures[name].preview = preview
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self.def[name].state = state
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self.def[name].count = items
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self.def[name].level = armor_level
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self.def[name].heal = armor_heal
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self.def[name].jump = physics_o.jump
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self.def[name].speed = physics_o.speed
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self.def[name].gravity = physics_o.gravity
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self.def[name].fire = armor_fire
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self.def[name].water = armor_water
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self.def[name].radiation = armor_radiation
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self:update_player_visuals(player)
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end
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armor.get_player_skin = function(self, name)
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local skin = nil
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if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then
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skin = skins.skins[name]
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elseif self.skin_mod == "u_skins" then
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skin = u_skins.u_skins[name]
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elseif self.skin_mod == "wardrobe" then
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skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
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end
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return skin or armor.default_skin
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end
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armor.add_preview = function(self, preview)
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skin_previews[preview] = true
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end
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armor.get_preview = function(self, name)
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local preview = armor:get_player_skin(name).."_preview.png"
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if skin_previews[preview] then
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return preview
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end
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return "character_preview.png"
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end
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armor.get_armor_formspec = function(self, name, listring)
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if not armor.textures[name] then
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minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
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return ""
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end
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if not armor.def[name] then
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minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
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return ""
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end
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local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
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if listring == true then
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formspec = formspec.."listring[current_player;main]"..
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"listring[detached:"..name.."_armor;armor]"
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end
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formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
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formspec = formspec:gsub("armor_level", armor.def[name].level)
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formspec = formspec:gsub("armor_heal", armor.def[name].heal)
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formspec = formspec:gsub("armor_fire", armor.def[name].fire)
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formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
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formspec = formspec:gsub("player_name", armor.def[name].radiation)
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return formspec
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end
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armor.update_inventory = function(self, player)
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local name = armor:get_valid_player(player, "[set_player_armor]")
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if not name or self.inv_mod == "inventory_enhanced" then
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return
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end
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if self.inv_mod == "smart_inventory" then
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local state = smart_inventory.get_page_state("player", name)
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if state then
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state:get("update_hook"):submit()
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end
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elseif self.inv_mod == "sfinv" then
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if sfinv.set_page then
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sfinv.set_page(player, "3d_armor:armor")
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else
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-- Backwards compat
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sfinv.set_player_inventory_formspec(player, {
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page = "3d_armor:armor"
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})
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end
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elseif self.inv_mod == "unified_inventory" then
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if unified_inventory.current_page[name] == "armor" then
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unified_inventory.set_inventory_formspec(player, "armor")
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end
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else
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if self.inv_mod == "inventory_plus" then
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local formspec = armor:get_armor_formspec(name, true)
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local page = player:get_inventory_formspec()
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if page:find("detached:"..name.."_armor") then
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inventory_plus.set_inventory_formspec(player, formspec)
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end
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elseif not core.setting_getbool("creative_mode") then
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local formspec = armor:get_armor_formspec(name)
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player:set_inventory_formspec(formspec)
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end
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end
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end
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armor.get_valid_player = function(self, player, msg)
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msg = msg or ""
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if not player then
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minetest.log("error", "3d_armor: Player reference is nil "..msg)
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return
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end
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local name = player:get_player_name()
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if not name then
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minetest.log("error", "3d_armor: Player name is nil "..msg)
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return
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end
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local pos = player:getpos()
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local player_inv = player:get_inventory()
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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if not pos then
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minetest.log("error", "3d_armor: Player position is nil "..msg)
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return
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elseif not player_inv then
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minetest.log("error", "3d_armor: Player inventory is nil "..msg)
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return
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elseif not armor_inv then
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minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg)
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return
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end
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return name, player_inv, armor_inv, pos
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end
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armor.drop_armor = function(pos, stack)
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local obj = minetest.add_item(pos, stack)
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if obj then
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obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
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end
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end
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