forked from mtcontrib/3d_armor
Add crystal armor and fire protection by TenPlus1
This commit is contained in:
@ -14,6 +14,16 @@ ARMOR_MATERIALS = {
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diamond = "default:diamond",
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gold = "default:gold_ingot",
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mithril = "moreores:mithril_ingot",
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crystal = "ethereal:crystal_ingot",
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}
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ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
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ARMOR_FIRE_NODES = {
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{"default:lava_source", 5, 4},
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{"default:lava_flowing", 5, 4},
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{"fire:basic_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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{"bakedclay:safe_fire", 2, 1},
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{"default:torch", 1, 1},
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}
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local skin_mod = nil
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@ -36,7 +46,20 @@ end
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if not minetest.get_modpath("moreores") then
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ARMOR_MATERIALS.mithril = nil
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end
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if not minetest.get_modpath("ethereal") then
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ARMOR_MATERIALS.crystal = nil
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end
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-- override hot nodes so they do not hurt player anywhere but mod
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if ARMOR_FIRE_PROTECT == true then
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minetest.after(2, function()
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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if minetest.registered_nodes[row[1]] then
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minetest.override_item(row[1], {damage_per_second = 0})
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end
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end
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end)
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end
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local time = 0
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@ -61,6 +84,7 @@ if minetest.get_modpath("inventory_plus") then
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.."image[2.5,0.75;2,4;armor_preview]"
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.."label[5,1;Level: armor_level]"
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.."label[5,1.5;Heal: armor_heal]"
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.."label[5,2;Fire: armor_fire]"
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.."list[current_player;main;0,4.5;8,4;]"
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elseif minetest.get_modpath("unified_inventory") then
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inv_mod = "unified_inventory"
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@ -77,6 +101,7 @@ elseif minetest.get_modpath("unified_inventory") then
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.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
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.."label[5,1;Level: "..armor.def[name].level.."]"
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.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
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.."label[5,2;Fire: "..armor.def[name].fire.."]"
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return {formspec=formspec}
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end,
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})
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@ -121,6 +146,7 @@ armor.set_player_armor = function(self, player)
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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 state = 0
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local items = 0
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local elements = {}
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@ -148,6 +174,8 @@ armor.set_player_armor = function(self, player)
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items = items + 1
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local heal = def.groups["armor_heal"] or 0
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armor_heal = armor_heal + heal
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local fire = def.groups["armor_fire"] or 0
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armor_fire = armor_fire + fire
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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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@ -195,15 +223,32 @@ armor.set_player_armor = function(self, player)
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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:update_player_visuals(player)
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end
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armor.update_armor = function(self, player)
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local name, player_inv, armor_inv = armor:get_valid_player(player, "[update_armor]")
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armor.update_armor = function(self, player, dtime)
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local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]")
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if not name then
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return
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end
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local hp = player:get_hp() or 0
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if ARMOR_FIRE_PROTECT == true then
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pos.y = pos.y + 1.4 -- head level
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local node_head = minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- feet level
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local node_feet = minetest.get_node(pos).name
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-- is player inside a hot node?
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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-- check for fire protection, if not enough then get hurt
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if row[1] == node_head or row[1] == node_feet then
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if hp > 0 and armor.def[name].fire < row[2] then
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player:set_hp(hp - row[3] * dtime)
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break
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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 hp == 0 or hp == self.player_hp[name] then
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return
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end
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@ -274,7 +319,9 @@ armor.get_armor_formspec = function(self, name)
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local formspec = armor.formspec:gsub("player_name", name)
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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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return formspec:gsub("armor_heal", armor.def[name].heal)
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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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return formspec
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end
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armor.update_inventory = function(self, player)
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@ -348,7 +395,6 @@ default.player_register_model("3d_armor_character.b3d", {
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-- Register Callbacks
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = armor:get_valid_player(player, "[on_player_receive_fields]")
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if not name or inv_mod == "inventory_enhanced" then
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return
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@ -373,7 +419,7 @@ minetest.register_on_joinplayer(function(player)
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default.player_set_model(player, "3d_armor_character.b3d")
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local name = player:get_player_name()
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local player_inv = player:get_inventory()
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local armor_inv = minetest.create_detached_inventory(name.."_armor",{
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local armor_inv = minetest.create_detached_inventory(name.."_armor", {
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on_put = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, stack)
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armor:set_player_armor(player)
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@ -429,6 +475,7 @@ minetest.register_on_joinplayer(function(player)
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jump = 1,
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speed = 1,
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gravity = 1,
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fire = 0,
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}
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armor.textures[name] = {
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skin = armor.default_skin..".png",
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@ -490,7 +537,6 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
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obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
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end
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end
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minetest.register_on_dieplayer(function(player)
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local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
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if not name then
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@ -545,7 +591,7 @@ minetest.register_globalstep(function(dtime)
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time = time + dtime
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if time > ARMOR_UPDATE_TIME then
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for _,player in ipairs(minetest.get_connected_players()) do
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armor:update_armor(player)
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armor:update_armor(player, time)
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end
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time = 0
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end
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