Add damage method and update README.txt

This commit is contained in:
stujones11 2017-04-19 18:31:47 +01:00
parent df429ee487
commit 4dd7e41749
2 changed files with 32 additions and 9 deletions

View File

@ -138,6 +138,25 @@ damage groups need to be defined in the tool/weapon used against the player.
Reciprocal tool damage will be done only by the first armor inventory item
with `reciprocate_damage = true`
Armor Functions:
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(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(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.
Item Callbacks:
on_equip = func(player, index, stack)

View File

@ -445,15 +445,7 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
damage = minetest.get_item_group(name, "flammable") > 0
end
if damage == true then
local old_stack = ItemStack(stack)
stack:add_wear(use)
self:set_inventory_stack(player, i, stack)
self:run_callbacks("on_damage", player, i, stack)
if stack:get_count() == 0 then
self:run_callbacks("on_unequip", player, i, old_stack)
self:run_callbacks("on_destroy", player, i, old_stack)
self:set_player_armor(player)
end
self:damage(player, i, stack, use)
end
state = state + stack:get_wear()
count = count + 1
@ -463,6 +455,18 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
self.def[name].count = count
end
armor.damage = function(self, player, index, stack, use)
local old_stack = ItemStack(stack)
stack:add_wear(use)
self:run_callbacks("on_damage", player, i, 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
armor.get_player_skin = function(self, name)
local skin = nil
if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then