Add support for unified inventory and skins

This commit is contained in:
stujones11 2014-04-13 17:41:19 +01:00
parent cf2786a818
commit 8457220413
31 changed files with 167 additions and 70 deletions

View File

@ -9,17 +9,40 @@ armor = {
player_hp = {},
elements = {"head", "torso", "legs", "feet"},
physics = {"jump","speed","gravity"},
formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
.."list[current_player;main;0,4.5;8,4;]"
.."list[detached:player_name_armor;armor_head;3,0;1,1;]"
.."list[detached:player_name_armor;armor_torso;3,1;1,1;]"
.."list[detached:player_name_armor;armor_legs;3,2;1,1;]"
.."list[detached:player_name_armor;armor_feet;3,3;1,1;]",
formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
.."image[2,0.75;2,4;armor_preview]"
.."list[current_player;main;0,4.5;8,4;]"
.."list[current_player;craft;4,1;3,3;]"
.."list[current_player;craftpreview;7,2;1,1;]",
textures = {},
default_skin = "character.png",
default_skin = "character",
}
-- armor.def - Added by BlockMen for HUD integration
if inventory_plus then
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
.."list[detached:player_name_armor;armor;0,1;2,3;]"
.."image[2.5,0.75;2,4;armor_preview]"
.."label[5,1;Level: armor_level]"
.."label[5,1.5;Heal: armor_heal]"
.."list[current_player;main;0,4.5;8,4;]"
elseif unified_inventory then
unified_inventory.register_button("armor", {
type = "image",
image = "inventory_plus_armor.png",
})
unified_inventory.register_page("armor", {
get_formspec = function(player)
local name = player:get_player_name()
local formspec = "background[0.06,0.99;7.92,7.52;3d_armor_ui_form.png]"
.."label[0,0;Armor]"
.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
.."label[5,1;Level: "..armor.def[name].level.."]"
.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
return {formspec=formspec}
end,
})
end
armor.def = {
state = 0,
@ -48,40 +71,58 @@ armor.set_player_armor = function(self, player)
local player_inv = player:get_inventory()
local armor_texture = "3d_armor_trans.png"
local armor_level = 0
local armor_heal = 0
local state = 0
local items = 0
local elements = {}
local textures = {}
local elements = {}
local physics_o = {speed=1,gravity=1,jump=1}
for i, v in ipairs(self.elements) do
local stack = player_inv:get_stack("armor_"..v, 1)
local level = stack:get_definition().groups["armor_"..v]
local material = {type=nil, count=1}
local preview = armor:get_player_skin(name).."_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()
elements[i] = string.match(item, "%:.+_(.+)$")
if level then
table.insert(textures, item:gsub("%:", "_")..".png")
armor_level = armor_level + level
state = state + stack:get_wear()
items = items + 1
end
for kk,vv in ipairs(self.physics) do
local o_value = stack:get_definition().groups["physics_"..vv]
if ( o_value ~= nil ) then
physics_o[vv] = physics_o[vv] + o_value
if stack:get_count() == 1 then
local def = stack:get_definition()
for k, v in pairs(elements) do
if v == false then
local level = def.groups["armor_"..k]
if level then
local texture = item:gsub("%:", "_")
table.insert(textures, texture..".png")
preview = preview.."^"..texture.."_preview.png"
armor_level = armor_level + level
state = state + stack:get_wear()
items = items + 1
local heal = def.groups["armor_heal"] or 0
armor_heal = armor_heal + heal
for kk,vv in ipairs(self.physics) do
local o_value = def.groups["physics_"..vv]
if o_value then
physics_o[vv] = physics_o[vv] + o_value
end
end
local mat = string.match(item, "%:.+_(.+)$")
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
player:set_physics_override(physics_o)
if minetest.get_modpath("shields") then
armor_level = armor_level * 0.9
end
if elements[1] == elements[2] and
elements[1] == elements[3] and
elements[1] == elements[4] then
if material.type and material.count == #self.elements then
armor_level = armor_level * 1.1
end
if #textures > 0 then
@ -93,9 +134,13 @@ armor.set_player_armor = function(self, player)
armor_groups.fleshy = 100 - armor_level
end
player:set_armor_groups(armor_groups)
player:set_physics_override(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:update_player_visuals(player)
end
@ -117,15 +162,15 @@ armor.update_armor = function(self, player)
local heal_max = 0
local state = 0
local items = 0
for _,v in ipairs(self.elements) do
local stack = armor_inv:get_stack("armor_"..v, 1)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then
local use = stack:get_definition().groups["armor_use"] or 0
local heal = stack:get_definition().groups["armor_heal"] or 0
local item = stack:get_name()
stack:add_wear(use)
armor_inv:set_stack("armor_"..v, 1, stack)
player_inv:set_stack("armor_"..v, 1, stack)
armor_inv:set_stack("armor", i, stack)
player_inv:set_stack("armor", i, stack)
state = state + stack:get_wear()
items = items + 1
if stack:get_count() == 0 then
@ -148,6 +193,33 @@ armor.update_armor = function(self, player)
self.player_hp[name] = hp
end
armor.get_player_skin = function(self, name)
local skin = nil
if skins then
skin = skins.skins[name]
elseif u_skins then
skin = u_skins.u_skins[name]
end
return skin or armor.default_skin
end
armor.update_inventory = function(self, player)
local name = player:get_player_name()
if unified_inventory then
unified_inventory.set_inventory_formspec(player, "armor")
elseif inventory_plus then
local formspec = armor.formspec:gsub("player_name", name)
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
formspec = formspec:gsub("armor_level", armor.def[name].level)
formspec = formspec:gsub("armor_heal", armor.def[name].heal)
inventory_plus.set_inventory_formspec(player, formspec)
else
local formspec = armor.formspec:gsub("player_name", name)
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
player:set_inventory_formspec(formspec)
end
end
-- Register Player Model
default.player_register_model("3d_armor_character.x", {
@ -172,15 +244,15 @@ default.player_register_model("3d_armor_character.x", {
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.armor then
local formspec = armor.formspec:gsub("player_name", name)
inventory_plus.set_inventory_formspec(player, formspec)
armor:update_inventory(player)
return
end
for field, _ in pairs(fields) do
if string.find(field, "^skins_set_") then
if string.find(field, "skins_set_") then
minetest.after(0, function(player)
armor.textures[name].skin = skins.skins[name]..".png"
armor:update_player_visuals(player)
local skin = armor:get_player_skin(name)
armor.textures[name].skin = skin..".png"
armor:set_player_armor(player)
end, player)
end
end
@ -188,52 +260,77 @@ end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.x")
inventory_plus.register_button(player,"armor", "Armor")
local player_inv = player:get_inventory()
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_inv = minetest.create_detached_inventory(name.."_armor",{
on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
local plaver_inv = player:get_inventory()
local stack = inv:get_stack(to_list, to_index)
player_inv:set_stack(to_list, to_index, stack)
player_inv:set_stack(from_list, from_index, nil)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
allow_put = function(inv, listname, index, stack, player)
if inv:is_empty(listname) then
return 1
end
return 0
return 1
end,
allow_take = function(inv, listname, index, stack, player)
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return 0
return count
end,
})
for _,v in ipairs(armor.elements) do
local list = "armor_"..v
player_inv:set_size(list, 1)
armor_inv:set_size(list, 1)
armor_inv:set_stack(list, 1, player_inv:get_stack(list, 1))
if inventory_plus then
inventory_plus.register_button(player,"armor", "Armor")
end
armor_inv:set_size("armor", 6)
player_inv:set_size("armor", 6)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
-- Legacy support, import player's armor from old inventory format
for _,v in pairs(armor.elements) do
local list = "armor_"..v
armor_inv:add_item("armor", player_inv:get_stack(list, 1))
player_inv:set_stack(list, 1, nil)
end
armor.player_hp[name] = 0
armor.def[name] = {
state = 0,
count = 0,
level = 0,
heal = 0,
}
armor.textures[name] = {
skin = armor.default_skin,
skin = armor.default_skin..".png",
armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
preview = armor.default_skin.."_preview.png",
}
if minetest.get_modpath("skins") then
local skin = skins.skins[name]
if skin and skins.get_type(skin) == skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
elseif minetest.get_modpath("u_skins") then
local skin = u_skins.u_skins[name]
if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
end
if minetest.get_modpath("player_textures") then
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
@ -245,6 +342,9 @@ minetest.register_on_joinplayer(function(player)
end
minetest.after(1, function(player)
armor:set_player_armor(player)
if inventory_plus == nil and unified_inventory == nil then
armor:update_inventory(player)
end
end, player)
end)
@ -257,11 +357,11 @@ if minetest.get_modpath("bones") then
local drop = {}
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
for _,v in ipairs(armor.elements) do
local list = "armor_"..v
table.insert(drop, player_inv:get_stack(list, 1))
armor_inv:set_stack(list, 1, nil)
player_inv:set_stack(list, 1, nil)
for i=1, player_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
table.insert(drop, stack)
armor_inv:set_stack("armor", i, nil)
player_inv:set_stack("armor", i, nil)
end
armor:set_player_armor(player)
minetest.after(1, function() --TODO: Make delay configurable
@ -271,9 +371,9 @@ if minetest.get_modpath("bones") then
local owner = meta:get_string("owner")
local inv = meta:get_inventory()
if name == owner then
for _,list in ipairs(drop) do
if inv:room_for_item("main", list) then
inv:add_item("main", list)
for _,stack in ipairs(drop) do
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
end
end
end

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@ -1,3 +1,4 @@
default
inventory_plus
inventory_plus?
unified_inventory?

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@ -4,7 +4,9 @@ Modpack - 3d Armor [0.4.1]
[mod] Visible Player Armor [3d_armor]
-------------------------------------
depends: default, inventory_plus
depends: default
recommends: inventory_plus or unified_inventory (use only one)
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.

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@ -63,12 +63,6 @@ end
minetest.after(0, function()
table.insert(armor.elements, "shield")
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
.."list[current_player;main;0,4.5;8,4;]"
.."list[detached:player_name_armor;armor_head;3,0;1,1;]"
.."list[detached:player_name_armor;armor_torso;3,1;1,1;]"
.."list[detached:player_name_armor;armor_legs;3,2;1,1;]"
.."list[detached:player_name_armor;armor_feet;3,3;1,1;]"
.."list[detached:player_name_armor;armor_shield;4,1;1,1;]"
end)

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