forked from mtcontrib/3d_armor
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
@ -5,15 +5,17 @@ local last_punch_time = {}
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local pending_players = {}
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local timer = 0
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-- support for i18n
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armor_i18n = { }
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armor_i18n.gettext, armor_i18n.ngettext = dofile(modpath.."/intllib.lua")
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dofile(modpath.."/api.lua")
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-- local functions
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local S = armor_i18n.gettext
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local F = minetest.formspec_escape
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local S = armor.get_translator
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-- integration test
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if minetest.settings:get_bool("enable_3d_armor_integration_test") then
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dofile(modpath.."/integration_test.lua")
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end
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dofile(modpath.."/api.lua")
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-- Legacy Config Support
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@ -21,13 +23,11 @@ local input = io.open(modpath.."/armor.conf", "r")
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if input then
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dofile(modpath.."/armor.conf")
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input:close()
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input = nil
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end
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input = io.open(worldpath.."/armor.conf", "r")
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if input then
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dofile(worldpath.."/armor.conf")
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input:close()
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input = nil
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end
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for name, _ in pairs(armor.config) do
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local global = "ARMOR_"..name:upper()
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@ -48,6 +48,8 @@ for name, config in pairs(armor.config) do
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local setting = minetest.settings:get("armor_"..name)
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if type(config) == "number" then
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setting = tonumber(setting)
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elseif type(config) == "string" then
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setting = tostring(setting)
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elseif type(config) == "boolean" then
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setting = minetest.settings:get_bool("armor_"..name)
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end
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@ -62,11 +64,26 @@ for material, _ in pairs(armor.materials) do
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end
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end
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-- Convert set_elements to a Lua table splitting on blank spaces
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local t_set_elements = armor.config.set_elements
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armor.config.set_elements = string.split(t_set_elements, " ")
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-- Remove torch damage if fire_protect_torch == false
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if armor.config.fire_protect_torch == false and armor.config.fire_protect == true then
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for k,v in pairs(armor.fire_nodes) do
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for k2,v2 in pairs(v) do
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if string.find (v2,"torch") then
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armor.fire_nodes[k] = nil
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end
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end
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end
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end
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-- Mod Compatibility
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if minetest.get_modpath("technic") then
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armor.formspec = armor.formspec..
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"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
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"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
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armor:register_armor_group("radiation")
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end
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local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
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@ -95,26 +112,37 @@ dofile(modpath.."/armor.lua")
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armor.formspec = armor.formspec..
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"label[5,1;"..F(S("Level"))..": armor_level]"..
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"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
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"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
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if armor.config.fire_protect then
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armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
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armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
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end
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armor:register_on_damage(function(player, index, stack)
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local name = player:get_player_name()
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local def = stack:get_definition()
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if name and def and def.description and stack:get_wear() > 60100 then
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minetest.chat_send_player(name, S("Your @1 is almost broken!", def.description))
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minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
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end
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end)
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armor:register_on_destroy(function(player, index, stack)
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local name = player:get_player_name()
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local def = stack:get_definition()
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if name and def and def.description then
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minetest.chat_send_player(name, S("Your @1 got destroyed!", def.description))
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minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
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end
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end)
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local function validate_armor_inventory(player)
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-- Workaround for detached inventory swap exploit
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local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
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local pos = player:get_pos()
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if not inv then
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return
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end
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local armor_prev = {}
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local armor_list_string = player:get_attribute("3d_armor_inventory")
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local attribute_meta = player:get_meta() -- I know, the function's name is weird but let it be like that. ;)
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local armor_list_string = attribute_meta:get_string("3d_armor_inventory")
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if armor_list_string then
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local armor_list = armor:deserialize_inventory_list(armor_list_string)
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for i, stack in ipairs(armor_list) do
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@ -140,6 +168,7 @@ local function validate_armor_inventory(player)
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elements[element] = true;
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else
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inv:remove_item("armor", stack)
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minetest.item_drop(stack, player, pos)
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-- The following code returns invalid items to the player's main
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-- inventory but could open up the possibity for a hacked client
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-- to receive items back they never really had. I am not certain
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@ -158,9 +187,9 @@ local function validate_armor_inventory(player)
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end
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end
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local function init_player_armor(player)
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local name = player:get_player_name()
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local pos = player:get_pos()
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local function init_player_armor(initplayer)
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local name = initplayer:get_player_name()
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local pos = initplayer:get_pos()
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if not name or not pos then
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return false
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end
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@ -181,6 +210,9 @@ local function init_player_armor(player)
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armor:set_player_armor(player)
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end,
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allow_put = function(inv, listname, index, put_stack, player)
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if player:get_player_name() ~= name then
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return 0
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end
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local element = armor:get_element(put_stack:get_name())
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if not element then
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return 0
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@ -196,27 +228,33 @@ local function init_player_armor(player)
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return 1
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end,
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allow_take = function(inv, listname, index, stack, player)
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if player:get_player_name() ~= name then
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return 0
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end
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return stack:get_count()
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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if player:get_player_name() ~= name then
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return 0
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end
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return count
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end,
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}, name)
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armor_inv:set_size("armor", 6)
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if not armor:load_armor_inventory(player) and armor.migrate_old_inventory then
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local player_inv = player:get_inventory()
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if not armor:load_armor_inventory(initplayer) and armor.migrate_old_inventory then
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local player_inv = initplayer:get_inventory()
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player_inv:set_size("armor", 6)
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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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armor_inv:set_stack("armor", i, stack)
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end
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armor:save_armor_inventory(player)
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armor:save_armor_inventory(initplayer)
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player_inv:set_size("armor", 0)
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end
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for i=1, 6 do
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local stack = armor_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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armor:run_callbacks("on_equip", player, i, stack)
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armor:run_callbacks("on_equip", initplayer, i, stack)
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end
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end
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armor.def[name] = {
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@ -252,7 +290,7 @@ local function init_player_armor(player)
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end
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end
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end
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armor:set_player_armor(player)
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armor:set_player_armor(initplayer)
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return true
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end
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@ -280,24 +318,24 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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if not name then
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return
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end
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local player_name = player:get_player_name()
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for field, _ in pairs(fields) do
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if string.find(field, "skins_set") then
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minetest.after(0, function(player)
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local skin = armor:get_player_skin(name)
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armor.textures[name].skin = skin
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armor:set_player_armor(player)
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end, player)
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armor:update_skin(player_name)
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end
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end
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end)
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minetest.register_on_joinplayer(function(player)
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default.player_set_model(player, "3d_armor_character.b3d")
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minetest.after(0, function(player)
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if init_player_armor(player) == false then
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pending_players[player] = 0
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local player_name = player:get_player_name()
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minetest.after(0, function()
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local pplayer = minetest.get_player_by_name(player_name)
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if pplayer and init_player_armor(pplayer) == false then
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pending_players[pplayer] = 0
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end
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end, player)
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end)
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end)
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minetest.register_on_leaveplayer(function(player)
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@ -330,8 +368,8 @@ if armor.config.drop == true or armor.config.destroy == true then
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if pos and armor.config.destroy == false then
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minetest.after(armor.config.bones_delay, function()
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local meta = nil
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local maxp = vector.add(pos, 8)
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local minp = vector.subtract(pos, 8)
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local maxp = vector.add(pos, 16)
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local minp = vector.subtract(pos, 16)
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local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
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for _, p in pairs(bones) do
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local m = minetest.get_meta(p)
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@ -357,21 +395,29 @@ if armor.config.drop == true or armor.config.destroy == true then
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end)
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end
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end)
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else -- reset un-dropped armor and it's effects
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minetest.register_on_respawnplayer(function(player)
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armor:set_player_armor(player)
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end)
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end
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if armor.config.punch_damage == true then
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minetest.register_on_punchplayer(function(player, hitter,
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time_from_last_punch, tool_capabilities)
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local name = player:get_player_name()
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if name then
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local hit_ip = hitter:is_player()
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if name and hit_ip and minetest.is_protected(player:get_pos(), "") then
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return
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elseif name then
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armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
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last_punch_time[name] = minetest.get_gametime()
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end
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end)
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end
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minetest.register_on_player_hpchange(function(player, hp_change)
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if player and hp_change < 0 then
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minetest.register_on_player_hpchange(function(player, hp_change, reason)
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if player and reason.type ~= "drown" and reason.hunger == nil
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and hp_change < 0 then
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local name = player:get_player_name()
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if name then
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local heal = armor.def[name].heal
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@ -390,82 +436,70 @@ end, true)
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer > armor.config.init_delay then
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for player, count in pairs(pending_players) do
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local remove = init_player_armor(player) == true
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pending_players[player] = count + 1
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if remove == false and count > armor.config.init_times then
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minetest.log("warning", S("3d_armor: Failed to initialize player"))
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remove = true
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end
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if remove == true then
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pending_players[player] = nil
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if timer <= armor.config.init_delay then
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return
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end
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timer = 0
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for player, count in pairs(pending_players) do
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local remove = init_player_armor(player) == true
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pending_players[player] = count + 1
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if remove == false and count > armor.config.init_times then
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minetest.log("warning", S("3d_armor: Failed to initialize player"))
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remove = true
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end
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if remove == true then
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pending_players[player] = nil
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end
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end
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-- water breathing protection, added by TenPlus1
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if armor.config.water_protect == true then
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for _,player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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if armor.def[name].water > 0 and
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player:get_breath() < 10 then
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player:set_breath(10)
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end
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end
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timer = 0
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end
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end)
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-- Fire Protection and water breating, added by TenPlus1
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-- Fire Protection, added by TenPlus1.
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if armor.config.fire_protect == true then
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-- override hot nodes so they do not hurt player anywhere but mod
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-- override any hot nodes that do not already deal damage
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for _, row in pairs(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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local damage = minetest.registered_nodes[row[1]].damage_per_second
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if not damage or damage == 0 then
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minetest.override_item(row[1], {damage_per_second = row[3]})
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end
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end
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end
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else
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print (S("[3d_armor] Fire Nodes disabled"))
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print ("[3d_armor] Fire Nodes disabled")
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end
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if armor.config.water_protect == true or armor.config.fire_protect == true then
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minetest.register_globalstep(function(dtime)
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armor.timer = armor.timer + dtime
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if armor.timer < armor.config.update_time then
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return
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end
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for _,player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local pos = player:get_pos()
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local hp = player:get_hp()
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if not name or not pos or not hp then
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return
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end
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-- water breathing
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if armor.config.water_protect == true then
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if armor.def[name].water > 0 and
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player:get_breath() < 10 then
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player:set_breath(10)
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end
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end
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if armor.config.fire_protect == true then
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minetest.register_on_player_hpchange(function(player, hp_change, reason)
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if reason.type == "node_damage" and reason.node then
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-- fire protection
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if armor.config.fire_protect == true then
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local fire_damage = true
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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 pairs(armor.fire_nodes) do
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-- check 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 fire_damage == true then
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if armor.config.fire_protect == true and hp_change < 0 then
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local name = player:get_player_name()
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for _,igniter in pairs(armor.fire_nodes) do
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if reason.node == igniter[1] then
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if armor.def[name].fire < igniter[2] then
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armor:punch(player, "fire")
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last_punch_time[name] = minetest.get_gametime()
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fire_damage = false
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end
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if hp > 0 and armor.def[name].fire < row[2] then
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hp = hp - row[3] * armor.config.update_time
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player:set_hp(hp)
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break
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else
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hp_change = 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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end
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armor.timer = 0
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end)
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return hp_change
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end, true)
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end
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minetest.log("action", "[3d_armor] loaded.")
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Reference in New Issue
Block a user