ARMOR_INIT_DELAY = 1 ARMOR_INIT_TIMES = 1 ARMOR_BONES_DELAY = 1 ARMOR_UPDATE_TIME = 1 ARMOR_DROP = minetest.get_modpath("bones") ~= nil ARMOR_DESTROY = false ARMOR_LEVEL_MULTIPLIER = 1 ARMOR_HEAL_MULTIPLIER = 1 ARMOR_MATERIALS = { wood = "group:wood", cactus = "default:cactus", steel = "default:steel_ingot", bronze = "default:bronze_ingot", diamond = "default:diamond", gold = "default:gold_ingot", mithril = "moreores:mithril_ingot", crystal = "ethereal:crystal_ingot", } ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil ARMOR_FIRE_NODES = { {"default:lava_source", 5, 4}, {"default:lava_flowing", 5, 4}, {"fire:basic_flame", 3, 4}, {"ethereal:crystal_spike", 2, 1}, {"bakedclay:safe_fire", 2, 1}, {"default:torch", 1, 1}, } local skin_mod = nil local inv_mod = nil local modpath = minetest.get_modpath(ARMOR_MOD_NAME) local worldpath = minetest.get_worldpath() local input = io.open(modpath.."/armor.conf", "r") if input then dofile(modpath.."/armor.conf") input:close() input = nil end input = io.open(worldpath.."/armor.conf", "r") if input then dofile(worldpath.."/armor.conf") input:close() input = nil end if not minetest.get_modpath("moreores") then ARMOR_MATERIALS.mithril = nil end if not minetest.get_modpath("ethereal") then ARMOR_MATERIALS.crystal = nil end -- override hot nodes so they do not hurt player anywhere but mod if ARMOR_FIRE_PROTECT == true then minetest.after(2, function() for _, row in ipairs(ARMOR_FIRE_NODES) do if minetest.registered_nodes[row[1]] then minetest.override_item(row[1], {damage_per_second = 0}) end end end) end local time = 0 armor = { player_hp = {}, elements = {"head", "torso", "legs", "feet"}, physics = {"jump","speed","gravity"}, 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", version = "0.4.3", } if minetest.get_modpath("inventory_plus") then inv_mod = "inventory_plus" 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]" .."label[5,2;Fire: armor_fire]" .."list[current_player;main;0,4.5;8,4;]" elseif minetest.get_modpath("unified_inventory") then inv_mod = "unified_inventory" 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.."]" .."label[5,2;Fire: "..armor.def[name].fire.."]" return {formspec=formspec} end, }) elseif minetest.get_modpath("inventory_enhanced") then inv_mod = "inventory_enhanced" end if minetest.get_modpath("skins") then skin_mod = "skins" elseif minetest.get_modpath("simple_skins") then skin_mod = "simple_skins" elseif minetest.get_modpath("u_skins") then skin_mod = "u_skins" elseif minetest.get_modpath("wardrobe") then skin_mod = "wardrobe" end armor.def = { state = 0, count = 0, } armor.update_player_visuals = function(self, player) if not player then return end local name = player:get_player_name() if self.textures[name] then default.player_set_textures(player, { self.textures[name].skin, self.textures[name].armor, self.textures[name].wielditem, }) end end armor.set_player_armor = function(self, player) local name, player_inv = armor:get_valid_player(player, "[set_player_armor]") if not name then return end local armor_texture = "3d_armor_trans.png" local armor_level = 0 local armor_heal = 0 local armor_fire = 0 local state = 0 local items = 0 local elements = {} local textures = {} local physics_o = {speed=1,gravity=1,jump=1} local material = {type=nil, count=1} local preview = armor:get_preview(name) or "character_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() 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 local fire = def.groups["armor_fire"] or 0 armor_fire = armor_fire + fire 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 if minetest.get_modpath("shields") then armor_level = armor_level * 0.9 end if material.type and material.count == #self.elements then armor_level = armor_level * 1.1 end armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER if #textures > 0 then armor_texture = table.concat(textures, "^") end local armor_groups = {fleshy=100} if armor_level > 0 then armor_groups.level = math.floor(armor_level / 20) 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.def[name].jump = physics_o.jump self.def[name].speed = physics_o.speed self.def[name].gravity = physics_o.gravity self.def[name].fire = armor_fire self:update_player_visuals(player) end armor.update_armor = function(self, player, dtime) local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]") if not name then return end local hp = player:get_hp() or 0 if ARMOR_FIRE_PROTECT == true and dtime then pos.y = pos.y + 1.4 -- head level local node_head = minetest.get_node(pos).name pos.y = pos.y - 1.2 -- feet level local node_feet = minetest.get_node(pos).name -- is player inside a hot node? for _, row in ipairs(ARMOR_FIRE_NODES) do -- check for fire protection, if not enough then get hurt if row[1] == node_head or row[1] == node_feet then if hp > 0 and armor.def[name].fire < row[2] then hp = hp - row[3] * dtime player:set_hp(hp) break end end end end if hp <= 0 or hp == self.player_hp[name] then return end if self.player_hp[name] > hp then local heal_max = 0 local state = 0 local items = 0 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", i, stack) player_inv:set_stack("armor", i, stack) state = state + stack:get_wear() items = items + 1 if stack:get_count() == 0 then local desc = minetest.registered_items[item].description if desc then minetest.chat_send_player(name, "Your "..desc.." got destroyed!") end self:set_player_armor(player) armor:update_inventory(player) end heal_max = heal_max + heal end end self.def[name].state = state self.def[name].count = items heal_max = heal_max * ARMOR_HEAL_MULTIPLIER if heal_max > math.random(100) then player:set_hp(self.player_hp[name]) return end end self.player_hp[name] = hp end armor.get_player_skin = function(self, name) local skin = nil if skin_mod == "skins" or skin_mod == "simple_skins" then skin = skins.skins[name] elseif skin_mod == "u_skins" then skin = u_skins.u_skins[name] elseif skin_mod == "wardrobe" then skin = string.gsub(wardrobe.playerSkins[name], "%.png$","") end return skin or armor.default_skin end armor.get_preview = function(self, name) if skin_mod == "skins" then return armor:get_player_skin(name).."_preview.png" end end armor.get_armor_formspec = function(self, name) if not armor.textures[name] then minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]") return "" end if not armor.def[name] then minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]") return "" end 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) formspec = formspec:gsub("armor_fire", armor.def[name].fire) return formspec end armor.update_inventory = function(self, player) local name = armor:get_valid_player(player, "[set_player_armor]") if not name or inv_mod == "inventory_enhanced" then return end if inv_mod == "unified_inventory" then if unified_inventory.current_page[name] == "armor" then unified_inventory.set_inventory_formspec(player, "armor") end else local formspec = armor:get_armor_formspec(name) if inv_mod == "inventory_plus" then local page = player:get_inventory_formspec() if page:find("detached:"..name.."_armor") then inventory_plus.set_inventory_formspec(player, formspec) end else player:set_inventory_formspec(formspec) end end end armor.get_valid_player = function(self, player, msg) msg = msg or "" if not player then minetest.log("error", "3d_armor: Player reference is nil "..msg) return end local name = player:get_player_name() if not name then minetest.log("error", "3d_armor: Player name is nil "..msg) return end local pos = player:getpos() local player_inv = player:get_inventory() local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) if not pos then minetest.log("error", "3d_armor: Player position is nil "..msg) return elseif not player_inv then minetest.log("error", "3d_armor: Player inventory is nil "..msg) return elseif not armor_inv then minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg) return end return name, player_inv, armor_inv, pos end -- Register Player Model default.player_register_model("3d_armor_character.b3d", { animation_speed = 30, textures = { armor.default_skin..".png", "3d_armor_trans.png", "3d_armor_trans.png", }, animations = { stand = {x=0, y=79}, lay = {x=162, y=166}, walk = {x=168, y=187}, mine = {x=189, y=198}, walk_mine = {x=200, y=219}, sit = {x=81, y=160}, }, }) -- Register Callbacks minetest.register_on_player_receive_fields(function(player, formname, fields) local name = armor:get_valid_player(player, "[on_player_receive_fields]") if not name or inv_mod == "inventory_enhanced" then return end if inv_mod == "inventory_plus" and fields.armor then local formspec = armor:get_armor_formspec(name) inventory_plus.set_inventory_formspec(player, formspec) return end for field, _ in pairs(fields) do if string.find(field, "skins_set") then minetest.after(0, function(player) local skin = armor:get_player_skin(name) armor.textures[name].skin = skin..".png" armor:set_player_armor(player) end, player) end end end) minetest.register_on_joinplayer(function(player) default.player_set_model(player, "3d_armor_character.b3d") 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) 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 count end, }) if inv_mod == "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 -- TODO Remove this on the next version upate armor.player_hp[name] = 0 armor.def[name] = { state = 0, count = 0, level = 0, heal = 0, jump = 1, speed = 1, gravity = 1, fire = 0, } armor.textures[name] = { skin = armor.default_skin..".png", armor = "3d_armor_trans.png", wielditem = "3d_armor_trans.png", preview = armor.default_skin.."_preview.png", } if skin_mod == "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 skin_mod == "simple_skins" then local skin = skins.skins[name] if skin then armor.textures[name].skin = skin..".png" end elseif skin_mod == "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 elseif skin_mod == "wardrobe" then local skin = wardrobe.playerSkins[name] if skin then armor.textures[name].skin = skin end end if minetest.get_modpath("player_textures") then local filename = minetest.get_modpath("player_textures").."/textures/player_"..name local f = io.open(filename..".png") if f then f:close() armor.textures[name].skin = "player_"..name..".png" end end for i=1, ARMOR_INIT_TIMES do minetest.after(ARMOR_INIT_DELAY * i, function(player) armor:set_player_armor(player) if not inv_mod then armor:update_inventory(player) end end, player) end end) if ARMOR_DROP == true or ARMOR_DESTROY == true then armor.drop_armor = function(pos, stack) local obj = minetest.add_item(pos, stack) if obj then obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)}) end end minetest.register_on_dieplayer(function(player) local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]") if not name then return end local drop = {} for i=1, player_inv:get_size("armor") do local stack = armor_inv:get_stack("armor", i) if stack:get_count() > 0 then table.insert(drop, stack) armor_inv:set_stack("armor", i, nil) player_inv:set_stack("armor", i, nil) end end armor:set_player_armor(player) if inv_mod == "unified_inventory" then unified_inventory.set_inventory_formspec(player, "craft") elseif inv_mod == "inventory_plus" then local formspec = inventory_plus.get_formspec(player,"main") inventory_plus.set_inventory_formspec(player, formspec) else armor:update_inventory(player) end if ARMOR_DESTROY == false then minetest.after(ARMOR_BONES_DELAY, function() local node = minetest.get_node(vector.round(pos)) if node then if node.name == "bones:bones" then local meta = minetest.get_meta(vector.round(pos)) local owner = meta:get_string("owner") local inv = meta:get_inventory() for _,stack in ipairs(drop) do if name == owner and inv:room_for_item("main", stack) then inv:add_item("main", stack) else armor.drop_armor(pos, stack) end end end else for _,stack in ipairs(drop) do armor.drop_armor(pos, stack) end end end) end end) end minetest.register_globalstep(function(dtime) time = time + dtime if time > ARMOR_UPDATE_TIME then for _,player in ipairs(minetest.get_connected_players()) do armor:update_armor(player, time) end time = 0 end end)