-- support for i18n local S = armor_i18n.gettext local skin_previews = {} local use_player_monoids = minetest.global_exists("player_monoids") local use_armor_monoid = minetest.global_exists("armor_monoid") local use_pova_mod = minetest.get_modpath("pova") local armor_def = setmetatable({}, { __index = function() return setmetatable({ groups = setmetatable({}, { __index = function() return 0 end}) }, { __index = function() return 0 end }) end, }) local armor_textures = setmetatable({}, { __index = function() return setmetatable({}, { __index = function() return "blank.png" end }) end }) armor = { timer = 0, elements = {"head", "torso", "legs", "feet"}, physics = {"jump", "speed", "gravity"}, attributes = {"heal", "fire", "water"}, formspec = "image[2.5,0;2,4;armor_preview]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. default.get_hotbar_bg(0, 4.7).. "list[current_player;main;0,4.7;8,1;]".. "list[current_player;main;0,5.85;8,3;8]", def = armor_def, textures = armor_textures, default_skin = "character", 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", }, fire_nodes = { {"default:lava_source", 5, 8}, {"default:lava_flowing", 5, 8}, {"fire:basic_flame", 3, 4}, {"fire:permanent_flame", 3, 4}, {"ethereal:crystal_spike", 2, 1}, {"ethereal:fire_flower", 2, 1}, {"default:torch", 1, 1}, {"default:torch_ceiling", 1, 1}, {"default:torch_wall", 1, 1}, }, registered_groups = {["fleshy"]=100}, registered_callbacks = { on_update = {}, on_equip = {}, on_unequip = {}, on_damage = {}, on_destroy = {}, }, migrate_old_inventory = true, version = "0.4.13", } armor.config = { init_delay = 2, init_times = 10, bones_delay = 1, update_time = 1, drop = minetest.get_modpath("bones") ~= nil, destroy = false, level_multiplier = 1, heal_multiplier = 1, material_wood = true, material_cactus = true, material_steel = true, material_bronze = true, material_diamond = true, material_gold = true, material_mithril = true, material_crystal = true, water_protect = true, fire_protect = minetest.get_modpath("ethereal") ~= nil, punch_damage = true, } -- Armor Registration armor.register_armor = function(self, name, def) minetest.register_tool(name, def) end armor.register_armor_group = function(self, group, base) base = base or 100 self.registered_groups[group] = base if use_armor_monoid then armor_monoid.register_armor_group(group, base) end end -- Armor callbacks armor.register_on_update = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_update, func) end end armor.register_on_equip = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_equip, func) end end armor.register_on_unequip = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_unequip, func) end end armor.register_on_damage = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_damage, func) end end armor.register_on_destroy = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_destroy, func) end end armor.run_callbacks = function(self, callback, player, index, stack) if stack then local def = stack:get_definition() or {} if type(def[callback]) == "function" then def[callback](player, index, stack) end end local callbacks = self.registered_callbacks[callback] if callbacks then for _, func in pairs(callbacks) do func(player, index, stack) end end end 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 self:run_callbacks("on_update", player) end armor.set_player_armor = function(self, player) local name, armor_inv = self:get_valid_player(player, "[set_player_armor]") if not name then return end local state = 0 local count = 0 local material = {count=1} local preview = armor:get_preview(name) local texture = "3d_armor_trans.png" local physics = {} local attributes = {} local levels = {} local groups = {} local change = {} for _, phys in pairs(self.physics) do physics[phys] = 1 end for _, attr in pairs(self.attributes) do attributes[attr] = 0 end for group, _ in pairs(self.registered_groups) do change[group] = 1 levels[group] = 0 end local list = armor_inv:get_list("armor") if type(list) ~= "table" then return end for i, stack in pairs(list) do if stack:get_count() == 1 then local def = stack:get_definition() for _, element in pairs(self.elements) do if def.groups["armor_"..element] then if def.armor_groups then for group, level in pairs(def.armor_groups) do if levels[group] then levels[group] = levels[group] + level end end else local level = def.groups["armor_"..element] levels["fleshy"] = levels["fleshy"] + level end break end -- DEPRECATED, use armor_groups instead if def.groups["armor_radiation"] and levels["radiation"] then levels["radiation"] = def.groups["armor_radiation"] end end local item = stack:get_name() local tex = def.texture or item:gsub("%:", "_") tex = tex:gsub(".png$", "") local prev = def.preview or tex.."_preview" prev = prev:gsub(".png$", "") texture = texture.."^"..tex..".png" preview = preview.."^"..prev..".png" state = state + stack:get_wear() count = count + 1 for _, phys in pairs(self.physics) do local value = def.groups["physics_"..phys] or 0 physics[phys] = physics[phys] + value end for _, attr in pairs(self.attributes) do local value = def.groups["armor_"..attr] or 0 attributes[attr] = attributes[attr] + value end local mat = string.match(item, "%:.+_(.+)$") if material.name then if material.name == mat then material.count = material.count + 1 end else material.name = mat end end end for group, level in pairs(levels) do if level > 0 then level = level * armor.config.level_multiplier if material.name and material.count == #self.elements then level = level * 1.1 end end local base = self.registered_groups[group] self.def[name].groups[group] = level if level > base then level = base end groups[group] = base - level change[group] = groups[group] / base end for _, attr in pairs(self.attributes) do local mult = attr == "heal" and self.config.heal_multiplier or 1 self.def[name][attr] = attributes[attr] * mult end for _, phys in pairs(self.physics) do self.def[name][phys] = physics[phys] end if use_armor_monoid then armor_monoid.monoid:add_change(player, change, "3d_armor:armor") else -- Preserve immortal group (damage disabled for player) local immortal = player:get_armor_groups().immortal if immortal and immortal ~= 0 then groups.immortal = 1 end player:set_armor_groups(groups) end if use_player_monoids then player_monoids.speed:add_change(player, physics.speed, "3d_armor:physics") player_monoids.jump:add_change(player, physics.jump, "3d_armor:physics") player_monoids.gravity:add_change(player, physics.gravity, "3d_armor:physics") elseif use_pova_mod then -- only add the changes, not the default 1.0 for each physics setting pova.add_override(name, "3d_armor", { speed = physics.speed - 1, jump = physics.jump - 1, gravity = physics.gravity - 1, }) pova.do_override(player) else player:set_physics_override(physics) end self.textures[name].armor = texture self.textures[name].preview = preview self.def[name].level = self.def[name].groups.fleshy or 0 self.def[name].state = state self.def[name].count = count self:update_player_visuals(player) end armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities) local name, armor_inv = self:get_valid_player(player, "[punch]") if not name then return end local set_state local set_count local state = 0 local count = 0 local recip = true local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1} local list = armor_inv:get_list("armor") for i, stack in pairs(list) do if stack:get_count() == 1 then local itemname = stack:get_name() local use = minetest.get_item_group(itemname, "armor_use") or 0 local damage = use > 0 local def = stack:get_definition() or {} if type(def.on_punched) == "function" then damage = def.on_punched(player, hitter, time_from_last_punch, tool_capabilities) ~= false and damage == true end if damage == true and tool_capabilities then local damage_groups = def.damage_groups or default_groups local level = damage_groups.level or 0 local groupcaps = tool_capabilities.groupcaps or {} local uses = 0 damage = false for group, caps in pairs(groupcaps) do local maxlevel = caps.maxlevel or 0 local diff = maxlevel - level if diff == 0 then diff = 1 end if diff > 0 and caps.times then local group_level = damage_groups[group] if group_level then local time = caps.times[group_level] if time then local dt = time_from_last_punch or 0 if dt > time / diff then if caps.uses then uses = caps.uses * math.pow(3, diff) end damage = true break end end end end end if damage == true and recip == true and hitter and def.reciprocate_damage == true and uses > 0 then local item = hitter:get_wielded_item() if item and item:get_name() ~= "" then item:add_wear(65535 / uses) hitter:set_wielded_item(item) end -- reciprocate tool damage only once recip = false end end if damage == true and hitter == "fire" then damage = minetest.get_item_group(itemname, "flammable") > 0 end if damage == true then self:damage(player, i, stack, use) set_state = self.def[name].state set_count = self.def[name].count end state = state + stack:get_wear() count = count + 1 end end if set_count and set_count ~= count then state = set_state or state count = set_count or count end self.def[name].state = state 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, index, 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) if (self.skin_mod == "skins" or self.skin_mod == "simple_skins") and skins.skins[name] then return skins.skins[name]..".png" elseif self.skin_mod == "u_skins" and u_skins.u_skins[name] then return u_skins.u_skins[name]..".png" elseif self.skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then return wardrobe.playerSkins[name] end return armor.default_skin..".png" end armor.add_preview = function(self, preview) skin_previews[preview] = true end armor.get_preview = function(self, name) local preview = string.gsub(armor:get_player_skin(name), ".png", "_preview.png") if skin_previews[preview] then return preview end return "character_preview.png" end armor.get_armor_formspec = function(self, name, listring) if armor.def[name].init_time == 0 then return "label[0,0;Armor not initialized!]" end local formspec = armor.formspec.. "list[detached:"..name.."_armor;armor;0,0.5;2,3;]" if listring == true then formspec = formspec.."listring[current_player;main]".. "listring[detached:"..name.."_armor;armor]" end formspec = formspec:gsub("armor_preview", armor.textures[name].preview) formspec = formspec:gsub("armor_level", armor.def[name].level) for _, attr in pairs(self.attributes) do formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr]) end for group, _ in pairs(self.registered_groups) do formspec = formspec:gsub("armor_group_"..group, armor.def[name].groups[group]) end return formspec end armor.get_element = function(self, item_name) for _, element in pairs(armor.elements) do if minetest.get_item_group(item_name, "armor_"..element) > 0 then return element end end end armor.serialize_inventory_list = function(self, list) local list_table = {} for _, stack in ipairs(list) do table.insert(list_table, stack:to_string()) end return minetest.serialize(list_table) end armor.deserialize_inventory_list = function(self, list_string) local list_table = minetest.deserialize(list_string) local list = {} for _, stack in ipairs(list_table or {}) do table.insert(list, ItemStack(stack)) end return list end armor.load_armor_inventory = function(self, player) local _, inv = self:get_valid_player(player, "[load_armor_inventory]") if inv then local armor_list_string = player:get_attribute("3d_armor_inventory") if armor_list_string then inv:set_list("armor", self:deserialize_inventory_list(armor_list_string)) return true end end end armor.save_armor_inventory = function(self, player) local _, inv = self:get_valid_player(player, "[save_armor_inventory]") if inv then player:set_attribute("3d_armor_inventory", self:serialize_inventory_list(inv:get_list("armor"))) end end armor.update_inventory = function(self, player) -- DEPRECATED: Legacy inventory support end armor.set_inventory_stack = function(self, player, i, stack) local _, inv = self:get_valid_player(player, "[set_inventory_stack]") if inv then inv:set_stack("armor", i, stack) self:save_armor_inventory(player) end end armor.get_valid_player = function(self, player, msg) msg = msg or "" if not player then minetest.log("warning", S("3d_armor: Player reference is nil @1", msg)) return end local name = player:get_player_name() if not name then minetest.log("warning", S("3d_armor: Player name is nil @1", msg)) return end local inv = minetest.get_inventory({type="detached", name=name.."_armor"}) if not inv then minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg)) return end return name, inv end armor.drop_armor = function(pos, stack) local node = minetest.get_node_or_nil(pos) if node then 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 end