forked from mtcontrib/3d_armor
371 lines
10 KiB
Lua
371 lines
10 KiB
Lua
local skin_previews = {}
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local use_player_monoids = minetest.global_exists("player_monoids")
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local use_armor_monoid = minetest.global_exists("armor_monoid")
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armor = {
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timer = 0,
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elements = {"head", "torso", "legs", "feet"},
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physics = {"jump", "speed", "gravity"},
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attributes = {"heal", "fire", "water"},
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formspec = "image[2.5,0;2,4;armor_preview]"..
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default.gui_bg..
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default.gui_bg_img..
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default.gui_slots..
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default.get_hotbar_bg(0, 4.7)..
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"label[5,1;Level: armor_level]"..
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"label[5,1.5;Heal: armor_attr_heal]"..
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"list[current_player;main;0,4.7;8,1;]"..
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"list[current_player;main;0,5.85;8,3;8]",
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def = {},
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textures = {},
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default_skin = "character",
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materials = {
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wood = "group:wood",
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cactus = "default:cactus",
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steel = "default:steel_ingot",
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bronze = "default:bronze_ingot",
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diamond = "default:diamond",
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gold = "default:gold_ingot",
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mithril = "moreores:mithril_ingot",
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crystal = "ethereal:crystal_ingot",
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},
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fire_nodes = {
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{"default:lava_source", 5, 8},
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{"default:lava_flowing", 5, 8},
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{"fire:basic_flame", 3, 4},
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{"fire:permanent_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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{"ethereal:fire_flower", 2, 1},
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{"default:torch", 1, 1},
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{"default:torch_ceiling", 1, 1},
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{"default:torch_wall", 1, 1},
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},
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registered_groups = {["fleshy"]=100},
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registered_callbacks = {
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on_update = {},
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on_equip = {},
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on_unequip = {},
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on_destroy = {},
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},
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version = "0.4.8",
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}
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armor.config = {
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init_delay = 1,
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init_times = 1,
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bones_delay = 1,
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update_time = 1,
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drop = minetest.get_modpath("bones") ~= nil,
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destroy = false,
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level_multiplier = 1,
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heal_multiplier = 1,
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radiation_multiplier = 1,
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material_wood = true,
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material_cactus = true,
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material_steel = true,
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material_bronze = true,
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material_diamond = true,
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material_gold = true,
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material_mithril = true,
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material_crystal = true,
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fire_protect = minetest.get_modpath("ethereal") ~= nil
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}
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-- Armor Registration
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armor.register_armor = function(self, name, def)
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minetest.register_tool(name, def)
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end
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armor.register_armor_group = function(self, group, base)
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base = base or 100
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self.registered_groups[group] = base
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if use_armor_monoid then
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armor_monoid.register_armor_group(group, base)
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end
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end
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-- Armor callbacks
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armor.register_on_update = function(self, func)
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if type(func) == "function" then
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table.insert(self.registered_callbacks.on_update, func)
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end
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end
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armor.register_on_equip = function(self, func)
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if type(func) == "function" then
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table.insert(self.registered_callbacks.on_equip, func)
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end
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end
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armor.register_on_unequip = function(self, func)
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if type(func) == "function" then
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table.insert(self.registered_callbacks.on_unequip, func)
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end
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end
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armor.register_on_destroy = function(self, func)
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if type(func) == "function" then
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table.insert(self.registered_callbacks.on_destroy, func)
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end
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end
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armor.run_callbacks = function(self, callback, player, stack)
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if stack then
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local def = stack:get_definition() or {}
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if type(def[callback]) == "function" then
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def[callback](player, stack)
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end
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end
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local callbacks = self.registered_callbacks[callback]
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if callbacks then
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for _, func in pairs(callbacks) do
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func(player, stack)
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end
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end
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end
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armor.update_player_visuals = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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if self.textures[name] then
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default.player_set_textures(player, {
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self.textures[name].skin,
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self.textures[name].armor,
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self.textures[name].wielditem,
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})
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end
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end
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armor.set_player_armor = function(self, player)
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local name, player_inv = self:get_valid_player(player, "[set_player_armor]")
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if not name then
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return
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end
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local state = 0
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local count = 0
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local material = {count=1}
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local preview = armor:get_preview(name)
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local texture = "3d_armor_trans.png"
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local textures = {}
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local physics = {}
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local attributes = {}
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local levels = {}
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local groups = {}
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local change = {}
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for _, phys in pairs(self.physics) do
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physics[phys] = 0
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end
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for _, attr in pairs(self.attributes) do
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attributes[attr] = 0
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end
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for group, base in pairs(self.registered_groups) do
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groups[group] = base
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change[group] = 1
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levels[group] = 0
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end
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local list = player_inv:get_list("armor")
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for i, stack in pairs(list) do
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if stack:get_count() == 1 then
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local def = stack:get_definition()
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for _, element in pairs(self.elements) do
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if def.groups["armor_"..element] then
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if def.armor_groups then
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for group, level in pairs(def.armor_groups) do
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if levels[group] then
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levels[group] = levels[group] + level
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end
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end
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else
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local level = def.groups["armor_"..element]
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levels["fleshy"] = levels["fleshy"] + level
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end
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end
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-- DEPRECATED, use armor_groups instead
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if def.groups["armor_radiation"] and levels["radiation"] then
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levels["radiation"] = def.groups["armor_radiation"]
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end
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end
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local item = stack:get_name()
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local tex = def.texture or item:gsub("%:", "_")
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local prev = def.preview or tex.."_preview"
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tex = tex:gsub(".png$", "")
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prev = prev:gsub(".png$", "")
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texture = texture.."^"..tex..".png"
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preview = preview.."^"..prev..".png"
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state = state + stack:get_wear()
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count = count + 1
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for _, phys in pairs(self.physics) do
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local value = def.groups["physics_"..phys] or 0
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physics[phys] = physics[phys] + value
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end
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for _, attr in pairs(self.attributes) do
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local value = def.groups["armor_"..attr] or 0
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attributes[attr] = attributes[attr] + value
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.name then
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if material.name == mat then
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material.count = material.count + 1
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end
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else
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material.name = mat
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end
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end
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end
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for group, level in pairs(levels) do
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if level > 0 then
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local base = self.registered_groups[group]
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if minetest.get_modpath("shields") then
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level = level * 0.9
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end
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if material.name and material.count == #self.elements then
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level = level * 1.1
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end
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level = level * armor.config.level_multiplier
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self.def[name].groups[group] = level
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if level > base then
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level = base
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end
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groups[group] = base - level
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change[group] = groups[group] / base
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end
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end
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for _, attr in pairs(self.attributes) do
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self.def[name][attr] = attributes[attr]
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end
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for _, phys in pairs(self.physics) do
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self.def[name][phys] = physics[phys]
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end
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if use_armor_monoid then
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armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
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else
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player:set_armor_groups(groups)
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end
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if use_player_monoids then
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player_monoids.speed:add_change(player, physics.speed,
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"3d_armor:physics")
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player_monoids.jump:add_change(player, physics.jump,
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"3d_armor:physics")
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player_monoids.gravity:add_change(player, physics.gravity,
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"3d_armor:physics")
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else
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player:set_physics_override(physics)
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end
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self.textures[name].armor = texture
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self.textures[name].preview = preview
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self.def[name].level = self.def[name].groups.fleshy or 0
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self.def[name].state = state
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self.def[name].count = count
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self:update_player_visuals(player)
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self:run_callbacks("on_update", player)
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end
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armor.get_player_skin = function(self, name)
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local skin = nil
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if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then
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skin = skins.skins[name]
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elseif self.skin_mod == "u_skins" then
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skin = u_skins.u_skins[name]
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elseif self.skin_mod == "wardrobe" then
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local skins = wardrobe.playerSkins or {}
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if skins[name] then
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skin = string.gsub(skins[name], "%.png$","")
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end
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end
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return skin or armor.default_skin
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end
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armor.add_preview = function(self, preview)
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skin_previews[preview] = true
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end
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armor.get_preview = function(self, name)
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local preview = armor:get_player_skin(name).."_preview.png"
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if skin_previews[preview] then
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return preview
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end
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return "character_preview.png"
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end
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armor.get_armor_formspec = function(self, name, listring)
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if not armor.def[name] or not armor.textures[name] then
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return ""
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end
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local formspec = armor.formspec..
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"list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
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if listring == true then
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formspec = formspec.."listring[current_player;main]"..
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"listring[detached:"..name.."_armor;armor]"
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end
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formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
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formspec = formspec:gsub("armor_level", armor.def[name].level)
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for _, attr in pairs(self.attributes) do
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formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr])
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end
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for _, group in pairs(self.attributes) do
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formspec = formspec:gsub("armor_group_"..group, armor.def[name][group])
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end
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return formspec
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end
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armor.update_inventory = function(self, player)
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-- DEPRECATED: Legacy inventory support
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end
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armor.set_inventory_stack = function(self, player, i, stack)
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local msg = "[set_inventory_stack]"
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local name = player:get_player_name()
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if not name then
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minetest.log("warning", "3d_armor: Player name is nil "..msg)
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return
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end
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local player_inv = player:get_inventory()
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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if not player_inv then
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minetest.log("warning", "3d_armor: Player inventory is nil "..msg)
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return
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elseif not armor_inv then
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minetest.log("warning", "3d_armor: Detached armor inventory is nil "..msg)
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return
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end
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player_inv:set_stack("armor", i, stack)
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armor_inv:set_stack("armor", i, stack)
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end
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armor.get_valid_player = function(self, player, msg)
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msg = msg or ""
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if not player then
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minetest.log("warning", "3d_armor: Player reference is nil "..msg)
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return
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end
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local name = player:get_player_name()
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if not name then
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minetest.log("warning", "3d_armor: Player name is nil "..msg)
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return
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end
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local pos = player:getpos()
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local inv = player:get_inventory()
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if not pos then
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minetest.log("warning", "3d_armor: Player position is nil "..msg)
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return
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elseif not inv then
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minetest.log("warning", "3d_armor: Player inventory is nil "..msg)
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return
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elseif not minetest.get_inventory({type="detached", name=name.."_armor"}) then
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minetest.log("warning", "3d_armor: Detached armor inventory is nil "..msg)
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return
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end
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return name, inv, pos
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end
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armor.drop_armor = function(pos, stack)
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local obj = minetest.add_item(pos, stack)
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if obj then
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obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
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end
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end
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