forked from mtcontrib/3d_armor
1fdff7adaa
This can save a `global_step` regisration if neither fire or water protection are enabled.
367 lines
10 KiB
Lua
367 lines
10 KiB
Lua
local S = function(s) return s end
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if minetest.global_exists("intllib") then
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S = intllib.Getter()
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end
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local worldpath = minetest.get_worldpath()
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dofile(modpath.."/api.lua")
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-- Legacy Config Support
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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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if minetest.global_exists(global) then
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armor.config[name] = _G[global]
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end
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end
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if minetest.global_exists("ARMOR_MATERIALS") then
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armor.materials = table.copy(ARMOR_MATERIALS)
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end
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if minetest.global_exists("ARMOR_FIRE_NODES") then
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armor.fire_nodes = table.copy(ARMOR_FIRE_NODES)
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end
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-- Load Configuration
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for name, config in pairs(armor.config) do
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local setting = minetest.setting_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) == "boolean" then
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setting = minetest.setting_getbool("armor_"..name)
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end
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if setting then
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armor.config[name] = setting
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end
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end
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for material, _ in pairs(armor.materials) do
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local key = "material_"..material
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if armor.config[key] == false then
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armor.materials[material] = nil
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end
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end
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armor.formspec = armor.formspec..
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"label[5,1;"..S("Level")..": armor_level]"..
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"label[5,1.5;"..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;"..S("Fire")..": armor_fire]"
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end
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dofile(modpath.."/armor.lua")
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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;"..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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for _, mod in pairs(skin_mods) do
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local path = minetest.get_modpath(mod)
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if path then
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local dir_list = minetest.get_dir_list(path.."/textures")
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for _, fn in pairs(dir_list) do
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if fn:find("_preview.png$") then
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armor:add_preview(fn)
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end
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end
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armor.skin_mod = mod
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end
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end
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if not minetest.get_modpath("moreores") then
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armor.materials.mithril = nil
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end
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if not minetest.get_modpath("ethereal") then
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armor.materials.crystal = nil
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end
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-- Armor Player Model
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default.player_register_model("3d_armor_character.b3d", {
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animation_speed = 30,
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textures = {
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armor.default_skin..".png",
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"3d_armor_trans.png",
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"3d_armor_trans.png",
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},
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animations = {
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stand = {x=0, y=79},
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lay = {x=162, y=166},
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walk = {x=168, y=187},
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mine = {x=189, y=198},
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walk_mine = {x=200, y=219},
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sit = {x=81, y=160},
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},
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})
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = armor:get_valid_player(player, "[on_player_receive_fields]")
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if not name then
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return
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end
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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..".png"
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armor:set_player_armor(player)
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end, player)
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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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local name = player:get_player_name()
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local player_inv = player:get_inventory()
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local armor_inv = minetest.create_detached_inventory(name.."_armor", {
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on_put = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, stack)
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armor:set_player_armor(player)
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armor:run_callbacks("on_equip", player, stack)
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end,
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on_take = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, nil)
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armor:set_player_armor(player)
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armor:run_callbacks("on_unequip", player, stack)
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end,
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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local plaver_inv = player:get_inventory()
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local stack = inv:get_stack(to_list, to_index)
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player_inv:set_stack(to_list, to_index, stack)
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player_inv:set_stack(from_list, from_index, nil)
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armor:set_player_armor(player)
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end,
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allow_put = function(inv, listname, index, stack, player)
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local def = stack:get_definition() or {}
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for _, element in pairs(armor.elements) do
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if def.groups["armor_"..element] then
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for i = 1, 6 do
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local item = inv:get_stack("armor", i):get_name()
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if minetest.get_item_group(item, "armor_"..element) > 0 then
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return 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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return 1
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end,
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allow_take = function(inv, listname, index, stack, player)
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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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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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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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armor:run_callbacks("on_equip", player, stack)
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end
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armor.def[name] = {
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level = 0,
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state = 0,
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count = 0,
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groups = {},
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}
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for _, phys in pairs(armor.physics) do
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armor.def[name][phys] = 1
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end
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for _, attr in pairs(armor.attributes) do
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armor.def[name][attr] = 0
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end
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for group, _ in pairs(armor.registered_groups) do
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armor.def[name].groups[group] = 0
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end
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local skin = armor:get_player_skin(name)
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armor.textures[name] = {
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skin = skin..".png",
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armor = "3d_armor_trans.png",
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wielditem = "3d_armor_trans.png",
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preview = armor.default_skin.."_preview.png",
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}
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local texture_path = minetest.get_modpath("player_textures")
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if texture_path then
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local dir_list = minetest.get_dir_list(texture_path.."/textures")
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for _, fn in pairs(dir_list) do
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if fn == "player_"..name..".png" then
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armor.textures[name].skin = fn
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break
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end
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end
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end
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for i=1, armor.config.init_times do
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minetest.after(armor.config.init_delay * i, function(player)
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armor:set_player_armor(player)
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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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local name = player:get_player_name()
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if name then
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armor.def[name] = nil
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armor.textures[name] = nil
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end
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end)
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if armor.config.drop == true or armor.config.destroy == true then
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minetest.register_on_dieplayer(function(player)
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local name, player_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
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if not name then
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return
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end
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local drop = {}
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for i=1, player_inv:get_size("armor") do
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local stack = player_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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table.insert(drop, stack)
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armor:set_inventory_stack(player, i, nil)
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armor:run_callbacks("on_unequip", player, stack)
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end
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end
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armor:set_player_armor(player)
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if 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 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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if m:get_string("owner") == name then
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meta = m
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break
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end
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end
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if meta then
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local inv = meta:get_inventory()
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for _,stack in ipairs(drop) do
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if inv:room_for_item("main", stack) then
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inv:add_item("main", stack)
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else
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armor.drop_armor(pos, stack)
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end
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end
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else
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for _,stack in ipairs(drop) do
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armor.drop_armor(pos, stack)
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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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end
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minetest.register_on_player_hpchange(function(player, hp_change)
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local name, player_inv = armor:get_valid_player(player, "[on_hpchange]")
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if name and hp_change < 0 then
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local heal_max = 0
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local state = 0
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local items = 0
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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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if stack:get_count() > 0 then
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local def = stack:get_definition() or {}
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local use = def.groups["armor_use"] or 0
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local heal = def.groups["armor_heal"] or 0
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local item = stack:get_name()
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stack:add_wear(use)
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armor:set_inventory_stack(player, i, stack)
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state = state + stack:get_wear()
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items = items + 1
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if stack:get_count() == 0 then
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local desc = minetest.registered_items[item].description
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if desc then
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minetest.chat_send_player(name,
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S("Your")..desc.." "..S("got destroyed").."!")
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end
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armor:set_player_armor(player)
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armor:run_callbacks("on_unequip", player, stack)
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armor:run_callbacks("on_destroy", player, stack)
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end
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heal_max = heal_max + heal
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end
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end
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armor.def[name].state = state
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armor.def[name].count = items
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heal_max = heal_max * armor.config.heal_multiplier
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if heal_max >= math.random(100) then
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hp_change = 0
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end
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end
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return hp_change
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end, true)
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-- Fire Protection and water breating, 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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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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end
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end
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else
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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:getpos()
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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 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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-- fire protection
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if armor.config.fire_protect == true then
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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 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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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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end
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