forked from mtcontrib/3d_armor
1dec1f2153
Useful for skin mod forks that do not use the same name.
683 lines
20 KiB
Lua
683 lines
20 KiB
Lua
-- support for i18n
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local S = minetest.get_translator(minetest.get_current_modname())
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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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local use_pova_mod = minetest.get_modpath("pova")
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local armor_def = setmetatable({}, {
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__index = function()
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return setmetatable({
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groups = setmetatable({}, {
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__index = function()
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return 0
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end})
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}, {
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__index = function()
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return 0
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end
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})
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end,
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})
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local armor_textures = setmetatable({}, {
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__index = function()
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return setmetatable({}, {
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__index = function()
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return "blank.png"
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end
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})
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end
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})
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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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"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 = armor_def,
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textures = armor_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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{"nether:lava_source", 5, 8},
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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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{"nether:lava_crust", 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_damage = {},
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on_destroy = {},
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},
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migrate_old_inventory = true,
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version = "0.4.13",
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get_translator = S
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}
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armor.config = {
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init_delay = 2,
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init_times = 10,
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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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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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set_elements = "head torso legs feet shield",
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set_multiplier = 1.1,
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water_protect = true,
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fire_protect = minetest.get_modpath("ethereal") ~= nil,
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fire_protect_torch = minetest.get_modpath("ethereal") ~= nil,
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punch_damage = true,
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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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def.on_secondary_use = function(itemstack, player)
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return armor:equip(player, itemstack)
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end
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def.on_place = function(itemstack, player, pointed_thing)
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if pointed_thing.type == "node" and player and not player:get_player_control().sneak then
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local node = minetest.get_node(pointed_thing.under)
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local ndef = minetest.registered_nodes[node.name]
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if ndef and ndef.on_rightclick then
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return ndef.on_rightclick(pointed_thing.under, node, player, itemstack, pointed_thing)
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end
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end
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return armor:equip(player, itemstack)
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end
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-- The below is a very basic check to try and see if a material name exists as part
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-- of the item name. However this check is very simple and just checks theres "_something"
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-- at the end of the item name and logging an error to debug if not.
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local check_mat_exists = string.match(name, "%:.+_(.+)$")
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if check_mat_exists == nil then
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minetest.log("warning:[3d_armor] Registered armor "..name..
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" does not have \"_material\" specified at the end of the item registration name")
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end
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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_damage = function(self, func)
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if type(func) == "function" then
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table.insert(self.registered_callbacks.on_damage, 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, index, 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, index, 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, index, 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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self:run_callbacks("on_update", player)
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end
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-- armor is not visible on player model if enabled
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local transparent_armor = minetest.settings:get_bool("armor_transparent", false)
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armor.set_player_armor = function(self, player)
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local name, armor_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 preview = armor:get_preview(name)
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local texture = "3d_armor_trans.png"
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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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local set_worn = {}
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local armor_multi = 0
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local worn_armor = armor:get_weared_armor_elements(player)
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for _, phys in pairs(self.physics) do
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physics[phys] = 1
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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, _ in pairs(self.registered_groups) do
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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 = armor_inv:get_list("armor")
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if type(list) ~= "table" then
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return
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end
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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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break
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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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tex = tex:gsub(".png$", "")
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local prev = def.preview or tex.."_preview"
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prev = prev:gsub(".png$", "")
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if not transparent_armor then
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texture = texture.."^"..tex..".png"
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end
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preview = preview.."^"..prev..".png"
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state = state + stack:get_wear()
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count = count + 1
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for _, phys in pairs(self.physics) do
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local value = def.groups["physics_"..phys] or 0
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physics[phys] = physics[phys] + value
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end
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for _, attr in pairs(self.attributes) do
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local value = def.groups["armor_"..attr] or 0
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attributes[attr] = attributes[attr] + value
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end
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end
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end
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-- The following code compares player worn armor items against requirements
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-- of which armor pieces are needed to be worn to meet set bonus requirements
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for loc,item in pairs(worn_armor) do
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local item_mat = string.match(item, "%:.+_(.+)$")
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local worn_key = item_mat or "unknown"
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-- Perform location checks to ensure the armor is worn correctly
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for k,set_loc in pairs(armor.config.set_elements)do
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if set_loc == loc then
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if set_worn[worn_key] == nil then
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set_worn[worn_key] = 0
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set_worn[worn_key] = set_worn[worn_key] + 1
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else
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set_worn[worn_key] = set_worn[worn_key] + 1
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end
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end
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end
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end
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-- Apply the armor multiplier only if the player is wearing a full set of armor
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for mat_name,arm_piece_num in pairs(set_worn) do
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if arm_piece_num == #armor.config.set_elements then
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armor_multi = armor.config.set_multiplier
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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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level = level * armor.config.level_multiplier
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if armor_multi ~= 0 then
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level = level * armor.config.set_multiplier
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end
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end
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local base = self.registered_groups[group]
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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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for _, attr in pairs(self.attributes) do
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local mult = attr == "heal" and self.config.heal_multiplier or 1
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self.def[name][attr] = attributes[attr] * mult
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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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-- Preserve immortal group (damage disabled for player)
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local immortal = player:get_armor_groups().immortal
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if immortal and immortal ~= 0 then
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groups.immortal = 1
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end
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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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elseif use_pova_mod then
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-- only add the changes, not the default 1.0 for each physics setting
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pova.add_override(name, "3d_armor", {
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speed = physics.speed - 1,
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jump = physics.jump - 1,
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gravity = physics.gravity - 1,
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})
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pova.do_override(player)
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else
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local player_physics_locked = player:get_meta():get_int("player_physics_locked")
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if player_physics_locked == nil or player_physics_locked == 0 then
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player:set_physics_override(physics)
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end
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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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end
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armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities)
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local name, armor_inv = self:get_valid_player(player, "[punch]")
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if not name then
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return
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end
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local set_state
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local set_count
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local state = 0
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local count = 0
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local recip = true
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local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1}
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local list = armor_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 itemname = stack:get_name()
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local use = minetest.get_item_group(itemname, "armor_use") or 0
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local damage = use > 0
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local def = stack:get_definition() or {}
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if type(def.on_punched) == "function" then
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damage = def.on_punched(player, hitter, time_from_last_punch,
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tool_capabilities) ~= false and damage == true
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end
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if damage == true and tool_capabilities then
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local damage_groups = def.damage_groups or default_groups
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local level = damage_groups.level or 0
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local groupcaps = tool_capabilities.groupcaps or {}
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local uses = 0
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damage = false
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if next(groupcaps) == nil then
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damage = true
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end
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for group, caps in pairs(groupcaps) do
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local maxlevel = caps.maxlevel or 0
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local diff = maxlevel - level
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if diff == 0 then
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diff = 1
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end
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if diff > 0 and caps.times then
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local group_level = damage_groups[group]
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if group_level then
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local time = caps.times[group_level]
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if time then
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local dt = time_from_last_punch or 0
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if dt > time / diff then
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if caps.uses then
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uses = caps.uses * math.pow(3, diff)
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end
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damage = true
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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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if damage == true and recip == true and hitter and
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def.reciprocate_damage == true and uses > 0 then
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local item = hitter:get_wielded_item()
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if item and item:get_name() ~= "" then
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item:add_wear(65535 / uses)
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hitter:set_wielded_item(item)
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end
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-- reciprocate tool damage only once
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recip = false
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end
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end
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if damage == true and hitter == "fire" then
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damage = minetest.get_item_group(itemname, "flammable") > 0
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end
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if damage == true then
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self:damage(player, i, stack, use)
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set_state = self.def[name].state
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set_count = self.def[name].count
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end
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state = state + stack:get_wear()
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count = count + 1
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end
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end
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if set_count and set_count ~= count then
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state = set_state or state
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count = set_count or count
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end
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self.def[name].state = state
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self.def[name].count = count
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end
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armor.damage = function(self, player, index, stack, use)
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local old_stack = ItemStack(stack)
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local worn_armor = armor:get_weared_armor_elements(player)
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local armor_worn_cnt = 0
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for k,v in pairs(worn_armor) do
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armor_worn_cnt = armor_worn_cnt + 1
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end
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use = math.ceil(use/armor_worn_cnt)
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stack:add_wear(use)
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self:run_callbacks("on_damage", player, index, stack)
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self:set_inventory_stack(player, index, stack)
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if stack:get_count() == 0 then
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self:run_callbacks("on_unequip", player, index, old_stack)
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self:run_callbacks("on_destroy", player, index, old_stack)
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self:set_player_armor(player)
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end
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end
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armor.get_weared_armor_elements = function(self, player)
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local name, inv = self:get_valid_player(player, "[get_weared_armor]")
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local weared_armor = {}
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if not name then
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return
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end
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for i=1, inv:get_size("armor") do
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local item_name = inv:get_stack("armor", i):get_name()
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local element = self:get_element(item_name)
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if element ~= nil then
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weared_armor[element] = item_name
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end
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end
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return weared_armor
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end
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armor.equip = function(self, player, itemstack)
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local name, armor_inv = self:get_valid_player(player, "[equip]")
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local weared_armor = self:get_weared_armor_elements(player)
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local armor_element = self:get_element(itemstack:get_name())
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if name and armor_element then
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if weared_armor[armor_element] ~= nil then
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|
self:unequip(player, armor_element)
|
|
end
|
|
armor_inv:add_item("armor", itemstack:take_item())
|
|
self:set_player_armor(player)
|
|
self:save_armor_inventory(player)
|
|
end
|
|
return itemstack
|
|
end
|
|
|
|
armor.unequip = function(self, player, armor_element)
|
|
local name, armor_inv = self:get_valid_player(player, "[unequip]")
|
|
local weared_armor = self:get_weared_armor_elements(player)
|
|
if not name or not weared_armor[armor_element] then
|
|
return
|
|
end
|
|
local itemstack = armor_inv:remove_item("armor", ItemStack(weared_armor[armor_element]))
|
|
minetest.after(0, function()
|
|
local inv = player:get_inventory()
|
|
if inv:room_for_item("main", itemstack) then
|
|
inv:add_item("main", itemstack)
|
|
else
|
|
minetest.add_item(player:get_pos(), itemstack)
|
|
end
|
|
end)
|
|
self:set_player_armor(player)
|
|
self:save_armor_inventory(player)
|
|
end
|
|
|
|
armor.remove_all = function(self, player)
|
|
local name, inv = self:get_valid_player(player, "[remove_all]")
|
|
if not name then
|
|
return
|
|
end
|
|
inv:set_list("armor", {})
|
|
self:set_player_armor(player)
|
|
self:save_armor_inventory(player)
|
|
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.update_skin = function(self, name)
|
|
minetest.after(0, function()
|
|
local pplayer = minetest.get_player_by_name(name)
|
|
if pplayer then
|
|
self.textures[name].skin = self:get_player_skin(name)
|
|
self:set_player_armor(pplayer)
|
|
end
|
|
end)
|
|
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 meta = player:get_meta()
|
|
local armor_list_string = meta:get_string("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
|
|
local meta = player:get_meta()
|
|
meta:set_string("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", ("3d_armor%s: Player reference is nil"):format(msg))
|
|
return
|
|
end
|
|
local name = player:get_player_name()
|
|
if not name then
|
|
minetest.log("warning", ("3d_armor%s: Player name is nil"):format(msg))
|
|
return
|
|
end
|
|
local inv = minetest.get_inventory({type="detached", name=name.."_armor"})
|
|
if not inv then
|
|
-- This check may fail when called inside `on_joinplayer`
|
|
-- in that case, the armor will be initialized/updated later on
|
|
minetest.log("warning", ("3d_armor%s: Detached armor inventory is nil"):format(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:set_velocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Allows skin mod to be set manually.
|
|
--
|
|
-- Useful for skin mod forks that do not use the same name.
|
|
armor.set_skin_mod = function(mod)
|
|
armor.skin_mod = mod
|
|
end
|