minetest-3d_armor/3d_armor/api.lua
stujones11 1fdff7adaa Make water protection optional, default true
This can save a `global_step` regisration if neither fire or water
protection are enabled.
2017-03-31 22:03:59 +01:00

366 lines
9.9 KiB
Lua

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