forked from mtcontrib/3d_armor
139 lines
3.7 KiB
Lua
139 lines
3.7 KiB
Lua
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armor_api = {
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default_character_skin = "3d_armor_character.png",
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player_hp = {},
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wielded_items = {},
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}
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armor_api.get_player_skin = function(self, name)
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local mod_path = minetest.get_modpath("skins")
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if mod_path then
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local skin = skins.skins[name]
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if skin then
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if skin ~= skins.default() and skins.get_type(skin) == skins.type.MODEL then
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return skin..".png"
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end
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end
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end
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return self.default_character_skin
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end
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armor_api.get_wielded_item_texture = function(self, player)
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if not player then
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return nil
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end
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local stack = player:get_wielded_item()
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local item = stack:get_name()
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if not item then
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return nil
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end
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local texture = minetest.registered_items[item].inventory_image
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if texture == "" then
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if minetest.registered_items[item].tiles[1] then
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texture = minetest.registered_items[item].tiles[1]
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end
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end
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return texture
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end
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armor_api.set_player_armor = 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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local texture = "3d_armor_character_bg.png^[combine:64x64:0,32="..self:get_player_skin(name)
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local player_inv = player:get_inventory()
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local wielded_item_texture = self:get_wielded_item_texture(player)
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if wielded_item_texture then
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texture = texture.."^[combine:64x64:0,0="..wielded_item_texture
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end
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local armor = {head, torso, legs, shield}
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for _,v in ipairs({"head", "torso", "legs"}) do
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local stack = player_inv:get_stack("armor_"..v, 1)
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armor[v] = stack:get_definition().groups["armor_"..v] or 0
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if armor[v] > 0 then
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item = stack:get_name()
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texture = texture.."^[combine:64x64:0,32="..item:gsub("%:", "_")..".png"
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end
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end
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local stack = player_inv:get_stack("armor_shield", 1)
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armor["shield"] = stack:get_definition().groups["armor_shield"] or 0
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if armor["shield"] > 0 then
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item = stack:get_name()
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texture = texture.."^[combine:64x64:16,0="..minetest.registered_items[item].inventory_image
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end
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local armor_level = math.floor(
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(.2*armor["head"]) +
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(.3*armor["torso"]) +
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(.2*armor["legs"]) +
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(.3*armor["shield"])
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)
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local level = (armor_level / 2) + 0.5
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local fleshy = 3 - (armor_level / 2)
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local armor_groups = {level=1, fleshy=3, snappy=1, choppy=1}
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armor_groups.level = level
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armor_groups.fleshy = fleshy
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player:set_armor_groups(armor_groups)
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player:set_properties({
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visual = "mesh",
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textures = {texture},
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visual_size = {x=1, y=1},
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})
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end
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armor_api.update_wielded_item = 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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local stack = player:get_wielded_item()
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local item = stack:get_name()
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if not item then
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return
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end
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if self.wielded_items[name] then
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if self.wielded_items[name] == item then
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return
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end
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self:set_player_armor(player)
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end
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self.wielded_items[name] = item
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end
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armor_api.update_armor = 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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local hp = player:get_hp()
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if hp == nil or hp == self.player_hp[name] then
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return
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end
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if self.player_hp[name] > hp then
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local player_inv = player:get_inventory()
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_outfit"})
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if armor_inv == nil then
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return
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end
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local heal_max = 0
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for _,v in ipairs({"head", "torso", "legs", "shield"}) do
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local stack = armor_inv:get_stack("armor_"..v, 1)
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local use = stack:get_definition().groups["armor_use"] or 0
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local heal = stack:get_definition().groups["armor_heal"] or 0
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stack:add_wear(use)
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armor_inv:set_stack("armor_"..v, 1, stack)
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player_inv:set_stack("armor_"..v, 1, stack)
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if stack:get_count() == 0 then
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self:set_player_armor(player)
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end
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heal_max = heal_max + heal
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end
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if heal_max > math.random(100) then
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player:set_hp(self.player_hp[name])
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return
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end
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end
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self.player_hp[name] = hp
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end
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