forked from mtcontrib/3d_armor
89 lines
2.5 KiB
Lua
89 lines
2.5 KiB
Lua
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armor_api = {
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player_hp = {},
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}
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armor_api.get_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 = ""
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local player_inv = player:get_inventory()
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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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if fleshy < 0 then
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fleshy = 0
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end
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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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return texture
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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 == 0 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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if stack:get_count() > 0 then
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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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local item = stack:get_name()
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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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local desc = minetest.registered_items[item].description
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if desc then
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minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
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end
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wieldview:update_player_visuals(player)
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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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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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