forked from mtcontrib/3d_armor
0157ebd683
Previously, if bones were on a slab, or some non-buildable_to but walkable node, then the armor would fail to find the bones node (which is Y+1, typically) and the armor would disappear. This is an attempt to address that.
636 lines
19 KiB
Lua
636 lines
19 KiB
Lua
ARMOR_INIT_DELAY = 1
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ARMOR_INIT_TIMES = 1
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ARMOR_BONES_DELAY = 1
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ARMOR_UPDATE_TIME = 1
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ARMOR_DROP = minetest.get_modpath("bones") ~= nil
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ARMOR_DESTROY = false
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ARMOR_LEVEL_MULTIPLIER = 1
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ARMOR_HEAL_MULTIPLIER = 1
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ARMOR_RADIATION_MULTIPLIER = 1
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ARMOR_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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ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
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ARMOR_FIRE_NODES = {
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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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{"default:torch", 1, 1},
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}
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local skin_mod = nil
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local inv_mod = nil
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local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
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local worldpath = minetest.get_worldpath()
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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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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 = {
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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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formspec = "size[8,8.5]image[2,0.75;2,4;armor_preview]"
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.."list[current_player;main;0,4.5;8,4;]"
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.."list[current_player;craft;4,1;3,3;]"
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.."list[current_player;craftpreview;7,2;1,1;]"
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.."listring[current_player;main]"
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.."listring[current_player;craft]",
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textures = {},
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default_skin = "character",
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version = "0.4.5",
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}
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if minetest.get_modpath("inventory_plus") then
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inv_mod = "inventory_plus"
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armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
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.."image[2.5,0.75;2,4;armor_preview]"
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.."label[5,1;Level: armor_level]"
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.."label[5,1.5;Heal: armor_heal]"
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.."label[5,2;Fire: armor_fire]"
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.."label[5,2.5;Radiation: armor_radiation]"
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.."list[current_player;main;0,4.5;8,4;]"
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if minetest.get_modpath("crafting") then
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inventory_plus.get_formspec = function(player, page)
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end
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end
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elseif minetest.get_modpath("unified_inventory") then
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inv_mod = "unified_inventory"
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unified_inventory.register_button("armor", {
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type = "image",
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image = "inventory_plus_armor.png",
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})
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unified_inventory.register_page("armor", {
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get_formspec = function(player, perplayer_formspec)
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local fy = perplayer_formspec.formspec_y
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local name = player:get_player_name()
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local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]"
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.."label[0,0;Armor]"
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.."list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"
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.."image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"
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.."label[5.0,"..(fy + 0.0)..";Level: "..armor.def[name].level.."]"
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.."label[5.0,"..(fy + 0.5)..";Heal: "..armor.def[name].heal.."]"
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.."label[5.0,"..(fy + 1.0)..";Fire: "..armor.def[name].fire.."]"
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.."label[5.0,"..(fy + 1.5)..";Radiation: "..armor.def[name].radiation.."]"
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.."listring[current_player;main]"
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.."listring[detached:"..name.."_armor;armor]"
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return {formspec=formspec}
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end,
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})
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elseif minetest.get_modpath("inventory_enhanced") then
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inv_mod = "inventory_enhanced"
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end
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if minetest.get_modpath("skins") then
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skin_mod = "skins"
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elseif minetest.get_modpath("simple_skins") then
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skin_mod = "simple_skins"
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elseif minetest.get_modpath("u_skins") then
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skin_mod = "u_skins"
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elseif minetest.get_modpath("wardrobe") then
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skin_mod = "wardrobe"
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end
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armor.def = {
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state = 0,
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count = 0,
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}
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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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end
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armor.set_player_armor = function(self, player)
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local name, player_inv = armor: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 armor_texture = "3d_armor_trans.png"
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local armor_level = 0
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local armor_heal = 0
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local armor_fire = 0
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local armor_water = 0
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local armor_radiation = 0
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local state = 0
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local items = 0
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local elements = {}
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local textures = {}
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local physics_o = {speed=1,gravity=1,jump=1}
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local material = {type=nil, count=1}
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local preview = armor:get_preview(name) or "character_preview.png"
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for _,v in ipairs(self.elements) do
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elements[v] = false
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end
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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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local item = stack:get_name()
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if stack:get_count() == 1 then
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local def = stack:get_definition()
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for k, v in pairs(elements) do
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if v == false then
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local level = def.groups["armor_"..k]
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if level then
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local texture = def.texture or item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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preview = preview.."^"..texture.."_preview.png"
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armor_level = armor_level + level
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state = state + stack:get_wear()
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items = items + 1
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armor_heal = armor_heal + (def.groups["armor_heal"] or 0)
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armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
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armor_water = armor_water + (def.groups["armor_water"] or 0)
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armor_radiation = armor_radiation + (def.groups["armor_radiation"] or 0)
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for kk,vv in ipairs(self.physics) do
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local o_value = def.groups["physics_"..vv]
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if o_value then
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physics_o[vv] = physics_o[vv] + o_value
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end
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.type then
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if material.type == mat then
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material.count = material.count + 1
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end
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else
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material.type = mat
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end
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elements[k] = true
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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 minetest.get_modpath("shields") then
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armor_level = armor_level * 0.9
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end
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if material.type and material.count == #self.elements then
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armor_level = armor_level * 1.1
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end
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armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
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armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
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armor_radiation = armor_radiation * ARMOR_RADIATION_MULTIPLIER
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if #textures > 0 then
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armor_texture = table.concat(textures, "^")
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end
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local armor_groups = {fleshy=100}
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if armor_level > 0 then
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armor_groups.level = math.floor(armor_level / 20)
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armor_groups.fleshy = 100 - armor_level
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armor_groups.radiation = 100 - armor_radiation
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end
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player:set_armor_groups(armor_groups)
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player:set_physics_override(physics_o)
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self.textures[name].armor = armor_texture
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self.textures[name].preview = preview
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self.def[name].state = state
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self.def[name].count = items
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self.def[name].level = armor_level
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self.def[name].heal = armor_heal
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self.def[name].jump = physics_o.jump
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self.def[name].speed = physics_o.speed
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self.def[name].gravity = physics_o.gravity
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self.def[name].fire = armor_fire
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self.def[name].water = armor_water
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self.def[name].radiation = armor_radiation
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self:update_player_visuals(player)
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end
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armor.update_armor = function(self, player)
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-- Legacy support: Called when armor levels are changed
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-- Other mods can hook on to this function, see hud mod for example
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end
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armor.get_player_skin = function(self, name)
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local skin = nil
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if skin_mod == "skins" or skin_mod == "simple_skins" then
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skin = skins.skins[name]
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elseif skin_mod == "u_skins" then
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skin = u_skins.u_skins[name]
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elseif skin_mod == "wardrobe" then
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skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
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end
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return skin or armor.default_skin
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end
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armor.get_preview = function(self, name)
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if skin_mod == "skins" then
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return armor:get_player_skin(name).."_preview.png"
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end
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end
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armor.get_armor_formspec = function(self, name)
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if not armor.textures[name] then
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minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
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return ""
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end
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if not armor.def[name] then
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minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
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return ""
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end
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local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
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formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
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formspec = formspec:gsub("armor_level", armor.def[name].level)
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formspec = formspec:gsub("armor_heal", armor.def[name].heal)
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formspec = formspec:gsub("armor_fire", armor.def[name].fire)
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formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
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return formspec
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end
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armor.update_inventory = function(self, player)
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local name = armor:get_valid_player(player, "[set_player_armor]")
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if not name or inv_mod == "inventory_enhanced" then
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return
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end
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if inv_mod == "unified_inventory" then
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if unified_inventory.current_page[name] == "armor" then
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unified_inventory.set_inventory_formspec(player, "armor")
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end
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else
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local formspec = armor:get_armor_formspec(name)
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if inv_mod == "inventory_plus" then
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formspec = formspec.."listring[current_player;main]"
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.."listring[detached:"..name.."_armor;armor]"
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local page = player:get_inventory_formspec()
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if page:find("detached:"..name.."_armor") then
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inventory_plus.set_inventory_formspec(player, formspec)
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end
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elseif not core.setting_getbool("creative_mode") then
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player:set_inventory_formspec(formspec)
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end
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end
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end
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armor.get_valid_player = function(self, player, msg)
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msg = msg or ""
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if not player then
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minetest.log("error", "3d_armor: Player reference is nil "..msg)
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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 not name then
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minetest.log("error", "3d_armor: Player name is nil "..msg)
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return
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end
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local pos = player:getpos()
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local player_inv = player:get_inventory()
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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if not pos then
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minetest.log("error", "3d_armor: Player position is nil "..msg)
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return
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elseif not player_inv then
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minetest.log("error", "3d_armor: Player inventory is nil "..msg)
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return
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elseif not armor_inv then
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minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg)
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return
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end
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return name, player_inv, armor_inv, pos
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end
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-- Register 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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-- Register Callbacks
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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 or inv_mod == "inventory_enhanced" then
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return
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end
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if inv_mod == "inventory_plus" and fields.armor then
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local formspec = armor:get_armor_formspec(name)
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inventory_plus.set_inventory_formspec(player, formspec)
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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:update_inventory(player)
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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:update_inventory(player)
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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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armor:update_inventory(player)
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end,
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allow_put = function(inv, listname, index, stack, player)
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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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})
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if inv_mod == "inventory_plus" then
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inventory_plus.register_button(player,"armor", "Armor")
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end
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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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end
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armor.def[name] = {
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state = 0,
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count = 0,
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level = 0,
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heal = 0,
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jump = 1,
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speed = 1,
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gravity = 1,
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fire = 0,
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water = 0,
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radiation = 0,
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}
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armor.textures[name] = {
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skin = armor.default_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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if skin_mod == "skins" then
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local skin = skins.skins[name]
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if skin and skins.get_type(skin) == skins.type.MODEL then
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armor.textures[name].skin = skin..".png"
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end
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elseif skin_mod == "simple_skins" then
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local skin = skins.skins[name]
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if skin then
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armor.textures[name].skin = skin..".png"
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end
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elseif skin_mod == "u_skins" then
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local skin = u_skins.u_skins[name]
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if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
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armor.textures[name].skin = skin..".png"
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end
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elseif skin_mod == "wardrobe" then
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local skin = wardrobe.playerSkins[name]
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if skin then
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armor.textures[name].skin = skin
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end
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end
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if minetest.get_modpath("player_textures") then
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local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
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local f = io.open(filename..".png")
|
|
if f then
|
|
f:close()
|
|
armor.textures[name].skin = "player_"..name..".png"
|
|
end
|
|
end
|
|
for i=1, ARMOR_INIT_TIMES do
|
|
minetest.after(ARMOR_INIT_DELAY * i, function(player)
|
|
armor:set_player_armor(player)
|
|
if not inv_mod then
|
|
armor:update_inventory(player)
|
|
end
|
|
end, player)
|
|
end
|
|
end)
|
|
|
|
if ARMOR_DROP == true or ARMOR_DESTROY == true then
|
|
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
|
|
minetest.register_on_dieplayer(function(player)
|
|
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
|
|
if not name then
|
|
return
|
|
end
|
|
local drop = {}
|
|
for i=1, player_inv:get_size("armor") do
|
|
local stack = armor_inv:get_stack("armor", i)
|
|
if stack:get_count() > 0 then
|
|
table.insert(drop, stack)
|
|
armor_inv:set_stack("armor", i, nil)
|
|
player_inv:set_stack("armor", i, nil)
|
|
end
|
|
end
|
|
armor:set_player_armor(player)
|
|
if inv_mod == "unified_inventory" then
|
|
unified_inventory.set_inventory_formspec(player, "craft")
|
|
elseif inv_mod == "inventory_plus" then
|
|
local formspec = inventory_plus.get_formspec(player,"main")
|
|
inventory_plus.set_inventory_formspec(player, formspec)
|
|
else
|
|
armor:update_inventory(player)
|
|
end
|
|
if ARMOR_DESTROY == false then
|
|
minetest.after(ARMOR_BONES_DELAY, function()
|
|
local node = minetest.get_node(vector.round(pos))
|
|
if node then
|
|
if node.name ~= "bones:bones" then
|
|
pos.y = pos.y+1
|
|
node = minetest.get_node(vector.round(pos))
|
|
if node.name ~= "bones:bones" then
|
|
minetest.log("warning", "Failed to add armor to bones node.")
|
|
return
|
|
end
|
|
end
|
|
local meta = minetest.get_meta(vector.round(pos))
|
|
local owner = meta:get_string("owner")
|
|
local inv = meta:get_inventory()
|
|
for _,stack in ipairs(drop) do
|
|
if name == owner and inv:room_for_item("main", stack) then
|
|
inv:add_item("main", stack)
|
|
else
|
|
armor.drop_armor(pos, stack)
|
|
end
|
|
end
|
|
else
|
|
for _,stack in ipairs(drop) do
|
|
armor.drop_armor(pos, stack)
|
|
end
|
|
end
|
|
end)
|
|
end
|
|
end)
|
|
end
|
|
|
|
minetest.register_on_player_hpchange(function(player, hp_change)
|
|
local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
|
|
if name and hp_change < 0 then
|
|
|
|
-- used for insta kill tools/commands like /kill (doesnt damage armor)
|
|
if hp_change < -100 then
|
|
return hp_change
|
|
end
|
|
|
|
local heal_max = 0
|
|
local state = 0
|
|
local items = 0
|
|
for i=1, 6 do
|
|
local stack = player_inv:get_stack("armor", i)
|
|
if stack:get_count() > 0 then
|
|
local use = stack:get_definition().groups["armor_use"] or 0
|
|
local heal = stack:get_definition().groups["armor_heal"] or 0
|
|
local item = stack:get_name()
|
|
stack:add_wear(use)
|
|
armor_inv:set_stack("armor", i, stack)
|
|
player_inv:set_stack("armor", i, stack)
|
|
state = state + stack:get_wear()
|
|
items = items + 1
|
|
if stack:get_count() == 0 then
|
|
local desc = minetest.registered_items[item].description
|
|
if desc then
|
|
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
|
|
end
|
|
armor:set_player_armor(player)
|
|
armor:update_inventory(player)
|
|
end
|
|
heal_max = heal_max + heal
|
|
end
|
|
end
|
|
armor.def[name].state = state
|
|
armor.def[name].count = items
|
|
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
|
|
if heal_max > math.random(100) then
|
|
hp_change = 0
|
|
end
|
|
armor:update_armor(player)
|
|
end
|
|
return hp_change
|
|
end, true)
|
|
|
|
-- Fire Protection and water breating, added by TenPlus1
|
|
|
|
if ARMOR_FIRE_PROTECT == true then
|
|
-- override hot nodes so they do not hurt player anywhere but mod
|
|
for _, row in pairs(ARMOR_FIRE_NODES) do
|
|
if minetest.registered_nodes[row[1]] then
|
|
minetest.override_item(row[1], {damage_per_second = 0})
|
|
end
|
|
end
|
|
else
|
|
print ("[3d_armor] Fire Nodes disabled")
|
|
end
|
|
|
|
minetest.register_globalstep(function(dtime)
|
|
armor.timer = armor.timer + dtime
|
|
if armor.timer < ARMOR_UPDATE_TIME then
|
|
return
|
|
end
|
|
for _,player in pairs(minetest.get_connected_players()) do
|
|
local name = player:get_player_name()
|
|
local pos = player:getpos()
|
|
local hp = player:get_hp()
|
|
-- water breathing
|
|
if name and armor.def[name].water > 0 then
|
|
if player:get_breath() < 10 then
|
|
player:set_breath(10)
|
|
end
|
|
end
|
|
-- fire protection
|
|
if ARMOR_FIRE_PROTECT == true
|
|
and name and pos and hp then
|
|
pos.y = pos.y + 1.4 -- head level
|
|
local node_head = minetest.get_node(pos).name
|
|
pos.y = pos.y - 1.2 -- feet level
|
|
local node_feet = minetest.get_node(pos).name
|
|
-- is player inside a hot node?
|
|
for _, row in pairs(ARMOR_FIRE_NODES) do
|
|
-- check fire protection, if not enough then get hurt
|
|
if row[1] == node_head or row[1] == node_feet then
|
|
if hp > 0 and armor.def[name].fire < row[2] then
|
|
hp = hp - row[3] * ARMOR_UPDATE_TIME
|
|
player:set_hp(hp)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
armor.timer = 0
|
|
end)
|
|
|
|
-- kill player when command issued
|
|
minetest.register_chatcommand("kill", {
|
|
params = "<name>",
|
|
description = "Kills player instantly",
|
|
func = function(name, param)
|
|
local player = minetest.get_player_by_name(name)
|
|
if player then
|
|
player:set_hp(-1001)
|
|
end
|
|
end,
|
|
})
|