minetest-3d_armor/3d_armor/armor.lua
2014-04-08 22:03:01 +01:00

296 lines
8.1 KiB
Lua

local time = 0
local update_time = tonumber(minetest.setting_get("3d_armor_update_time"))
if not update_time then
update_time = 1
minetest.setting_set("3d_armor_update_time", tostring(update_time))
end
armor = {
player_hp = {},
elements = {"head", "torso", "legs", "feet"},
physics = {"jump","speed","gravity"},
formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
.."list[current_player;main;0,4.5;8,4;]"
.."list[detached:player_name_armor;armor_head;3,0;1,1;]"
.."list[detached:player_name_armor;armor_torso;3,1;1,1;]"
.."list[detached:player_name_armor;armor_legs;3,2;1,1;]"
.."list[detached:player_name_armor;armor_feet;3,3;1,1;]",
textures = {},
default_skin = "character.png",
}
-- armor.def - Added by BlockMen for HUD integration
armor.def = {
state = 0,
count = 0,
}
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)
if not player then
return
end
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_texture = "3d_armor_trans.png"
local armor_level = 0
local state = 0
local items = 0
local textures = {}
local elements = {}
local physics_o = {speed=1,gravity=1,jump=1}
for i, v in ipairs(self.elements) do
local stack = player_inv:get_stack("armor_"..v, 1)
local level = stack:get_definition().groups["armor_"..v]
local item = stack:get_name()
elements[i] = string.match(item, "%:.+_(.+)$")
if level then
table.insert(textures, item:gsub("%:", "_")..".png")
armor_level = armor_level + level
state = state + stack:get_wear()
items = items + 1
end
for kk,vv in ipairs(self.physics) do
local o_value = stack:get_definition().groups["physics_"..vv]
if ( o_value ~= nil ) then
physics_o[vv] = physics_o[vv] + o_value
end
end
end
player:set_physics_override(physics_o)
if minetest.get_modpath("shields") then
armor_level = armor_level * 0.9
end
if elements[1] == elements[2] and
elements[1] == elements[3] and
elements[1] == elements[4] then
armor_level = armor_level * 1.1
end
if #textures > 0 then
armor_texture = table.concat(textures, "^")
end
local armor_groups = {fleshy=100}
if armor_level > 0 then
armor_groups.level = math.floor(armor_level / 20)
armor_groups.fleshy = 100 - armor_level
end
player:set_armor_groups(armor_groups)
self.textures[name].armor = armor_texture
self.def[name].state = state
self.def[name].count = items
self:update_player_visuals(player)
end
armor.update_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local hp = player:get_hp() or 0
if hp == 0 or hp == self.player_hp[name] then
return
end
if self.player_hp[name] > hp then
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not armor_inv then
return
end
local heal_max = 0
local state = 0
local items = 0
for _,v in ipairs(self.elements) do
local stack = armor_inv:get_stack("armor_"..v, 1)
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_"..v, 1, stack)
player_inv:set_stack("armor_"..v, 1, 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
self:set_player_armor(player)
end
heal_max = heal_max + heal
end
end
self.def[name].state = state
self.def[name].count = items
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
end
end
self.player_hp[name] = hp
end
-- Register Player Model
default.player_register_model("3d_armor_character.x", {
animation_speed = 30,
textures = {
armor.default_skin,
"3d_armor_trans.png",
"3d_armor_trans.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
},
})
-- Register Callbacks
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.armor then
local formspec = armor.formspec:gsub("player_name", name)
inventory_plus.set_inventory_formspec(player, formspec)
return
end
for field, _ in pairs(fields) do
if string.find(field, "^skins_set_") then
minetest.after(0, function(player)
armor.textures[name].skin = skins.skins[name]..".png"
armor:update_player_visuals(player)
end, player)
end
end
end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.x")
inventory_plus.register_button(player,"armor", "Armor")
local player_inv = player:get_inventory()
local name = player:get_player_name()
local armor_inv = minetest.create_detached_inventory(name.."_armor",{
on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor:set_player_armor(player)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor:set_player_armor(player)
end,
allow_put = function(inv, listname, index, stack, player)
if inv:is_empty(listname) then
return 1
end
return 0
end,
allow_take = function(inv, listname, index, stack, player)
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return 0
end,
})
for _,v in ipairs(armor.elements) do
local list = "armor_"..v
player_inv:set_size(list, 1)
armor_inv:set_size(list, 1)
armor_inv:set_stack(list, 1, player_inv:get_stack(list, 1))
end
armor.player_hp[name] = 0
armor.def[name] = {
state = 0,
count = 0,
}
armor.textures[name] = {
skin = armor.default_skin,
armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
}
if minetest.get_modpath("skins") then
local skin = skins.skins[name]
if skin and skins.get_type(skin) == skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
end
if minetest.get_modpath("player_textures") then
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
local f = io.open(filename..".png")
if f then
f:close()
armor.textures[name].skin = "player_"..name..".png"
end
end
minetest.after(1, function(player)
armor:set_player_armor(player)
end, player)
end)
if minetest.get_modpath("bones") then
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local pos = player:getpos()
if name and pos then
pos = vector.round(pos)
local drop = {}
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
for _,v in ipairs(armor.elements) do
local list = "armor_"..v
table.insert(drop, player_inv:get_stack(list, 1))
armor_inv:set_stack(list, 1, nil)
player_inv:set_stack(list, 1, nil)
end
armor:set_player_armor(player)
minetest.after(1, function() --TODO: Make delay configurable
local node = minetest.get_node(pos)
if node.name == "bones:bones" then
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local inv = meta:get_inventory()
if name == owner then
for _,list in ipairs(drop) do
if inv:room_for_item("main", list) then
inv:add_item("main", list)
end
end
end
end
end)
end
end)
end
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > update_time then
for _,player in ipairs(minetest.get_connected_players()) do
armor:update_armor(player)
end
time = 0
end
end)