forked from mtcontrib/3d_armor
3660e50312
Co-authored-by: BuckarooBanzay <BuckarooBanzay@users.noreply.github.com>
494 lines
14 KiB
Lua
494 lines
14 KiB
Lua
local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local worldpath = minetest.get_worldpath()
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local last_punch_time = {}
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local timer = 0
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dofile(modpath.."/api.lua")
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-- local functions
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local F = minetest.formspec_escape
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local S = armor.get_translator
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-- integration test
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if minetest.settings:get_bool("enable_3d_armor_integration_test") then
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dofile(modpath.."/integration_test.lua")
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end
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-- Legacy Config Support
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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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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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end
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for name, _ in pairs(armor.config) do
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local global = "ARMOR_"..name:upper()
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if minetest.global_exists(global) then
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armor.config[name] = _G[global]
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end
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end
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if minetest.global_exists("ARMOR_MATERIALS") then
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armor.materials = table.copy(ARMOR_MATERIALS)
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end
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if minetest.global_exists("ARMOR_FIRE_NODES") then
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armor.fire_nodes = table.copy(ARMOR_FIRE_NODES)
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end
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-- Load Configuration
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for name, config in pairs(armor.config) do
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local setting = minetest.settings:get("armor_"..name)
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if type(config) == "number" then
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setting = tonumber(setting)
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elseif type(config) == "string" then
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setting = tostring(setting)
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elseif type(config) == "boolean" then
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setting = minetest.settings:get_bool("armor_"..name)
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end
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if setting ~= nil then
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armor.config[name] = setting
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end
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end
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for material, _ in pairs(armor.materials) do
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local key = "material_"..material
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if armor.config[key] == false then
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armor.materials[material] = nil
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end
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end
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-- Convert set_elements to a Lua table splitting on blank spaces
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local t_set_elements = armor.config.set_elements
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armor.config.set_elements = string.split(t_set_elements, " ")
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-- Remove torch damage if fire_protect_torch == false
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if armor.config.fire_protect_torch == false and armor.config.fire_protect == true then
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for k,v in pairs(armor.fire_nodes) do
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for k2,v2 in pairs(v) do
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if string.find (v2,"torch") then
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armor.fire_nodes[k] = nil
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end
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end
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end
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end
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-- Mod Compatibility
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if minetest.get_modpath("technic") then
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armor.formspec = armor.formspec..
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"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
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armor:register_armor_group("radiation")
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end
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local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
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for _, mod in pairs(skin_mods) do
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local path = minetest.get_modpath(mod)
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if path then
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local dir_list = minetest.get_dir_list(path.."/textures")
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for _, fn in pairs(dir_list) do
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if fn:find("_preview.png$") then
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armor:add_preview(fn)
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end
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end
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armor.set_skin_mod(mod)
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end
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end
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-- Armor Initialization
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armor.formspec = armor.formspec..
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"label[5,1;"..F(S("Level"))..": armor_level]"..
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"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
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if armor.config.fire_protect then
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armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
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end
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armor:register_on_damage(function(player, index, stack)
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local name = player:get_player_name()
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local def = stack:get_definition()
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if name and def and def.description and stack:get_wear() > 60100 then
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minetest.chat_send_player(name, S("Your @1 is almost broken!", def.description))
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minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
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end
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end)
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armor:register_on_destroy(function(player, index, stack)
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local name = player:get_player_name()
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local def = stack:get_definition()
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if name and def and def.description then
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minetest.chat_send_player(name, S("Your @1 got destroyed!", def.description))
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minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
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end
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end)
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local function validate_armor_inventory(player)
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-- Workaround for detached inventory swap exploit
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local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
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local pos = player:get_pos()
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if not inv then
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return
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end
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local armor_prev = {}
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local attribute_meta = player:get_meta() -- I know, the function's name is weird but let it be like that. ;)
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local armor_list_string = attribute_meta:get_string("3d_armor_inventory")
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if armor_list_string then
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local armor_list = armor:deserialize_inventory_list(armor_list_string)
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for i, stack in ipairs(armor_list) do
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if stack:get_count() > 0 then
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armor_prev[stack:get_name()] = i
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end
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end
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end
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local elements = {}
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local player_inv = player:get_inventory()
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for i = 1, 6 do
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local stack = inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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local item = stack:get_name()
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local element = armor:get_element(item)
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if element and not elements[element] then
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if armor_prev[item] then
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armor_prev[item] = nil
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else
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-- Item was not in previous inventory
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armor:run_callbacks("on_equip", player, i, stack)
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end
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elements[element] = true;
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else
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inv:remove_item("armor", stack)
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minetest.item_drop(stack, player, pos)
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-- The following code returns invalid items to the player's main
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-- inventory but could open up the possibity for a hacked client
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-- to receive items back they never really had. I am not certain
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-- so remove the is_singleplayer check at your own risk :]
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if minetest.is_singleplayer() and player_inv and
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player_inv:room_for_item("main", stack) then
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player_inv:add_item("main", stack)
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end
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end
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end
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end
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for item, i in pairs(armor_prev) do
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local stack = ItemStack(item)
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-- Previous item is not in current inventory
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armor:run_callbacks("on_unequip", player, i, stack)
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end
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end
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local function init_player_armor(initplayer)
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local name = assert(initplayer:get_player_name())
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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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validate_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:set_player_armor(player)
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end,
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on_take = function(inv, listname, index, stack, player)
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validate_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:set_player_armor(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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validate_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:set_player_armor(player)
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end,
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allow_put = function(inv, listname, index, put_stack, player)
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if player:get_player_name() ~= name then
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return 0
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end
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local element = armor:get_element(put_stack:get_name())
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if not element then
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return 0
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end
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for i = 1, 6 do
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local stack = inv:get_stack("armor", i)
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local def = stack:get_definition() or {}
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if def.groups and def.groups["armor_"..element]
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and i ~= index then
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return 0
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end
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end
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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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if player:get_player_name() ~= name then
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return 0
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end
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--cursed items cannot be unequiped by the player
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local is_cursed = minetest.get_item_group(stack:get_name(), "cursed") ~= 0
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if not minetest.is_creative_enabled(player) and is_cursed then
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return 0
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end
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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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if player:get_player_name() ~= name then
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return 0
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end
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return count
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end,
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}, name)
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armor_inv:set_size("armor", 6)
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if not armor:load_armor_inventory(initplayer) and armor.migrate_old_inventory then
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local player_inv = initplayer:get_inventory()
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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:save_armor_inventory(initplayer)
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player_inv:set_size("armor", 0)
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end
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for i=1, 6 do
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local stack = armor_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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armor:run_callbacks("on_equip", initplayer, i, stack)
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end
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end
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armor.def[name] = {
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level = 0,
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state = 0,
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count = 0,
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groups = {},
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}
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for _, phys in pairs(armor.physics) do
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armor.def[name][phys] = 1
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end
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for _, attr in pairs(armor.attributes) do
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armor.def[name][attr] = 0
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end
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for group, _ in pairs(armor.registered_groups) do
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armor.def[name].groups[group] = 0
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end
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local skin = armor:get_player_skin(name)
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armor.textures[name] = {
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skin = skin,
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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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local texture_path = minetest.get_modpath("player_textures")
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if texture_path then
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local dir_list = minetest.get_dir_list(texture_path.."/textures")
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for _, fn in pairs(dir_list) do
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if fn == "player_"..name..".png" then
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armor.textures[name].skin = fn
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break
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end
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end
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end
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armor:set_player_armor(initplayer)
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end
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-- Armor Player Model
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player_api.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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-- compatibility w/ the emote mod
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wave = {x = 192, y = 196, override_local = true},
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point = {x = 196, y = 196, override_local = true},
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freeze = {x = 205, y = 205, override_local = true},
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},
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})
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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 then
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return
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end
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local player_name = player:get_player_name()
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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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armor:update_skin(player_name)
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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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init_player_armor(player)
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end)
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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if name then
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armor.def[name] = nil
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armor.textures[name] = nil
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end
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end)
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if armor.config.drop == true or armor.config.destroy == true then
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minetest.register_on_dieplayer(function(player)
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local name, armor_inv = armor:get_valid_player(player, "[on_dieplayer]")
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if not name then
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return
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end
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local drop = {}
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for i=1, armor_inv:get_size("armor") do
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local stack = armor_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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--soulbound armors remain equipped after death
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if minetest.get_item_group(stack:get_name(), "soulbound") == 0 then
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table.insert(drop, stack)
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armor:run_callbacks("on_unequip", player, i, stack)
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armor_inv:set_stack("armor", i, nil)
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end
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end
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end
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armor:save_armor_inventory(player)
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armor:set_player_armor(player)
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local pos = player:get_pos()
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if pos and armor.config.destroy == false then
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minetest.after(armor.config.bones_delay, function()
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local meta = nil
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local maxp = vector.add(pos, 16)
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local minp = vector.subtract(pos, 16)
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local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
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for _, p in pairs(bones) do
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local m = minetest.get_meta(p)
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if m:get_string("owner") == name then
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meta = m
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break
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end
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end
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if meta then
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local inv = meta:get_inventory()
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for _,stack in ipairs(drop) do
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if inv:room_for_item("main", stack) then
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inv:add_item("main", stack)
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else
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armor.drop_armor(pos, stack)
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end
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end
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else
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for _,stack in ipairs(drop) do
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armor.drop_armor(pos, stack)
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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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minetest.register_on_respawnplayer(function(player)
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-- reset un-dropped armor and it's effects
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armor:set_player_armor(player)
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end)
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end
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if armor.config.punch_damage == true then
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minetest.register_on_punchplayer(function(player, hitter,
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time_from_last_punch, tool_capabilities)
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local name = player:get_player_name()
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local hit_ip = hitter:is_player()
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if name and hit_ip and minetest.is_protected(player:get_pos(), "") then
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return
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elseif name then
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armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
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last_punch_time[name] = minetest.get_gametime()
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end
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end)
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end
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minetest.register_on_player_hpchange(function(player, hp_change, reason)
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if not minetest.is_player(player) then
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return hp_change
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end
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if reason.type == "drown" or reason.hunger or hp_change >= 0 then
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return hp_change
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end
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local name = player:get_player_name()
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local properties = player:get_properties()
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local hp = player:get_hp()
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if hp + hp_change < properties.hp_max then
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local heal = armor.def[name].heal
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if heal >= math.random(100) then
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hp_change = 0
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end
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-- check if armor damage was handled by fire or on_punchplayer
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local time = last_punch_time[name] or 0
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if time == 0 or time + 1 < minetest.get_gametime() then
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armor:punch(player)
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end
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end
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return hp_change
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end, true)
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if armor.config.feather_fall == true then
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for _,player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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if armor.def[name].feather > 0 then
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local vel_y = player:get_velocity().y
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if vel_y < 0 and vel_y < 3 then
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vel_y = -(vel_y * 0.05)
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player:add_velocity({x = 0, y = vel_y, z = 0})
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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 timer <= armor.config.init_delay then
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return
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end
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timer = 0
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-- water breathing protection, added by TenPlus1
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if armor.config.water_protect == true then
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for _,player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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if armor.def[name].water > 0 and
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player:get_breath() < 10 then
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player:set_breath(10)
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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 armor.config.fire_protect == true then
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-- make torches hurt
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minetest.override_item("default:torch", {damage_per_second = 1})
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minetest.override_item("default:torch_wall", {damage_per_second = 1})
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minetest.override_item("default:torch_ceiling", {damage_per_second = 1})
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-- check player damage for any hot nodes we may be protected against
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minetest.register_on_player_hpchange(function(player, hp_change, reason)
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if reason.type == "node_damage" and reason.node then
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-- fire protection
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if armor.config.fire_protect == true and hp_change < 0 then
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local name = player:get_player_name()
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for _,igniter in pairs(armor.fire_nodes) do
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if reason.node == igniter[1] then
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if armor.def[name].fire >= igniter[2] then
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hp_change = 0
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return hp_change
|
|
end, true)
|
|
end
|