[3d_armor] Update

This commit is contained in:
LeMagnesium 2015-12-20 21:09:32 +01:00
parent 1ad37fd93f
commit ddf438bb1d
1 changed files with 83 additions and 90 deletions

View File

@ -36,8 +36,9 @@ ARMOR_FIRE_NODES = {
{"default:lava_source", 5, 4},
{"default:lava_flowing", 5, 4},
{"fire:basic_flame", 3, 4},
{"fire:permanent_flame", 3, 4},
{"ethereal:crystal_spike", 2, 1},
{"bakedclay:safe_fire", 2, 1},
{"ethereal:fire_flower", 2, 1},
{"default:torch", 1, 1},
}
@ -65,19 +66,8 @@ if not minetest.get_modpath("ethereal") then
ARMOR_MATERIALS.crystal = nil
end
-- override hot nodes so they do not hurt player anywhere but mod
if ARMOR_FIRE_PROTECT == true then
for _, row in ipairs(ARMOR_FIRE_NODES) do
if minetest.registered_nodes[row[1]] then
minetest.override_item(row[1], {damage_per_second = 0})
end
end
end
local time = 0
armor = {
player_hp = {},
timer = 0,
elements = {"head", "torso", "legs", "feet"},
physics = {"jump","speed","gravity"},
formspec = "size[8,8.5]image[2,0.75;2,4;armor_preview]"
@ -260,66 +250,8 @@ armor.set_player_armor = function(self, player)
end
armor.update_armor = function(self, player)
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]")
if not name then
return
end
local hp = player:get_hp() or 0
if ARMOR_FIRE_PROTECT == true 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 ipairs(ARMOR_FIRE_NODES) do
-- check for 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
if hp <= 0 or hp == self.player_hp[name] then
return
end
if self.player_hp[name] > hp then
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
self:set_player_armor(player)
armor:update_inventory(player)
end
heal_max = heal_max + heal
end
end
self.def[name].state = state
self.def[name].count = items
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
end
end
self.player_hp[name] = hp
-- Legacy support: Called when armor levels are changed
-- Other mods can hook on to this function, see hud mod for example
end
armor.get_player_skin = function(self, name)
@ -541,17 +473,7 @@ minetest.register_on_joinplayer(function(player)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
-- Legacy support, import player's armor from old inventory format
for _,v in pairs(armor.elements) do
local list = "armor_"..v
armor_inv:add_item("armor", player_inv:get_stack(list, 1))
player_inv:set_stack(list, 1, nil)
end
-- TODO Remove this on the next version upate
armor.player_hp[name] = 0
end
armor.def[name] = {
state = 0,
count = 0,
@ -576,7 +498,7 @@ minetest.register_on_joinplayer(function(player)
elseif skin_mod == "simple_skins" then
local skin = skins.skins[name]
if skin then
armor.textures[name].skin = skin..".png"
armor.textures[name].skin = skin..".png"
end
elseif skin_mod == "u_skins" then
local skin = u_skins.u_skins[name]
@ -622,6 +544,7 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
local drop = {}
for i=1, player_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
-- Modification for MFF
if stack:get_count() > 0 and (not pclasses.data.reserved_items[armor_inv:get_stack("armor", i):get_name()] or
not pclasses.api.util.can_have_item(name, armor_inv:get_stack("armor", i):get_name())) then
table.insert(drop, stack)
@ -641,6 +564,7 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
if ARMOR_DESTROY == false then
minetest.after(ARMOR_BONES_DELAY, function()
local node = minetest.get_node(vector.round(pos))
-- Modification for MFF
if node and node.name == "bones:bones" then
local meta = minetest.get_meta(vector.round(pos))
local owner = meta:get_string("owner")
@ -662,12 +586,81 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
end)
end
local function tick()
for _,player in ipairs(minetest.get_connected_players()) do
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
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
minetest.after(ARMOR_UPDATE_TIME, tick)
return hp_change
end, true)
-- Fire Protection, added by TenPlus1
if ARMOR_FIRE_PROTECT == true then
-- override hot nodes so they do not hurt player anywhere but mod
for _, row in ipairs(ARMOR_FIRE_NODES) do
if minetest.registered_nodes[row[1]] then
minetest.override_item(row[1], {damage_per_second = 0})
end
end
minetest.register_globalstep(function(dtime)
armor.timer = armor.timer + dtime
if armor.timer > ARMOR_UPDATE_TIME then
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local pos = player:getpos()
local hp = player:get_hp()
if 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 ipairs(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
end)
end
tick()