Merge remote-tracking branch 'mt-mods/master'

This commit is contained in:
bri cassa 2022-03-06 16:55:24 +01:00
commit 5a5085f874
117 changed files with 157 additions and 112 deletions

13
.github/workflows/luacheck.yml vendored Normal file
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name: luacheck
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@master
- name: apt
run: sudo apt-get install -y luarocks
- name: luacheck install
run: luarocks install --local luacheck
- name: luacheck run
run: $HOME/.luarocks/bin/luacheck ./

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.gitignore vendored
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## Generic ignorable patterns and files
*~
.*.swp
*bak*
tags
*.vim
## Eclipse project files & directories
.project
.settings

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.luacheckrc Normal file
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globals = {
"armor",
"minetest",
}

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[mod] Technic Armor [technic_armor]
===================================
License Source Code: Copyright (C) 2013-2018 Stuart Jones - LGPL v2.1
License Textures: poet.nohit and numberZero - 2015-2018 WTFPL
License Textures: poet-nohit and numberZero - 2015-2018 WTFPL

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README.md Normal file
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# Technic Armor [technic_armor]
[![luacheck](https://github.com/mt-mods/technic_armor/workflows/luacheck/badge.svg)](https://github.com/mt-mods/technic_armor/actions)
Adds armor made from lead, brass, cast iron, carbon steel, stainless steel, tin and silver.
![](screenshot.png?raw=true)
Textures by @poet-nohit and @numberZero

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[mod] Technic Armor [technic_armor]
===================================
Adds tin, silver and technic materials to 3d_armor.
Requires technic (technic_worldgen at least) mod.
Depends: 3d_armor, technic_worldgen
Textures by poet.nohit and numberZero

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3d_armor
technic_worldgen?
moreores?

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Adds tin, silver and technic materials to 3d_armor.

170
init.lua
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-- support for i18n
local S = armor.get_translator
local F = minetest.formspec_escape
-- Use 3d_armor translator to take advantage of existing translations for armor parts
local S = minetest.get_translator("3d_armor")
if not minetest.get_modpath("technic_worldgen") then
minetest.log("warning", S("technic_armor: Mod loaded but unused."))
return
local materials = {}
if minetest.get_modpath("technic_worldgen") then
materials.lead = {
name = S("Lead"),
craft_item = "technic:lead_ingot",
armor = 1.6,
heal = 0,
use = 500,
radiation = 88
}
materials.brass = {
name = S("Brass"),
craft_item = "technic:brass_ingot",
armor = 1.8,
heal = 0,
use = 650,
radiation = 43
}
materials.cast = {
name = S("Cast Iron"),
craft_item = "technic:cast_iron_ingot",
armor = 2.5,
heal = 8,
use = 200,
radiation = 40
}
materials.carbon = {
name = S("Carbon Steel"),
craft_item = "technic:carbon_steel_ingot",
armor = 2.7,
heal = 10,
use = 100,
radiation = 40
}
materials.stainless = {
name = S("Stainless Steel"),
craft_item = "technic:stainless_steel_ingot",
armor = 2.7,
heal = 10,
use = 75,
radiation = 40
}
end
local tin_ingot
if minetest.registered_items["default:tin_ingot"] then
tin_ingot = "default:tin_ingot"
end
local stats = {
lead = { name=S("Lead"), material="technic:lead_ingot", armor=1.6, heal=0, use=500, radiation=80*1.1 },
brass = { name=S("Brass"), material="technic:brass_ingot", armor=1.8, heal=0, use=650, radiation=43 },
cast = { name=S("Cast Iron"), material="technic:cast_iron_ingot", armor=2.5, heal=8, use=200, radiation=40 },
carbon = { name=S("Carbon Steel"), material="technic:carbon_steel_ingot", armor=2.7, heal=10, use=100, radiation=40 },
stainless = { name=S("Stainless Steel"), material="technic:stainless_steel_ingot", armor=2.7, heal=10, use=75, radiation=40 },
}
if minetest.get_modpath("moreores") then
stats.tin = { name=S("Tin"), material="moreores:tin_ingot", armor=1.6, heal=0, use=750, radiation=37 }
stats.silver = { name=S("Silver"), material="moreores:silver_ingot", armor=1.8, heal=6, use=650, radiation=53 }
tin_ingot = "moreores:tin_ingot"
materials.silver = {
name = S("Silver"),
craft_item = "moreores:silver_ingot",
armor = 1.8,
heal = 6,
use = 650,
radiation = 53
}
end
if tin_ingot then
materials.tin = {
name = S("Tin"),
craft_item = tin_ingot,
armor = 1.6,
heal = 0,
use = 750,
radiation = 37
}
end
local parts = {
helmet = { place="head", name=S("Helmet"), level=5, radlevel = 0.10, craft={{1,1,1},{1,0,1}} },
chestplate = { place="torso", name=S("Chestplate"), level=8, radlevel = 0.35, craft={{1,0,1},{1,1,1},{1,1,1}} },
leggings = { place="legs", name=S("Leggings"), level=7, radlevel = 0.15, craft={{1,1,1},{1,0,1},{1,0,1}} },
boots = { place="feet", name=S("Boots"), level=4, radlevel = 0.10, craft={{1,0,1},{1,0,1}} },
helmet = {
name = S("Helmet"),
place = "head",
level = 5,
radlevel = 0.10,
craft = {{1, 1, 1}, {1, 0, 1}}
},
chestplate = {
name = S("Chestplate"),
place = "torso",
level = 8,
radlevel = 0.35,
craft = {{1, 0, 1}, {1, 1, 1}, {1, 1, 1}}
},
leggings = {
name = S("Leggings"),
place = "legs",
level = 7,
radlevel = 0.15,
craft = {{1, 1, 1}, {1, 0, 1}, {1, 0, 1}}
},
boots = {
name = S("Boots"),
place = "feet",
level = 4,
radlevel = 0.10,
craft = {{1, 0, 1}, {1, 0, 1}}
}
}
if minetest.get_modpath("shields") then
parts.shield = { place="shield", name=S("Shield"), level=5, radlevel=0.00, craft={{1,1,1},{1,1,1},{0,1,0}} }
parts.shield = {
name = S("Shield"),
place = "shield",
level = 5,
radlevel = 0.00,
craft = {{1, 1, 1}, {1, 1, 1}, {0, 1, 0}}
}
end
-- Makes a craft recipe based on a template
-- template is a recipe-like table but indices are used instead of actual item names:
-- 0 means nothing, everything else is treated as an index in the materials table
local function make_recipe(template, materials)
local function make_recipe(template, material)
local recipe = {}
for j, trow in ipairs(template) do
local rrow = {}
for i, tcell in ipairs(trow) do
if tcell == 0 then
rrow[i] = ""
else
rrow[i] = materials[tcell]
end
for i, row in ipairs(template) do
recipe[i] = {}
for j, item in ipairs(row) do
recipe[i][j] = item == 0 and "" or material
end
recipe[j] = rrow
end
return recipe
end
for key, armor in pairs(stats) do
for partkey, part in pairs(parts) do
local partname = "technic_armor:"..partkey.."_"..key
minetest.register_tool(partname, {
-- Translators: @1 stands for material and @2 for part of the armor, so that you could use a conjunction if in your language part name comes first then material (e.g. in french 'Silver Boots' is translated in 'Bottes en argent' by using '@2 en @1' as translated string)
description = S("@1 @2", armor.name, part.name),
inventory_image = "technic_armor_inv_"..partkey.."_"..key..".png",
groups = {["armor_"..part.place]=math.floor(part.level*armor.armor), armor_heal=armor.heal, armor_use=armor.use, armor_radiation=math.floor(part.radlevel*armor.radiation)},
wear = 0,
for material, m in pairs(materials) do
for part, p in pairs(parts) do
local name = "technic_armor:"..part.."_"..material
armor:register_armor(name, {
description = S("@1 @2", m.name, p.name),
inventory_image = "technic_armor_inv_"..part.."_"..material..".png",
groups = {
["armor_"..p.place] = math.floor(p.level * m.armor),
armor_heal = m.heal,
armor_use = m.use,
armor_radiation = math.floor(p.radlevel * m.radiation)
}
})
minetest.register_craft({
output = partname,
recipe = make_recipe(part.craft, {armor.material}),
output = name,
recipe = make_recipe(p.craft, m.craft_item),
})
end
end

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mod.conf Normal file
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name = technic_armor
description = Adds armor made from lead, brass, cast iron, carbon steel, stainless steel, tin and silver
depends = 3d_armor
optional_depends = default, moreores, technic_worldgen

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technic_armor/textures/technic_armor_helmet_brass.png:head
technic_armor/textures/technic_armor_chestplate_brass.png:torso
technic_armor/textures/technic_armor_leggings_brass.png:legs
technic_armor/textures/technic_armor_boots_brass.png:feet
technic_armor/textures/technic_armor_shield_brass.png:shield
technic_armor/textures/technic_armor_helmet_cast.png:head
technic_armor/textures/technic_armor_chestplate_cast.png:torso
technic_armor/textures/technic_armor_leggings_cast.png:legs
technic_armor/textures/technic_armor_boots_cast.png:feet
technic_armor/textures/technic_armor_shield_cast.png:shield
technic_armor/textures/technic_armor_helmet_stainless.png:head
technic_armor/textures/technic_armor_chestplate_stainless.png:torso
technic_armor/textures/technic_armor_leggings_stainless.png:legs
technic_armor/textures/technic_armor_boots_stainless.png:feet
technic_armor/textures/technic_armor_shield_stainless.png:shield
technic_armor/textures/technic_armor_helmet_tin.png:head
technic_armor/textures/technic_armor_chestplate_tin.png:torso
technic_armor/textures/technic_armor_leggings_tin.png:legs
technic_armor/textures/technic_armor_boots_tin.png:feet
technic_armor/textures/technic_armor_shield_tin.png:shield
technic_armor/textures/technic_armor_helmet_lead.png:head
technic_armor/textures/technic_armor_chestplate_lead.png:torso
technic_armor/textures/technic_armor_leggings_lead.png:legs
technic_armor/textures/technic_armor_boots_lead.png:feet
technic_armor/textures/technic_armor_shield_lead.png:shield
technic_armor/textures/technic_armor_helmet_carbon.png:head
technic_armor/textures/technic_armor_chestplate_carbon.png:torso
technic_armor/textures/technic_armor_leggings_carbon.png:legs
technic_armor/textures/technic_armor_boots_carbon.png:feet
technic_armor/textures/technic_armor_shield_carbon.png:shield
technic_armor/textures/technic_armor_helmet_silver.png:head
technic_armor/textures/technic_armor_chestplate_silver.png:torso
technic_armor/textures/technic_armor_leggings_silver.png:legs
technic_armor/textures/technic_armor_boots_silver.png:feet
technic_armor/textures/technic_armor_shield_silver.png:shield

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