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- -- Global Defaults - use armor.conf to override these
- ARMOR_INIT_DELAY = 1
- ARMOR_INIT_TIMES = 1
- ARMOR_BONES_DELAY = 1
- ARMOR_UPDATE_TIME = 1
- ARMOR_DROP = minetest.get_modpath("bones") ~= nil
- ARMOR_DESTROY = false
- ARMOR_LEVEL_MULTIPLIER = 1
- ARMOR_HEAL_MULTIPLIER = 1
- ARMOR_MATERIALS = {
- wood = "group:wood",
- cactus = "default:cactus",
- steel = "default:steel_ingot",
- bronze = "default:bronze_ingot",
- diamond = "default:diamond",
- gold = "default:gold_ingot",
- mithril = "moreores:mithril_ingot",
- crystal = "ethereal:crystal_ingot",
- }
- ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
- ARMOR_FIRE_NODES = {
- {"default:lava_source", 5, 4},
- {"default:lava_flowing", 5, 4},
- {"fire:basic_flame", 3, 4},
- {"ethereal:crystal_spike", 2, 1},
- {"bakedclay:safe_fire", 2, 1},
- {"default:torch", 1, 1},
- }
- -- Load Armor Configs
- local modpath = minetest.get_modpath("lottarmor")
- local worldpath = minetest.get_worldpath()
- local input = io.open(modpath.."/armor.conf", "r")
- if input then
- dofile(modpath.."/armor.conf")
- input:close()
- input = nil
- end
- input = io.open(worldpath.."/armor.conf", "r")
- if input then
- dofile(worldpath.."/armor.conf")
- input:close()
- input = nil
- end
- if not minetest.get_modpath("moreores") then
- ARMOR_MATERIALS.mithril = nil
- end
- 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
- -- Armor API
- local inv_mod = nil
- local time = 0
- gui_bg_img = "background[5,5;1,1;gui_formbg.png;true]"
- gui_slots = "listcolors[#606060AA;#606060;#141318;#30434C;#FFF]"
- armor = {
- player_hp = {},
- elements = {"head", "torso", "legs", "feet"},
- physics = {"jump","speed","gravity"},
- formspec = "size[8,8.5]"
- ..gui_bg_img
- ..gui_slots
- .."image[0,0;1,1;lottarmor_helmet.png]"
- .."image[0,1;1,1;lottarmor_chestplate.png]"
- .."image[0,2;1,1;lottarmor_leggings.png]"
- .."image[0,3;1,1;lottarmor_boots.png]"
- .."image[3,0;1,1;lottarmor_helmet.png]"
- .."image[3,1;1,1;lottarmor_shirt.png]"
- .."image[3,2;1,1;lottarmor_trousers.png]"
- .."image[3,3;1,1;lottarmor_shoes.png]"
- .."image[4,0;1,1;lottarmor_cloak.png]"
- .."list[detached:player_name_armor;armor;0,0;1,4;]"
- .."list[detached:player_name_armor;armor;2,2;1,1;4]"
- .."list[detached:player_name_clothing;clothing;3,0;1,4;]"
- .."list[detached:player_name_clothing;clothing;4,0;1,1;4]"
- .."image[1.16,0.25;2,4;armor_preview]"
- .."image[2,2;1,1;lottarmor_shield.png]"
- .."list[current_player;main;0,4.25;8,1;]"
- .."list[current_player;main;0,5.5;8,3;8]"
- .."image[5.05,0;3.5,1;lottarmor_crafting.png]"
- .."list[current_player;craft;4,1;3,3;]"
- .."list[current_player;craftpreview;7,2;1,1;]"
- .."listring[current_player;main]"
- .."listring[current_player;craft]"
- .."image[7,3;1,1;lottarmor_trash.png]"
- .."list[detached:armor_trash;main;7,3;1,1;]"
- .."image_button[7,1;1,1;bags.png;bags;]",
- textures = {},
- def = {state=0, count = 0},
- version = "0.4.4",
- }
- if minetest.setting_getbool("creative_mode") then
- armor.formspec = armor.formspec .. "tabheader[-0.12,-0.12;creative_tabs;Main,Creative;1;true;false"
- end
- local get_formspec = function(player,page)
- if page=="bags" then
- return "size[8,7.5]"
- .."list[current_player;main;0,3.5;8,4;]"
- .."button[0,0;2,0.5;main;Back]"
- .."button[0,2;2,0.5;bag1;Bag 1]"
- .."button[2,2;2,0.5;bag2;Bag 2]"
- .."button[4,2;2,0.5;bag3;Bag 3]"
- .."button[6,2;2,0.5;bag4;Food Bag]"
- .."list[detached:"..player:get_player_name().."_bags;bag1;0.5,1;1,1;]"
- .."list[detached:"..player:get_player_name().."_bags;bag2;2.5,1;1,1;]"
- .."list[detached:"..player:get_player_name().."_bags;bag3;4.5,1;1,1;]"
- .."list[detached:"..player:get_player_name().."_bags;bag4;6.5,1;1,1;]"
- .."background[5,5;1,1;gui_formbg.png;true]"
- end
- for i=1,4 do
- if page=="bag"..i then
- local image = player:get_inventory():get_stack("bag"..i, 1):get_definition().inventory_image
- return "size[8,8.5]"
- .."list[current_player;main;0,4.5;8,4;]"
- .."button[0,0;2,0.5;main;Main]"
- .."button[2,0;2,0.5;bags;Bags]"
- .."image[7,0;1,1;"..image.."]"
- .."list[current_player;bag"..i.."contents;0,1;8,3;]"
- .."listring[]"
- .."background[5,5;1,1;gui_formbg.png;true]"
- end
- end
- end
- --- Bags
- minetest.register_on_player_receive_fields(function(player, formname, fields)
- if fields.bags then
- inventory_plus.set_inventory_formspec(player, get_formspec(player,"bags"))
- return
- end
- for i=1,4 do
- local page = "bag"..i
- if fields[page] then
- if player:get_inventory():get_stack(page, 1):get_definition().groups.bagslots==nil then
- page = "bags"
- end
- inventory_plus.set_inventory_formspec(player, get_formspec(player,page))
- return
- end
- end
- end)
- --Trash
- local trash = minetest.create_detached_inventory("armor_trash", {
- allow_put = function(inv, listname, index, stack, player)
- return stack:get_count()
- end,
- on_put = function(inv, listname, index, stack, player)
- inv:set_stack(listname, index, "")
- end,
- })
- trash:set_size("main", 1)
- armor.update_player_visuals = function(self, player)
- multiskin:update_player_visuals(player)
- end
- armor.set_player_armor = function(self, player)
- local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
- if not name then
- return
- end
- local armor_texture = "lottarmor_trans.png"
- local armor_level = 0
- local armor_heal = 0
- local armor_fire = 0
- local state = 0
- local items = 0
- local elements = {}
- local textures = {}
- local physics_o = {speed=1,gravity=1,jump=1}
- local material = {type=nil, count=1}
- local preview = multiskin:get_preview(name) or "character_preview.png"
- for _,v in ipairs(self.elements) do
- elements[v] = false
- end
- for i = 1, 5 do
- local stack = player_inv:get_stack("armor", i)
- local item = stack:get_name()
- if stack:get_count() == 1 then
- local def = stack:get_definition()
- for k, v in pairs(elements) do
- if v == false then
- local level = def.groups["armor_"..k]
- if level and not def.groups["clothes"] then
- local texture = item:gsub("%:", "_")
- table.insert(textures, texture..".png")
- preview = preview.."^"..texture.."_preview.png"
- armor_level = armor_level + level
- state = state + stack:get_wear()
- items = items + 1
- local heal = def.groups["armor_heal"] or 0
- armor_heal = armor_heal + heal
- local fire = def.groups["armor_fire"] or 0
- armor_fire = armor_fire + fire
- for kk,vv in ipairs(self.physics) do
- local o_value = def.groups["physics_"..vv]
- if o_value then
- physics_o[vv] = physics_o[vv] + o_value
- end
- end
- local mat = string.match(item, "%:.+_(.+)$")
- if material.type then
- if material.type == mat then
- material.count = material.count + 1
- end
- else
- material.type = mat
- end
- elements[k] = true
- end
- end
- end
- end
- end
- if minetest.get_modpath("shields") then
- armor_level = armor_level * 0.9
- end
- if material.type and material.count == #self.elements then
- armor_level = armor_level * 1.1
- end
- armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
- armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
- 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)
- if player:get_attribute("lott:immunity") ~= nil then
- player:set_armor_groups({fleshy = 1})
- else player:set_armor_groups(armor_groups)
- end
- player:set_physics_override(physics_o)
- self.textures[name].armor = armor_texture
- self.textures[name].preview = preview
- self.def[name].state = state
- self.def[name].count = items
- self.def[name].level = armor_level
- self.def[name].heal = armor_heal
- self.def[name].jump = physics_o.jump
- self.def[name].speed = physics_o.speed
- self.def[name].gravity = physics_o.gravity
- self.def[name].fire = armor_fire
- multiskin[name].armor = armor_texture
- multiskin:update_player_visuals(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, 5 do
- local stack = player_inv:get_stack("armor", i)
- if stack:get_count() > 0 then
- local clothes = stack:get_definition().groups["clothes"] or 0
- 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()
- if clothes ~= 1 then
- items = items + 1
- end
- 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
- end
- armor.get_armor_formspec = function(self, name)
- if not armor.textures[name] then
- minetest.log("error", "lottarmor: Player texture["..name.."] is nil [get_armor_formspec]")
- return ""
- end
- if not armor.def[name] then
- minetest.log("error", "lottarmor: Armor def["..name.."] is nil [get_armor_formspec]")
- return ""
- end
- local formspec = armor.formspec:gsub("player_name", name)
- formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
- formspec = formspec:gsub("armor_level", armor.def[name].level)
- formspec = formspec:gsub("armor_heal", armor.def[name].heal)
- formspec = formspec:gsub("armor_fire", armor.def[name].fire)
- return formspec
- end
- armor.update_inventory = function(self, player)
- local name = armor:get_valid_player(player, "[set_player_armor]")
- if not name or inv_mod == "inventory_enhanced" then
- return
- end
- if inv_mod == "unified_inventory" then
- if unified_inventory.current_page[name] == "armor" then
- unified_inventory.set_inventory_formspec(player, "armor")
- end
- else
- local formspec = armor:get_armor_formspec(name)
- if inv_mod == "inventory_plus" then
- local page = player:get_inventory_formspec()
- if page:find("detached:"..name.."_armor") then
- inventory_plus.set_inventory_formspec(player, formspec)
- end
- else
- player:set_inventory_formspec(formspec)
- end
- end
- end
- armor.get_valid_player = function(self, player, msg)
- msg = msg or ""
- if not player then
- minetest.log("error", "lottarmor: Player reference is nil "..msg)
- return
- end
- local name = player:get_player_name()
- if not name then
- minetest.log("error", "lottarmor: Player name is nil "..msg)
- return
- end
- local pos = player:getpos()
- local player_inv = player:get_inventory()
- local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
- if not pos then
- minetest.log("error", "lottarmor: Player position is nil "..msg)
- return
- elseif not player_inv then
- minetest.log("error", "lottarmor: Player inventory is nil "..msg)
- return
- elseif not armor_inv then
- minetest.log("error", "lottarmor: Detached armor inventory is nil "..msg)
- return
- end
- return name, player_inv, armor_inv, pos
- end
- -- Register Callbacks
- minetest.register_on_player_receive_fields(function(player, formname, fields)
- local name = armor:get_valid_player(player, "[on_player_receive_fields]")
- if not name or inv_mod == "inventory_enhanced" then
- return
- end
- if inv_mod == "inventory_plus" and fields.armor then
- local formspec = armor:get_armor_formspec(name)
- inventory_plus.set_inventory_formspec(player, formspec)
- return
- end
- end)
- minetest.register_on_joinplayer(function(player)
- multiskin:init(player)
- local name = player:get_player_name()
- local player_inv = player:get_inventory()
- 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)
- armor:update_inventory(player)
- lottachievements.equip(stack, player, 1)
- end,
- on_take = function(inv, listname, index, stack, player)
- player:get_inventory():set_stack(listname, index, nil)
- armor:set_player_armor(player)
- armor:update_inventory(player)
- lottachievements.equip(stack, player, -1)
- end,
- on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
- local plaver_inv = player:get_inventory()
- local stack = inv:get_stack(to_list, to_index)
- player_inv:set_stack(to_list, to_index, stack)
- player_inv:set_stack(from_list, from_index, nil)
- armor:set_player_armor(player)
- armor:update_inventory(player)
- end,
- allow_put = function(inv, listname, index, stack, player)
- if index == 1 then
- if stack:get_definition().groups.armor_head == nil then
- return 0
- else
- return 1
- end
- elseif index == 2 then
- if stack:get_definition().groups.armor_torso == nil then
- return 0
- else
- return 1
- end
- elseif index == 3 then
- if stack:get_definition().groups.armor_legs == nil then
- return 0
- else
- return 1
- end
- elseif index == 4 then
- if stack:get_definition().groups.armor_feet == nil then
- return 0
- else
- return 1
- end
- elseif index == 5 then
- if stack:get_definition().groups.armor_shield == nil then
- return 0
- else
- return 1
- end
- end
- 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,
- }, name)
- if inv_mod == "inventory_plus" then
- inventory_plus.register_button(player,"armor", "Armor")
- end
- armor_inv:set_size("armor", 5)
- player_inv:set_size("armor", 5)
- for i = 1, 5 do
- local stack = player_inv:get_stack("armor", i)
- armor_inv:set_stack("armor", i, stack)
- end
- --Bags
- local name = player:get_player_name()
- local bags_inv = minetest.create_detached_inventory(name.."_bags",{
- on_put = function(inv, listname, index, stack, player)
- player:get_inventory():set_stack(listname, index, stack)
- player:get_inventory():set_size(listname.."contents", stack:get_definition().groups.bagslots)
- end,
- on_take = function(inv, listname, index, stack, player)
- player:get_inventory():set_stack(listname, index, nil)
- end,
- allow_put = function(inv, listname, index, stack, player)
- if stack:get_definition().groups.bagslots then
- return 1
- else
- return 0
- end
- end,
- allow_take = function(inv, listname, index, stack, player)
- if player:get_inventory():is_empty(listname.."contents")==true then
- return stack:get_count()
- else
- return 0
- end
- end,
- allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
- return 0
- end,
- }, name)
- for i=1,4 do
- local bag = "bag"..i
- player_inv:set_size(bag, 1)
- bags_inv:set_size(bag, 1)
- bags_inv:set_stack(bag,1,player_inv:get_stack(bag,1))
- end
- armor.player_hp[name] = 0
- armor.def[name] = {
- state = 0,
- count = 0,
- level = 0,
- heal = 0,
- jump = 1,
- speed = 1,
- gravity = 1,
- fire = 0,
- }
- armor.textures[name] = {
- armor = "lottarmor_trans.png",
- preview = "character_preview.png"
- }
- for i=1, ARMOR_INIT_TIMES do
- minetest.after(ARMOR_INIT_DELAY * i, function(player)
- armor:set_player_armor(player)
- if not inv_mod and not minetest.setting_getbool("creative_mode") 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 or minetest.setting_getbool("creative_mode") == true 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
- 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
- end
- else
- for _,stack in ipairs(drop) do
- armor.drop_armor(pos, stack)
- end
- end
- end)
- end
- end)
- end
- minetest.register_globalstep(function(dtime)
- time = time + dtime
- if time > ARMOR_UPDATE_TIME then
- for _,player in ipairs(minetest.get_connected_players()) do
- armor:update_armor(player)
- end
- time = 0
- end
- end)
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