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- diving_equipment = diving_equipment or {}
- diving_equipment.modpath = minetest.get_modpath("hb4")
- diving_equipment.airtime = 60
- diving_equipment.steptime = 5
- diving_equipment.players = diving_equipment.players or {}
- -- Localize for performance.
- local math_floor = math.floor
- -- Must return true if player is wearing the diving helmet.
- function diving_equipment.have_equipment(pref)
- local inv = pref:get_inventory()
- if not inv then return end
- local have_equipment = false
- -- Make sure player isn't trying to cheat by wearing multiple helmets.
- for i=1, 6 do
- local stackname = inv:get_stack("armor", i):get_name()
- if string.find(stackname, "^3d_armor:helmet_") then
- if stackname == "3d_armor:helmet_scuba" then
- have_equipment = true
- else
- return false
- end
- end
- end
- return have_equipment
- end
- function diving_equipment.replenish_air(pname, time)
- local player = minetest.get_player_by_name(pname)
- if not player then
- -- We cannot give player their bottle back.
- diving_equipment.players[pname] = nil
- return
- end -- Player left game.
- if time < 0 then
- -- Add empty iron bottle back to player's inventory.
- local leftover = player:get_inventory():add_item("main", ItemStack("vessels:steel_bottle"))
- minetest.add_item(player:get_pos(), leftover)
- diving_equipment.players[pname] = nil
- ambiance.sound_play("default_dug_metal", player:get_pos(), 1.0, 20)
- minetest.chat_send_player(pname, "# Server: Air canister is empty!")
- return
- end -- Air ran out.
- if not diving_equipment.have_equipment(player) then
- -- Add empty iron bottle back to player's inventory.
- local leftover = player:get_inventory():add_item("main", ItemStack("vessels:steel_bottle"))
- minetest.add_item(player:get_pos(), leftover)
- diving_equipment.players[pname] = nil
- ambiance.sound_play("default_dug_metal", player:get_pos(), 1.0, 20)
- minetest.chat_send_player(pname, "# Server: Diving helmet is not worn!")
- return
- end -- Lost diving helmet.
- -- Play breath sound on initial breath from new canister.
- if time == diving_equipment.airtime then
- ambiance.sound_play("drowning_gasp", player:get_pos(), 1.0, 20)
- end
- player:set_breath(11)
- minetest.after(diving_equipment.steptime, diving_equipment.replenish_air,
- pname, (time - diving_equipment.steptime))
- end
- function diving_equipment.on_use(itemstack, user, pt)
- if not user or not user:is_player() then return end
- local pname = user:get_player_name()
- if not diving_equipment.have_equipment(user) then
- minetest.chat_send_player(pname, "# Server: You must be wearing a diving helmet!")
- return
- end -- No diving helmet is worn.
- if diving_equipment.players[pname] then
- minetest.chat_send_player(pname, "# Server: An air canister is already attached!")
- return
- end -- Canister already installed.
- diving_equipment.players[pname] = true
- minetest.after(diving_equipment.steptime, diving_equipment.replenish_air,
- pname, diving_equipment.airtime)
- minetest.chat_send_player(pname, "# Server: Air canister attached; you have " .. math_floor(diving_equipment.airtime) .. " seconds of air.")
- ambiance.sound_play("default_place_node_metal", user:get_pos(), 1.0, 20)
- -- An empty bottle will be added back when used up.
- itemstack:take_item()
- return itemstack
- end
- function diving_equipment.on_place(itemstack, placer, pt)
- -- Pass through interactions to nodes that define them (like chests).
- -- This also fixes a bug where player can get unlimited steel bottles (and
- -- thus steel ingots) by putting compressed air into item frames.
- if pt.type == "node" then
- local under = minetest.get_node(pt.under)
- local nn = under.name
- local def = minetest.reg_ns_nodes[nn] or minetest.registered_nodes[nn]
- if def and def.on_rightclick then
- return def.on_rightclick(pt.under, under, placer, itemstack, pt)
- end
- end
- local fakestack = ItemStack("vessels:steel_bottle")
- local retstack, success, position = minetest.item_place(fakestack, placer, pt)
- if success and position then
- local meta = minetest.get_meta(position)
- meta:set_string("infotext", "Compressed Air Canister")
- meta:set_string("nodetype_on_dig", "scuba:air")
- meta:mark_as_private("nodetype_on_dig")
- coresounds.play_sound_node_place(pt.above, "vessels:steel_bottle")
- itemstack:take_item()
- end
- return itemstack
- end
- if not diving_equipment.registered then
- minetest.register_craftitem(":scuba:air", {
- description = "Compressed Air Canister\n\nUse with a diving helmet.\nLets you stay underwater.",
- inventory_image = "musttest_compressed_air.png",
- on_use = function(...)
- return diving_equipment.on_use(...)
- end,
- on_place = function(...)
- return diving_equipment.on_place(...)
- end,
- })
- -- The diving mask.
- minetest.register_tool(":3d_armor:helmet_scuba", {
- description = "Ocean Diving Helmet\n\nUse with compressed air.\nLets you stay underwater.",
- inventory_image = "3d_armor_inv_helmet_scuba.png",
- groups = {armor_head=1, armor_heal=0, armor_use=2000},
- wear = 0,
- })
- minetest.register_craft({
- output = "3d_armor:helmet_scuba",
- recipe = {
- {"default:steel_ingot", "plastic:plastic_sheeting", "default:steel_ingot"},
- {"default:steel_ingot", "default:glass", "default:steel_ingot"},
- {"farming:cloth", "vessels:steel_bottle", "farming:cloth"},
- },
- })
- minetest.register_craft({
- type = "compressing",
- output = "scuba:air",
- recipe = 'vessels:steel_bottle',
- time = 6,
- })
- diving_equipment.registered = true
- end
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