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- -- Localize for performance.
- local math_floor = math.floor
- local math_random = math.random
- 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_RADIATION_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, 8},
- {"default:lava_flowing", 5, 8},
- {"fire:basic_flame", 3, 4},
- {"fire:permanent_flame", 3, 4},
- {"ethereal:crystal_spike", 2, 1},
- {"ethereal:fire_flower", 2, 1},
- {"default:torch", 1, 1},
- }
- local skin_mod = nil
- local inv_mod = nil
- local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
- 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
- armor = {
- timer = 0,
- elements = {"head", "torso", "legs", "feet"},
- physics = {"jump","speed","gravity"},
- --formspec = "size[8,8.5]image[2,0.75;2,4;armor_preview]"
- -- .."list[current_player;main;0,4.5;8,4;]"
- -- .."list[current_player;craft;4,1;3,3;]"
- -- .."list[current_player;craftpreview;7,2;1,1;]"
- -- .."listring[current_player;main]"
- -- .."listring[current_player;craft]",
- textures = {},
- default_skin = "character",
- version = "0.4.6",
- }
- if minetest.get_modpath("inventory_plus") then
- inv_mod = "inventory_plus"
- armor.formspec =
- "size[8,8.5]" ..
- default.gui_bg ..
- default.gui_bg_img ..
- default.gui_slots ..
- "button[0,0.5;2,0.5;main;Back]" ..
- "image[4,0.25;2,4;armor_preview]" ..
- "label[6,0.5;HP Max: hp_max]" ..
- "label[6,1;Level: armor_level]" ..
- "label[6,1.4;Heal: armor_heal]" ..
- --"label[6,1.8;Fire: armor_fire]" ..
- --"label[6,2.2;Radiation: armor_radiation]" ..
- "list[current_player;main;0,4.25;8,1;]" ..
- "list[current_player;main;0,5.5;8,3;8]" ..
- default.get_hotbar_bg(0, 4.25)
- end
- if minetest.get_modpath("skins") then
- skin_mod = "skins"
- elseif minetest.get_modpath("simple_skins") then
- skin_mod = "simple_skins"
- elseif minetest.get_modpath("u_skins") then
- skin_mod = "u_skins"
- elseif minetest.get_modpath("wardrobe") then
- skin_mod = "wardrobe"
- end
- armor.def = {
- state = 0,
- count = 0,
- }
- armor.update_player_visuals = function(self, player)
- if not player then
- return
- end
- local name = player:get_player_name()
- if self.textures[name] then
- default.player_set_textures(player, {
- self.textures[name].skin,
- self.textures[name].armor,
- self.textures[name].wielditem,
- })
- end
- 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 = "3d_armor_trans.png"
- local armor_level = 0
- local armor_heal = 0
- local armor_fire = 0
- local armor_water = 0
- local armor_radiation = 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 = armor:get_preview(name) or "character_preview.png"
- for _,v in ipairs(self.elements) do
- elements[v] = false
- end
- for i=1, 6 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 then
- local texture = def.texture or 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
- armor_heal = armor_heal + (def.groups["armor_heal"] or 0)
- armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
- armor_water = armor_water + (def.groups["armor_water"] or 0)
- armor_radiation = armor_radiation + (def.groups["armor_radiation"] or 0)
- 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, "%:.+_(.+)$")
- if material.type then
- if material.type == mat then
- material.count = material.count + 1
- end
- else
- material.type = mat
- end
- elements[k] = true
- end
- end
- end
- end
- end
- if minetest.get_modpath("shields") then
- armor_level = armor_level * 0.9
- end
- -- I guess this gives an armor bonus if all armors are the same material?
- -- MustTest.
- if material.type and material.count == #self.elements then
- armor_level = armor_level * 1.1
- end
- armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
- armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
- armor_radiation = armor_radiation * ARMOR_RADIATION_MULTIPLIER
- if #textures > 0 then
- armor_texture = table.concat(textures, "^")
- end
- local armor_groups = {fleshy=100}
- if armor_level > 0 then
- armor_groups.level = math_floor(armor_level / 20)
- armor_groups.fleshy = 100 - armor_level
- armor_groups.radiation = 100 - armor_radiation
- end
- player:set_armor_groups(armor_groups)
- player:set_physics_override(physics_o)
- self.textures[name].armor = armor_texture
- self.textures[name].preview = preview
- self.def[name].state = state
- self.def[name].count = items
- self.def[name].level = armor_level
- self.def[name].heal = armor_heal
- self.def[name].jump = physics_o.jump
- self.def[name].speed = physics_o.speed
- self.def[name].gravity = physics_o.gravity
- self.def[name].fire = armor_fire
- self.def[name].water = armor_water
- self.def[name].radiation = armor_radiation
- self:update_player_visuals(player)
- end
- armor.update_armor = function(self, player)
- -- Legacy support: Called when armor levels are changed
- -- Other mods can hook on to this function, see hud mod for example
- end
- armor.get_player_skin = function(self, name)
- local skin = nil
- if skin_mod == "skins" or skin_mod == "simple_skins" then
- skin = skins.skins[name]
- elseif skin_mod == "u_skins" then
- skin = u_skins.u_skins[name]
- elseif skin_mod == "wardrobe" then
- skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
- end
- return skin or armor.default_skin
- end
- armor.get_preview = function(self, name)
- if skin_mod == "skins" then
- return armor:get_player_skin(name).."_preview.png"
- end
- end
- local function get_player_max_hp(name)
- local pref = minetest.get_player_by_name(name)
- if pref then
- return pref:get_properties().hp_max
- end
- return 20
- end
- armor.get_armor_formspec = function(self, name)
- if not armor.textures[name] then
- minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
- return ""
- end
- if not armor.def[name] then
- minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
- return ""
- end
- local formspec = armor.formspec .. "list[detached:"..name.."_armor;armor;0,1.5;3,2;]"
- 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)
- formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
- formspec = formspec:gsub("hp_max", tostring(get_player_max_hp(name)))
- 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
- formspec = formspec.."listring[current_player;main]"
- .."listring[detached:"..name.."_armor;armor]"
- local page = player:get_inventory_formspec()
- if page:find("detached:"..name.."_armor") then
- inventory_plus.set_inventory_formspec(player, formspec)
- end
- elseif not core.setting_getbool("creative_mode") then
- 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", "3d_armor: Player reference is nil "..msg)
- return
- end
- local pname = player:get_player_name()
- if not pname then
- minetest.log("error", "3d_armor: Player name is nil "..msg)
- return
- end
- local pos = player:get_pos()
- local player_inv = player:get_inventory()
- local armor_inv = minetest.get_inventory({type="detached", name=pname.."_armor"})
- if not pos then
- minetest.log("error", "3d_armor: Player position is nil "..msg)
- return
- elseif not player_inv then
- minetest.log("error", "3d_armor: Player inventory is nil "..msg)
- return
- elseif not armor_inv then
- minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg)
- return
- end
- return pname, player_inv, armor_inv, pos
- end
- -- Register Player Model
- ---[===[
- default.player_register_model("3d_armor_character.b3d", {
- animation_speed = 30,
- textures = {
- armor.default_skin..".png",
- "3d_armor_trans.png",
- "3d_armor_trans.png",
- },
- animations = {
- stand = {x=0, y=79},
- lay = {x=162, y=166},
- walk = {x=168, y=187},
- mine = {x=189, y=198},
- walk_mine = {x=200, y=219},
- sit = {x=81, y=160},
- },
- })
- --]===]
- -- 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
- for field, _ in pairs(fields) do
- if string.find(field, "skins_set") then
- minetest.after(0, function(player)
- local skin = armor:get_player_skin(name)
- armor.textures[name].skin = skin..".png"
- armor:set_player_armor(player)
- end, player)
- end
- end
- end)
- minetest.register_on_joinplayer(function(player)
- default.player_set_model(player, "3d_armor_character.b3d")
- 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)
- 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)
- 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)
- return 1
- 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 count
- end,
- }, name)
- armor_inv:set_size("armor", 6)
- player_inv:set_size("armor", 6)
- for i=1, 6 do
- local stack = player_inv:get_stack("armor", i)
- armor_inv:set_stack("armor", i, stack)
- end
- armor.def[name] = {
- state = 0,
- count = 0,
- level = 0,
- heal = 0,
- jump = 1,
- speed = 1,
- gravity = 1,
- fire = 0,
- water = 0,
- radiation = 0,
- }
- armor.textures[name] = {
- skin = armor.default_skin..".png",
- armor = "3d_armor_trans.png",
- wielditem = "3d_armor_trans.png",
- preview = armor.default_skin.."_preview.png",
- }
- if skin_mod == "skins" then
- local skin = skins.skins[name]
- if skin and skins.get_type(skin) == skins.type.MODEL then
- armor.textures[name].skin = skin..".png"
- end
- elseif skin_mod == "simple_skins" then
- local skin = skins.skins[name]
- if skin then
- armor.textures[name].skin = skin..".png"
- end
- elseif skin_mod == "u_skins" then
- local skin = u_skins.u_skins[name]
- if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
- armor.textures[name].skin = skin..".png"
- end
- elseif skin_mod == "wardrobe" then
- local skin = wardrobe.playerSkins[name]
- if skin then
- armor.textures[name].skin = skin
- end
- end
- if minetest.get_modpath("player_textures") then
- local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
- local f = io.open(filename..".png")
- if f then
- f:close()
- armor.textures[name].skin = "player_"..name..".png"
- end
- end
- for i=1, ARMOR_INIT_TIMES do
- minetest.after(ARMOR_INIT_DELAY * i, function(player)
- armor:set_player_armor(player)
- if not inv_mod 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
- armor.on_dieplayer = function(player, bp)
- local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_dieplayer]")
- local pos = vector.new(bp)
- if not name 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
- local location = minetest.pos_to_string(pos)
- if ARMOR_DESTROY == false then
- local node = minetest.get_node(pos)
- if node.name == "bones:bones" then
- local meta = minetest.get_meta(pos)
- local inv = meta:get_inventory()
- for _,stack in ipairs(drop) do
- if stack:get_count() > 0 and inv:room_for_item("main", stack) then
- inv:add_item("main", stack)
- minetest.log("action", "Put " .. stack:to_string() .. " in bones @ " .. location .. ".")
- else
- armor.drop_armor(pos, stack)
- end
- end
- else
- minetest.log("warning", "Failed to add armor to bones node at " ..
- minetest.pos_to_string(pos) .. "!")
- for _,stack in ipairs(drop) do
- armor.drop_armor(pos, stack)
- end
- end
- end
- end
- end
- local singleplayer = minetest.is_singleplayer()
- minetest.register_on_player_hpchange(function(player, hp_change)
- local pname, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
- if pname and hp_change < 0 then
- -- Admin does not take damage.
- if not singleplayer then
- if gdac.player_is_admin(player) then
- return 0
- end
- end
- -- used for insta kill tools/commands like /kill (doesnt damage armor)
- if hp_change < -100 then
- return hp_change
- end
- 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(pname, "# Server: Your " .. desc .. " got destroyed!")
- ambiance.sound_play("default_tool_breaks", player:get_pos(), 1.0, 20)
- end
- armor:set_player_armor(player)
- armor:update_inventory(player)
- end
- heal_max = heal_max + heal
- end
- end
- armor.def[pname].state = state
- armor.def[pname].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
- return hp_change
- end, true)
- -- Register button once.
- if inv_mod and inv_mod == "inventory_plus" then
- inventory_plus.register_button("armor", "Armor")
- end
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