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- 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
- 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
- local time = 0
- armor = {
- player_hp = {},
- elements = {"head", "torso", "legs", "feet"},
- physics = {"jump","speed","gravity"},
- --[[formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
- .."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;]",]]
- textures = {},
- default_skin = "character",
- }
- --[[if inventory_plus then
- armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
- .."list[detached:player_name_armor;armor;0,1;2,3;]"
- .."image[2.5,0.75;2,4;armor_preview]"
- .."label[5,1;Level: armor_level]"
- .."label[5,1.5;Heal: armor_heal]"
- .."list[current_player;main;0,4.5;8,4;]"
- elseif unified_inventory then
- unified_inventory.register_button("armor", {
- type = "image",
- image = "inventory_plus_armor.png",
- })
- unified_inventory.register_page("armor", {
- get_formspec = function(player)
- local name = player:get_player_name()
- local formspec = "background[0.06,0.99;7.92,7.52;3d_armor_ui_form.png]"
- .."label[0,0;Armor]"
- .."list[detached:"..name.."_armor;armor;0,1;2,3;]"
- .."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
- .."label[5,1;Level: "..armor.def[name].level.."]"
- .."label[5,1.5;Heal: "..armor.def[name].heal.."]"
- return {formspec=formspec}
- end,
- })
- 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)
- if not player then
- return
- end
- local name = player:get_player_name()
- local player_inv = player:get_inventory()
- if not name then
- minetest.log("error", "Failed to read player name")
- return
- elseif not player_inv then
- minetest.log("error", "Failed to read player inventory")
- return
- end
- --local armor_texture = "3d_armor_trans.png"
- local armor_level = 0
- local armor_heal = 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_player_skin(name).."_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 = 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
- 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)
- 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:update_player_visuals(player)
- end
- armor.update_armor = function(self, player)
- if not player then
- return
- end
- local name = player:get_player_name()
- local hp = player:get_hp() or 0
- if hp == 0 or hp == self.player_hp[name] then
- return
- end
- if self.player_hp[name] > hp then
- local player_inv = player:get_inventory()
- local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
- if not player_inv then
- minetest.log("error", "Failed to read player inventory")
- return
- elseif not armor_inv then
- minetest.log("error", "Failed to read detached inventory")
- return
- 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(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_player_skin = function(self, name)
- local skin = nil
- if skins then
- skin = skins.skins[name]
- elseif u_skins then
- skin = u_skins.u_skins[name]
- end
- return skin or armor.default_skin
- end
- armor.get_armor_formspec = function(self, name)
- 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)
- return formspec:gsub("armor_heal", armor.def[name].heal)
- end
- --[[armor.update_inventory = function(self, player)
- local name = player:get_player_name()
- if 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 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]]
- -- Register Player Model
- default.player_register_model("3d_armor_character.x", {
- 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 = player:get_player_name()
- if 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.x")
- 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,
- })
- --[[if inventory_plus then
- inventory_plus.register_button(player,"armor", "Armor")
- end]]
- armor_inv:set_size("armor", 4)
- player_inv:set_size("armor", 4)
- for i=1, 4 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
- armor.player_hp[name] = 0
- armor.def[name] = {
- state = 0,
- count = 0,
- level = 0,
- heal = 0,
- jump = 1,
- speed = 1,
- gravity = 1,
- }
- 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 minetest.get_modpath("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 minetest.get_modpath("simple_skins") then
- local skin = skins.skins[name]
- if skin then
- armor.textures[name].skin = skin..".png"
- end
- --[[elseif minetest.get_modpath("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]]
- 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 inventory_plus == nil and unified_inventory == nil then
- --armor:update_inventory(player)
- end
- end, player)
- end
- end)
- if ARMOR_DROP == true or ARMOR_DESTROY == true then
- minetest.register_on_dieplayer(function(player)
- local name = player:get_player_name()
- local pos = player:getpos()
- if name and pos then
- local drop = {}
- local player_inv = player:get_inventory()
- local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
- 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 unified_inventory then
- unified_inventory.set_inventory_formspec(player, "craft")
- elseif 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
- if minetest.get_modpath("bones") then
- minetest.after(ARMOR_BONES_DELAY, function()
- pos = vector.round(pos)
- local node = minetest.get_node(pos)
- if node.name == "bones:bones" then
- local meta = minetest.get_meta(pos)
- local owner = meta:get_string("owner")
- local inv = meta:get_inventory()
- if name == owner then
- for _,stack in ipairs(drop) do
- if inv:room_for_item("main", stack) then
- inv:add_item("main", stack)
- end
- end
- end
- end
- end)
- else
- for _,stack in ipairs(drop) do
- local obj = minetest.add_item(pos, stack)
- if obj then
- local x = math.random(1, 5)
- if math.random(1,2) == 1 then
- x = -x
- end
- local z = math.random(1, 5)
- if math.random(1,2) == 1 then
- z = -z
- end
- obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
- end
- 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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