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MineClone2/mods/ITEMS/mcl_armor/player.lua

155 lines
4.3 KiB
Lua

mcl_player.player_register_model("mcl_armor_character.b3d", {
animation_speed = 30,
textures = {
"character.png",
"blank.png",
"blank.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},
sneak_stand = {x=222, y=302},
sneak_mine = {x=346, y=365},
sneak_walk = {x=304, y=323},
sneak_walk_mine = {x=325, y=344},
swim_walk = {x=368, y=387},
swim_walk_mine = {x=389, y=408},
swim_stand = {x=434, y=434},
swim_mine = {x=411, y=430},
run_walk = {x=440, y=459},
run_walk_mine = {x=461, y=480},
sit_mount = {x=484, y=484},
die = {x=498, y=498},
fly = {x=502, y=581},
},
})
mcl_player.player_register_model("mcl_armor_character_female.b3d", {
animation_speed = 30,
textures = {
"character.png",
"blank.png",
"blank.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},
sneak_stand = {x=222, y=302},
sneak_mine = {x=346, y=365},
sneak_walk = {x=304, y=323},
sneak_walk_mine = {x=325, y=344},
swim_walk = {x=368, y=387},
swim_walk_mine = {x=389, y=408},
swim_stand = {x=434, y=434},
swim_mine = {x=411, y=430},
run_walk = {x=440, y=459},
run_walk_mine = {x=461, y=480},
sit_mount = {x=484, y=484},
die = {x=498, y=498},
fly = {x=502, y=581},
},
})
function mcl_armor.update_player(player, info)
mcl_player.player_set_armor(player, info.texture, info.preview)
player:get_meta():set_int("mcl_armor:armor_points", info.points)
end
local function is_armor_action(inventory_info)
return inventory_info.from_list == "armor" or inventory_info.to_list == "armor" or inventory_info.listname == "armor"
end
local function limit_put(player, inventory, index, stack, count)
local def = stack:get_definition()
if not def then
return 0
end
local element = def._mcl_armor_element
if not element then
return 0
end
if mcl_armor.elements[element].index ~= index then
return 0
end
local old_stack = inventory:get_stack("armor", index)
if old_stack:is_empty() or old_stack:get_name() ~= stack:get_name() and count <= 1 then
return count
else
return 0
end
end
local function limit_take(player, inventory, index, stack, count)
if mcl_enchanting.has_enchantment(stack, "curse_of_binding") and not minetest.is_creative_enabled(player:get_player_name()) then
return 0
end
return count
end
minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info)
if not is_armor_action(inventory_info) then
return
end
if action == "put" then
return limit_put(player, inventory, inventory_info.index, inventory_info.stack, inventory_info.stack:get_count())
elseif action == "take" then
return limit_take(player, inventory, inventory_info.index, inventory_info.stack, inventory_info.stack:get_count())
else
if inventory_info.from_list ~= "armor" then
return limit_put(player, inventory, inventory_info.to_index, inventory:get_stack(inventory_info.from_list, inventory_info.from_index), inventory_info.count)
elseif inventory_info.to_list ~= "armor" then
return limit_take(player, inventory, inventory_info.from_index, inventory:get_stack(inventory_info.from_list, inventory_info.from_index), inventory_info.count)
else
return 0
end
end
end)
minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)
if is_armor_action(inventory_info) then
if action == "put" then
mcl_armor.on_equip(inventory_info.stack, player)
elseif action == "take" then
mcl_armor.on_unequip(inventory_info.stack, player)
else
if inventory_info.to_list == "armor" then
mcl_armor.on_equip(inventory:get_stack(inventory_info.to_list, inventory_info.to_index), player)
elseif inventory_info.from_list == "armor" then
mcl_armor.on_unequip(inventory:get_stack(inventory_info.to_list, inventory_info.to_index), player)
end
end
end
end)
minetest.register_on_joinplayer(function(player)
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
player:get_inventory():set_size("armor", 5)
minetest.after(1, function()
if player:is_player() then
mcl_armor.update(player)
end
end)
end)
mcl_damage.register_modifier(function(player, hp_change, _, reason)
return mcl_armor.damage_modifier(player, hp_change, reason)
end)