forked from MineClone5/MineClone5
459 lines
13 KiB
Lua
459 lines
13 KiB
Lua
local ARMOR_INIT_DELAY = 1
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local ARMOR_INIT_TIMES = 1
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local ARMOR_BONES_DELAY = 1
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local skin_mod = nil
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local modpath = minetest.get_modpath(minetest.get_current_modname())
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armor = {
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timer = 0,
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elements = {"head", "torso", "legs", "feet"},
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physics = {"jump","speed","gravity"},
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formspec = "size[8,8.5]image[2,0.75;2,4;armor_preview]"
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.."list[current_player;main;0,4.5;8,4;]"
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.."list[current_player;craft;4,1;3,3;]"
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.."list[current_player;craftpreview;7,2;1,1;]"
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.."listring[current_player;main]"
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.."listring[current_player;craft]",
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textures = {},
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default_skin = "character",
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}
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if minetest.get_modpath("mcl_skins") then
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skin_mod = "mcl_skins"
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elseif minetest.get_modpath("skins") then
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skin_mod = "skins"
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elseif minetest.get_modpath("simple_skins") then
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skin_mod = "simple_skins"
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elseif minetest.get_modpath("u_skins") then
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skin_mod = "u_skins"
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elseif minetest.get_modpath("wardrobe") then
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skin_mod = "wardrobe"
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end
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armor.def = {
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count = 0,
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}
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armor.update_player_visuals = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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if self.textures[name] then
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mcl_player.player_set_textures(player, {
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self.textures[name].skin,
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self.textures[name].armor,
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self.textures[name].wielditem,
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})
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end
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end
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armor.set_player_armor = function(self, player)
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local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
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if not name then
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return
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end
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local armor_texture = "blank.png"
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local armor_level = 0
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local mcl_armor_points = 0
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local items = 0
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local elements = {}
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local textures = {}
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local physics_o = {speed=1,gravity=1,jump=1}
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local material = {type=nil, count=1}
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local preview = armor:get_preview(name) or "character_preview.png"
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for _,v in ipairs(self.elements) do
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elements[v] = false
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end
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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local item = stack:get_name()
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if minetest.registered_aliases[item] then
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item = minetest.registered_aliases[item]
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end
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if stack:get_count() == 1 then
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local def = stack:get_definition()
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for k, v in pairs(elements) do
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if v == false then
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local level = def.groups["armor_"..k]
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if level then
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local texture = def.texture or item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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preview = preview.."^"..texture.."_preview.png"
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armor_level = armor_level + level
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items = items + 1
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mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] or 0)
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for kk,vv in ipairs(self.physics) do
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local o_value = def.groups["physics_"..vv]
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if o_value then
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physics_o[vv] = physics_o[vv] + o_value
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end
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.type then
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if material.type == mat then
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material.count = material.count + 1
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end
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else
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material.type = mat
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end
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elements[k] = true
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end
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end
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end
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end
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end
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if minetest.get_modpath("shields") then
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armor_level = armor_level * 0.9
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end
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if material.type and material.count == #self.elements then
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armor_level = armor_level * 1.1
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end
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if #textures > 0 then
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armor_texture = table.concat(textures, "^")
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end
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local armor_groups = player:get_armor_groups()
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armor_groups.fleshy = 100
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armor_groups.level = nil
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if armor_level > 0 then
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armor_groups.level = math.floor(armor_level / 20)
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armor_groups.fleshy = 100 - armor_level
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end
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player:set_armor_groups(armor_groups)
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-- Physics override intentionally removed because of possible conflicts
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self.textures[name].armor = armor_texture
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self.textures[name].preview = preview
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self.def[name].count = items
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self.def[name].level = armor_level
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self.def[name].heal = mcl_armor_points
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self.def[name].jump = physics_o.jump
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self.def[name].speed = physics_o.speed
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self.def[name].gravity = physics_o.gravity
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self:update_player_visuals(player)
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end
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armor.update_armor = function(self, player)
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-- Legacy support: Called when armor levels are changed
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-- Other mods can hook on to this function, see hud mod for example
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end
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armor.get_armor_points = function(self, player)
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local name, player_inv, armor_inv = armor:get_valid_player(player, "[get_armor_points]")
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if not name then
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return nil
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end
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local pts = 0
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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local p = minetest.get_item_group(stack:get_name(), "mcl_armor_points")
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if p then
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pts = pts + p
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end
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end
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end
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return pts
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end
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armor.get_player_skin = function(self, name)
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local skin = nil
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if skin_mod == "mcl_skins" then
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skin = mcl_skins.skins[name]
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elseif skin_mod == "skins" or skin_mod == "simple_skins" then
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skin = skins.skins[name]
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elseif skin_mod == "u_skins" then
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skin = u_skins.u_skins[name]
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elseif skin_mod == "wardrobe" then
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skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
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end
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return skin or armor.default_skin
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end
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armor.get_preview = function(self, name)
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if skin_mod == "skins" then
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return armor:get_player_skin(name).."_preview.png"
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end
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end
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armor.get_armor_formspec = function(self, name)
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if not armor.textures[name] then
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minetest.log("error", "mcl_armor: Player texture["..name.."] is nil [get_armor_formspec]")
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return ""
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end
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if not armor.def[name] then
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minetest.log("error", "mcl_armor: Armor def["..name.."] is nil [get_armor_formspec]")
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return ""
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end
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local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
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formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
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formspec = formspec:gsub("armor_level", armor.def[name].level)
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formspec = formspec:gsub("mcl_armor_points", armor.def[name].heal)
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return formspec
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end
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armor.update_inventory = function(self, player)
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end
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armor.get_valid_player = function(self, player, msg)
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msg = msg or ""
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if not player then
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minetest.log("error", "mcl_armor: Player reference is nil "..msg)
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return
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end
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local name = player:get_player_name()
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if not name then
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minetest.log("error", "mcl_armor: Player name is nil "..msg)
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return
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end
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local pos = player:get_pos()
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local player_inv = player:get_inventory()
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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if not pos then
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minetest.log("error", "mcl_armor: Player position is nil "..msg)
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return
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elseif not player_inv then
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minetest.log("error", "mcl_armor: Player inventory is nil "..msg)
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return
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elseif not armor_inv then
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minetest.log("error", "mcl_armor: Detached armor inventory is nil "..msg)
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return
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end
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return name, player_inv, armor_inv, pos
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end
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armor.play_equip_sound = function(self, player, stack, unequip)
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local def = stack:get_definition()
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local estr = "equip"
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if unequip then
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estr = "unequip"
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end
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local snd = def.sounds and def.sounds["_mcl_armor_"..estr]
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if not snd then
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-- Fallback sound
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snd = { name = "mcl_armor_"..estr.."_iron" }
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end
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if snd then
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minetest.sound_play(snd, {object=player, gain=0.5, max_hear_distance=8})
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end
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end
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-- Register Player Model
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mcl_player.player_register_model("mcl_armor_character.b3d", {
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animation_speed = 30,
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textures = {
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armor.default_skin..".png",
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"blank.png",
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"blank.png",
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},
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animations = {
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stand = {x=0, y=79},
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lay = {x=162, y=166},
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walk = {x=168, y=187},
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mine = {x=189, y=198},
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walk_mine = {x=200, y=219},
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sit = {x=81, y=160},
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},
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})
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-- Register Callbacks
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = armor:get_valid_player(player, "[on_player_receive_fields]")
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if not name then
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return
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end
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if fields.armor then
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return
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end
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for field, _ in pairs(fields) do
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if string.find(field, "skins_set") then
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minetest.after(0, function(name)
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local player = minetest.get_player_by_name(name)
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if not player then
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return
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end
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local skin = armor:get_player_skin(name)
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armor.textures[name].skin = skin..".png"
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armor:set_player_armor(player)
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end, player:get_player_name())
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end
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end
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end)
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minetest.register_on_joinplayer(function(player)
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mcl_player.player_set_model(player, "mcl_armor_character.b3d")
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local name = player:get_player_name()
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local player_inv = player:get_inventory()
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local armor_inv = minetest.create_detached_inventory(name.."_armor", {
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on_put = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, stack)
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armor:set_player_armor(player)
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armor:update_inventory(player)
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armor:play_equip_sound(player, stack)
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end,
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on_take = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, nil)
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armor:set_player_armor(player)
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armor:update_inventory(player)
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armor:play_equip_sound(player, stack, true)
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end,
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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local plaver_inv = player:get_inventory()
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local stack = inv:get_stack(to_list, to_index)
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player_inv:set_stack(to_list, to_index, stack)
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player_inv:set_stack(from_list, from_index, nil)
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armor:set_player_armor(player)
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armor:update_inventory(player)
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armor:play_equip_sound(player, stack)
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end,
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allow_put = function(inv, listname, index, stack, player)
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local iname = stack:get_name()
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local g
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local groupcheck
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if index == 2 then
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g = minetest.get_item_group(iname, "armor_head")
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elseif index == 3 then
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g = minetest.get_item_group(iname, "armor_torso")
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elseif index == 4 then
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g = minetest.get_item_group(iname, "armor_legs")
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elseif index == 5 then
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g = minetest.get_item_group(iname, "armor_feet")
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end
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-- Minor FIXME: If player attempts to place stack into occupied slot, this is rejected.
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-- It would be better if 1 item is placed in exchanged for the item in the slot.
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if g ~= 0 and g ~= nil and (inv:get_stack(listname, index):is_empty() or (inv:get_stack(listname, index):get_name() ~= stack:get_name()) and stack:get_count() <= 1) then
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return 1
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else
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return 0
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end
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end,
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allow_take = function(inv, listname, index, stack, player)
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return stack:get_count()
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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return 0
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end,
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}, name)
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armor_inv:set_size("armor", 6)
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player_inv:set_size("armor", 6)
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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armor_inv:set_stack("armor", i, stack)
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end
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armor.def[name] = {
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count = 0,
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level = 0,
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heal = 0,
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jump = 1,
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speed = 1,
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gravity = 1,
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}
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armor.textures[name] = {
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skin = armor.default_skin..".png",
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armor = "blank.png",
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wielditem = "blank.png",
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preview = armor.default_skin.."_preview.png",
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}
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if skin_mod == "mcl_skins" then
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local skin = mcl_skins.skins[name]
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if skin then
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armor.textures[name].skin = skin..".png"
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end
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elseif skin_mod == "skins" then
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local skin = skins.skins[name]
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if skin and skins.get_type(skin) == skins.type.MODEL then
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armor.textures[name].skin = skin..".png"
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end
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elseif skin_mod == "simple_skins" then
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local skin = skins.skins[name]
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if skin then
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armor.textures[name].skin = skin..".png"
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end
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elseif skin_mod == "u_skins" then
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local skin = u_skins.u_skins[name]
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if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
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armor.textures[name].skin = skin..".png"
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end
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elseif skin_mod == "wardrobe" then
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local skin = wardrobe.playerSkins[name]
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if skin then
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armor.textures[name].skin = skin
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end
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end
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if minetest.get_modpath("player_textures") then
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local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
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local f = io.open(filename..".png")
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if f then
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f:close()
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armor.textures[name].skin = "player_"..name..".png"
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end
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end
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for i=1, ARMOR_INIT_TIMES do
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minetest.after(ARMOR_INIT_DELAY * i, function(name)
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local player = minetest.get_player_by_name(name)
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if not player then
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return
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end
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armor:set_player_armor(player)
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end, player:get_player_name())
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end
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end)
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minetest.register_on_player_hpchange(function(player, hp_change, reason)
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local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
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if name and hp_change < 0 then
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-- Armor doesn't protect from set_hp (commands like /kill),
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-- falling and drowning damage.
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if reason.type == "set_hp" or reason.type == "drown" or reason.type == "fall" then
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return hp_change
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end
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local heal_max = 0
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local items = 0
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local armor_damage = math.max(1, math.floor(math.abs(hp_change)/4))
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local total_points = 0
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local total_toughness = 0
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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-- Damage armor
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local use = stack:get_definition().groups["mcl_armor_uses"] or 0
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if use > 0 then
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local wear = armor_damage * math.floor(65536/use)
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stack:add_wear(wear)
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end
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local item = stack:get_name()
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armor_inv:set_stack("armor", i, stack)
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player_inv:set_stack("armor", i, stack)
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items = items + 1
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if stack:get_count() == 0 then
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armor:set_player_armor(player)
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armor:update_inventory(player)
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end
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local pts = stack:get_definition().groups["mcl_armor_points"] or 0
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local tough = stack:get_definition().groups["mcl_armor_toughness"] or 0
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total_points = total_points + pts
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total_toughness = total_toughness + tough
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end
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end
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local damage = math.abs(hp_change)
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-- Damage calculation formula (from <https://minecraft.gamepedia.com/Armor#Damage_protection>)
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damage = damage * (1 - math.min(20, math.max((total_points/5), total_points - damage / (2+(total_toughness/4)))) / 25)
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damage = math.floor(damage+0.5)
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hp_change = -math.abs(damage)
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armor.def[name].count = items
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armor:update_armor(player)
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end
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return hp_change
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end, true)
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