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Remove unused and dead code in 3d_armor mod

This commit is contained in:
Wuzzy 2020-02-17 20:41:58 +01:00
parent bef99ac211
commit 33acd2327f
4 changed files with 8 additions and 273 deletions

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@ -1,24 +1,11 @@
[mod] Visible Player Armor [3d_armor]
=====================================
Depends: default
Recommends: inventory_plus or unified_inventory (use only one)
MineClone 2 edition
-------------------------------------
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.
a player's armor group level making them less vulnerable to some forms of damage.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
Overall level is boosted by 10% when wearing a full matching set.
Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
Configuration
-------------
Armor can be configured by adding a file called armor.conf in 3d_armor mod and/or world directory.
see armor.conf.example for all available options.
Note: worldpath config settings override any settings made in the mod's directory.
Armor takes damage when a player is hurt.
This mod is based on 3D Armor mod by stu.

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@ -1,23 +0,0 @@
-- Armor Configuration
ARMOR_MATERIALS = {
leather = "mcl_mobitems:leather",
iron = "mcl_core:iron_ingot",
chain = nil,
gold = "mcl_core:gold_ingot",
diamond = "mcl_core:diamond",
}
ARMOR_FIRE_PROTECT = false
ARMOR_FIRE_NODES = {
{"default:lava_source", 5, 4},
{"default:lava_flowing", 5, 4},
{"mcl_fire:fire", 3, 4},
{"mcl_fire:eternal_fire", 3, 4},
}
-- Armor drop/destroy disabled. Armor dropping is handled in mcl_death
ARMOR_DROP = false
ARMOR_DESTROY = false
ARMOR_HEAL_MULTIPLIER = 0
ARMOR_RADIATION_MULTIPLIER = 0

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@ -1,61 +0,0 @@
-- Armor Configuration (defaults)
-- You can remove any unwanted armor materials from this table.
-- Note that existing armor that is removed will show up as an unknown item.
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",
}
-- Enable fire protection (defaults true if using ethereal mod)
ARMOR_FIRE_PROTECT = false
-- Fire protection nodes, (name, protection level, damage)
ARMOR_FIRE_NODES = {
{"default:lava_source", 5, 4},
{"default:lava_flowing", 5, 4},
{"fire:basic_flame", 3, 4},
{"fire:permanent_flame", 3, 4},
{"ethereal:crystal_spike", 2, 1},
{"ethereal:fire_flower", 2, 1},
{"default:torch", 1, 1},
}
-- Increase this if you get initialization glitches when a player first joins.
ARMOR_INIT_DELAY = 1
-- Number of initialization attempts.
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
ARMOR_INIT_TIMES = 1
-- Increase this if armor is not getting into bones due to server lag.
ARMOR_BONES_DELAY = 1
-- How often player armor/wield items are updated.
ARMOR_UPDATE_TIME = 1
-- Drop armor when a player dies.
-- Uses bones mod if present, otherwise items are dropped around the player.
ARMOR_DROP = true
-- Pulverise armor when a player dies, overrides ARMOR_DROP.
ARMOR_DESTROY = false
-- You can use this to increase or decrease overall armor effectiveness,
-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half.
ARMOR_LEVEL_MULTIPLIER = 1
-- You can use this to increase or decrease overall armor healing,
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
ARMOR_HEAL_MULTIPLIER = 1
-- You can use this to increase or decrease overall armor radiation protection,
-- eg: ARMOR_RADIATION_MULTIPLIER = 0 will completely disable radiation protection.
-- Note: patched technic mod is required
ARMOR_RADIATION_MULTIPLIER = 1

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@ -1,55 +1,10 @@
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 = "mcl_core:cactus",
iron = "mcl_core:iron_ingot",
bronze = "mcl_core:bronze_ingot",
diamond = "mcl_core:diamond",
gold = "mcl_core:gold_ingot",
mithril = "moreores:mithril_ingot",
crystal = "ethereal:crystal_ingot",
}
ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
ARMOR_FIRE_NODES = {
{"mcl_core:lava_source", 5, 8},
{"mcl_core:lava_flowing", 5, 8},
{"fire:basic_flame", 3, 4},
{"fire:permanent_flame", 3, 4},
{"ethereal:crystal_spike", 2, 1},
{"ethereal:fire_flower", 2, 1},
{"mcl_torches:torch", 1, 1},
}
local ARMOR_INIT_DELAY = 1
local ARMOR_INIT_TIMES = 1
local ARMOR_BONES_DELAY = 1
local skin_mod = nil
local modpath = minetest.get_modpath(minetest.get_current_modname())
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,
@ -104,9 +59,6 @@ armor.set_player_armor = function(self, player)
local armor_texture = "blank.png"
local armor_level = 0
local mcl_armor_points = 0
local armor_fire = 0
local armor_water = 0
local armor_radiation = 0
local items = 0
local elements = {}
local textures = {}
@ -131,9 +83,6 @@ armor.set_player_armor = function(self, player)
armor_level = armor_level + level
items = items + 1
mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] 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
@ -160,20 +109,15 @@ armor.set_player_armor = function(self, player)
if material.type and material.count == #self.elements then
armor_level = armor_level * 1.1
end
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
mcl_armor_points = mcl_armor_points * ARMOR_HEAL_MULTIPLIER
armor_radiation = armor_radiation * ARMOR_RADIATION_MULTIPLIER
if #textures > 0 then
armor_texture = table.concat(textures, "^")
end
local armor_groups = player:get_armor_groups()
armor_groups.fleshy = 100
armor_groups.level = nil
armor_groups.radiation = nil
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)
-- Physics override intentionally removed because of possible conflicts
@ -185,9 +129,6 @@ armor.set_player_armor = function(self, player)
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
@ -247,8 +188,6 @@ armor.get_armor_formspec = function(self, name)
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
formspec = formspec:gsub("armor_level", armor.def[name].level)
formspec = formspec:gsub("mcl_armor_points", armor.def[name].heal)
formspec = formspec:gsub("armor_fire", armor.def[name].fire)
formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
return formspec
end
@ -390,9 +329,6 @@ minetest.register_on_joinplayer(function(player)
jump = 1,
speed = 1,
gravity = 1,
fire = 0,
water = 0,
radiation = 0,
}
armor.textures[name] = {
skin = armor.default_skin..".png",
@ -445,60 +381,6 @@ minetest.register_on_joinplayer(function(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:set_velocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
end
end
minetest.register_on_dieplayer(function(player)
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
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 ARMOR_DESTROY == false then
minetest.after(ARMOR_BONES_DELAY, function(pos, drop)
local node = minetest.get_node(vector.round(pos))
if node then
if node.name ~= "bones:bones" then
pos.y = pos.y+1
node = minetest.get_node(vector.round(pos))
if node.name ~= "bones:bones" then
minetest.log("warning", "Failed to add armor to bones node.")
return
end
end
local meta = minetest.get_meta(vector.round(pos))
local owner = meta:get_string("owner")
local inv = meta:get_inventory()
for _,stack in ipairs(drop) do
if name == owner and inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
armor.drop_armor(pos, stack)
end
end
else
for _,stack in ipairs(drop) do
armor.drop_armor(pos, stack)
end
end
end, pos, drop)
end
end)
end
minetest.register_on_player_hpchange(function(player, hp_change, reason)
local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
if name and hp_change < 0 then
@ -554,53 +436,3 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
return hp_change
end, true)
-- Fire Protection and water breating, added by TenPlus1
if ARMOR_FIRE_PROTECT == true then
-- override hot nodes so they do not hurt player anywhere but mod
for _, row in pairs(ARMOR_FIRE_NODES) do
if minetest.registered_nodes[row[1]] then
minetest.override_item(row[1], {damage_per_second = 0})
end
end
else
print ("[3d_armor] Fire Nodes disabled")
end
minetest.register_globalstep(function(dtime)
armor.timer = armor.timer + dtime
if armor.timer < ARMOR_UPDATE_TIME then
return
end
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local pos = player:get_pos()
local hp = player:get_hp()
-- water breathing
if name and armor.def[name].water > 0 then
if player:get_breath() < 10 then
player:set_breath(10)
end
end
-- fire protection
if ARMOR_FIRE_PROTECT == true
and name and pos and hp then
pos.y = pos.y + 1.4 -- head level
local node_head = minetest.get_node(pos).name
pos.y = pos.y - 1.2 -- feet level
local node_feet = minetest.get_node(pos).name
-- is player inside a hot node?
for _, row in pairs(ARMOR_FIRE_NODES) do
-- check fire protection, if not enough then get hurt
if row[1] == node_head or row[1] == node_feet then
if hp > 0 and armor.def[name].fire < row[2] then
hp = hp - row[3] * ARMOR_UPDATE_TIME
player:set_hp(hp)
break
end
end
end
end
end
armor.timer = 0
end)