334 lines
12 KiB
Lua
334 lines
12 KiB
Lua
local S = minetest.get_translator()
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local armor_pieces = {
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["exchangeclone:helmet_dark_matter"] = {material = "dark_matter", piece = "helmet", category = "weak"},
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["exchangeclone:helmet_red_matter"] = {material = "red_matter", piece = "helmet", category = "weak"},
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["exchangeclone:chestplate_dark_matter"] = {material = "dark_matter", piece = "chestplate", category = "strong"},
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["exchangeclone:chestplate_red_matter"] = {material = "red_matter", piece = "chestplate", category = "strong"},
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["exchangeclone:leggings_dark_matter"] = {material = "dark_matter", piece = "leggings", category = "strong"},
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["exchangeclone:leggings_red_matter"] = {material = "red_matter", piece = "leggings", category = "strong"},
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["exchangeclone:boots_dark_matter"] = {material = "dark_matter", piece = "boots", category = "weak"},
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["exchangeclone:boots_red_matter"] = {material = "red_matter", piece = "boots", category = "weak"},
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}
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local armor_categories = {
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weak = {dark_matter = exchangeclone.mcl and 0.16 or 0.13, red_matter = exchangeclone.mcl and 0.18 or 0.15},
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strong = {dark_matter = exchangeclone.mcl and 0.24 or 0.18, red_matter = exchangeclone.mcl and 0.27 or 0.2}
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}
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local function damage_formula(armor_data, damage, reason)
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local start
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local threshold
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local first_value
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if armor_data.material == "dark_matter" then
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if armor_data.category == "weak" then
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if reason.type == "explosion" then
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start = 70
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else
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start = 20
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end
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threshold = start + 6
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first_value = 0.9
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else
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if reason.type == "explosion" then
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start = 105
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else
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start = 45
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end
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threshold = start + 16
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first_value = 0.7
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end
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else
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if armor_data.category == "weak" then
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if reason.type == "explosion" then
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start = 100
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else
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start = 50
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end
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threshold = start + 6
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first_value = 0.9
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else
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if reason.type == "explosion" then
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start = 150
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threshold = 162
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first_value = 0.78
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else
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start = 70
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threshold = 76
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first_value = 0.9
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end
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end
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end
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if damage < start then
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return damage
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elseif damage <= threshold then
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-- This formula took me unnecessarily long to figure out.
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return damage-(first_value+((damage-1)*((0.03*(damage)/2)+first_value)))
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else
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return damage*0.05 -- Not exact (some armor pieces are 3%, some are 7%, but I don't care)
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end
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end
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local function get_blocked_damage(itemstack, damage, reason)
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local armor_data = armor_pieces[itemstack:get_name()]
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if not armor_data then return 0 end
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local base_block = armor_categories[armor_data.category][armor_data.material]
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if reason.type == "lava" then
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return damage
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elseif reason.type == "fall" then
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if armor_data.piece == "boots" then
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if armor_data.material == "dark_matter" then
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if damage < 31 then
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return 5
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end
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elseif damage < 55 then
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return 10
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end
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end
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return base_block*damage
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elseif reason.type == "explosion" or reason.type == "anvil" or (exchangeclone.mcl and reason.flags.is_projectile) then
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return damage_formula(armor_data, damage, reason)
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elseif reason.type == "drown" then
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if armor_data.piece == "helmet" then
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if damage < 10 then
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return 2
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end
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end
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return base_block*damage
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end
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return base_block*damage
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end
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-- Reset health (old versions increased HP with full RM armor)
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function exchangeclone.check_armor_health(obj)
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if obj:get_meta():get_int("exchangeclone_red_matter_armor") == 1 then
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obj:set_hp(math.min(obj:get_hp(), 20))
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obj:set_properties({hp_max = 20})
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obj:get_meta():set_int("exchangeclone_red_matter_armor", 0)
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end
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end
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minetest.register_on_joinplayer(function(ObjectRef, last_login)
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exchangeclone.check_armor_health(ObjectRef)
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end)
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if exchangeclone.mcl then
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mcl_armor.register_set({
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name = "dark_matter",
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description = "Dark Matter",
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descriptions = exchangeclone.mcla and {
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head = S("Dark Matter Helmet"),
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torso = S("Dark Matter Chestplate"),
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legs = S("Dark Matter Leggings"),
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feet = S("Dark Matter Boots")
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},
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durability = -1,
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enchantability = 0,
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-- No armor points because I don't want MCL's armor code messing up the math.
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points = {
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head = 0,
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torso = 0,
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legs = 0,
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feet = 0,
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},
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textures = {
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head = "exchangeclone_dark_matter_helmet.png",
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torso = "exchangeclone_dark_matter_chestplate.png",
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legs = "exchangeclone_dark_matter_leggings.png",
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feet = "exchangeclone_dark_matter_boots.png",
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},
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toughness = 4,
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groups = {dark_matter_armor = 1, fire_immune = 1, exchangeclone_upgradable = 1},
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craft_material = "exchangeclone:dark_matter",
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cook_material = "mcl_core:diamondblock",
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sound_equip = "mcl_armor_equip_diamond",
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sound_unequip = "mcl_armor_unequip_diamond",
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})
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mcl_armor.register_set({
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name = "red_matter",
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description = "Red Matter",
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descriptions = exchangeclone.mcla and {
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head = S("Red Matter Helmet"),
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torso = S("Red Matter Chestplate"),
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legs = S("Red Matter Leggings"),
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feet = S("Red Matter Boots")
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},
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durability = -1,
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enchantability = 0,
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-- No armor points because I don't want MCL's armor code messing up the math.
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points = {
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head = 0,
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torso = 0,
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legs = 0,
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feet = 0,
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},
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textures = {
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head = "exchangeclone_red_matter_helmet.png",
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torso = "exchangeclone_red_matter_chestplate.png",
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legs = "exchangeclone_red_matter_leggings.png",
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feet = "exchangeclone_red_matter_boots.png",
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},
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toughness = 5,
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groups = {red_matter_armor = 1, disable_repair = 1, fire_immune = 1, exchangeclone_upgradable = 1},
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craft_material = "exchangeclone:red_matter",
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cook_material = "exchangeclone:dark_matter",
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sound_equip = "mcl_armor_equip_diamond",
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sound_unequip = "mcl_armor_unequip_diamond",
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})
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for _, matter in pairs({"dark", "red"}) do
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for _, type in pairs({"helmet", "chestplate", "leggings", "boots"}) do
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minetest.override_item("exchangeclone:"..type.."_"..matter.."_matter", {
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inventory_image = "exchangeclone_inv_"..matter.."_matter_"..type..".png",
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})
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end
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end
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-- Until Minetest fixes an issue, there's no way to make this work correctly.
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mcl_damage.register_modifier(function(obj, damage, reason)
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if not obj:is_player() then return end
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local inv = mcl_util.get_inventory(obj)
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local blocked = 0
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if inv then
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for name, element in pairs(mcl_armor.elements) do
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local itemstack = inv:get_stack("armor", element.index)
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local item_blocked = math.max(0,get_blocked_damage(itemstack, damage, reason))
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blocked = blocked + item_blocked
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end
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return math.max(0, damage - blocked)
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end
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end, -100)
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elseif exchangeclone.exile then
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-- FIXME: add armor
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else
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assert(exchangeclone.mtg)
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for _, matter in pairs({"Dark", "Red"}) do
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for piece, place in pairs({Helmet = "head", Chestplate = "torso", Leggings = "legs", Boots = "feet"}) do
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local matter_lower = matter:lower()
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local piece_lower = piece:lower()
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armor:register_armor("exchangeclone:"..piece_lower.."_"..matter_lower.."_matter", {
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description = S("@1 Matter @2", matter, piece),
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texture = "exchangeclone_"..matter_lower.."_matter_"..piece_lower..".png",
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inventory_image = "exchangeclone_inv_"..matter_lower.."_matter_"..piece_lower..".png",
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groups = {["armor_"..place] = 1, [matter_lower.."_matter_armor"] = 1, disable_repair = 1, exchangeclone_upgradable = 1}
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})
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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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if hp_change < 0 then
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local damage = -hp_change
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local _, armor_inv = armor:get_valid_player(player, "3d_armor")
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local blocked = 0
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for i = 1, #armor_inv:get_list("armor") do
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local itemstack = armor_inv:get_stack("armor", i)
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blocked = blocked + get_blocked_damage(itemstack, damage, reason)
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end
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return -math.max(0, damage - blocked)
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else
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return hp_change
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end
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end, true)
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end
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local d = "exchangeclone:dark_matter"
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local r = "exchangeclone:red_matter"
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minetest.register_craft({
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output = "exchangeclone:helmet_dark_matter",
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recipe = {
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{d,d,d},
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{d,"",d}
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}
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})
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minetest.register_craft({
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output = "exchangeclone:chestplate_dark_matter",
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recipe = {
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{d,"",d},
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{d,d,d},
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{d,d,d},
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}
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})
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minetest.register_craft({
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output = "exchangeclone:leggings_dark_matter",
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recipe = {
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{d,d,d},
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{d,"",d},
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{d,"",d},
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}
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})
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minetest.register_craft({
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output = "exchangeclone:boots_dark_matter",
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recipe = {
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{d,"",d},
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{d,"",d},
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}
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})
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minetest.register_craft({
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output = "exchangeclone:helmet_red_matter",
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recipe = {
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{r,r,r},
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{r,"exchangeclone:helmet_dark_matter",r}
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}
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})
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minetest.register_craft({
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output = "exchangeclone:chestplate_red_matter",
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recipe = {
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{r,"exchangeclone:chestplate_dark_matter",r},
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{r,r,r},
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{r,r,r},
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}
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})
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minetest.register_craft({
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output = "exchangeclone:leggings_red_matter",
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recipe = {
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{r,r,r},
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{r,"exchangeclone:leggings_dark_matter",r},
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{r,"",r},
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}
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})
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minetest.register_craft({
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output = "exchangeclone:boots_red_matter",
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recipe = {
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{r,"exchangeclone:boots_dark_matter",r},
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{r,"",r},
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}
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})
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if exchangeclone.mtg then
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minetest.register_tool("exchangeclone:shield_dark_matter", {
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description = "Dark Matter Shield (deprecated)\nYou still have this so you can turn it into EMC.\nAnd no, it's not supposed to have a texture.",
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groups = {disable_repair = 1, not_in_creative_inventory = 1, not_in_craft_guide = 1}
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})
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exchangeclone.register_craft({
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output = "exchangeclone:shield_dark_matter",
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type = "shapeless",
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recipe = {
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"exchangeclone:dark_matter",
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"exchangeclone:dark_matter",
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"exchangeclone:dark_matter",
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"exchangeclone:dark_matter",
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"exchangeclone:dark_matter",
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"exchangeclone:dark_matter",
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"exchangeclone:dark_matter",
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}
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})
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minetest.register_tool("exchangeclone:shield_red_matter", {
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description = "Red Matter Shield (deprecated)\nYou still have this so you can turn it into EMC.\nAnd no, it's not supposed to have a texture.",
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groups = {disable_repair = 1, not_in_creative_inventory = 1, not_in_craft_guide = 1}
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})
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exchangeclone.register_craft({
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output = "exchangeclone:shield_red_matter",
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type = "shapeless",
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recipe = {
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"exchangeclone:shield_dark_matter",
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"exchangeclone:red_matter",
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"exchangeclone:red_matter",
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"exchangeclone:red_matter",
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"exchangeclone:red_matter",
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"exchangeclone:red_matter",
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"exchangeclone:red_matter",
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}
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})
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end |