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()) armor = { timer = 0, elements = {"head", "torso", "legs", "feet"}, physics = {"jump","speed","gravity"}, formspec = "size[8,8.5]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;]" .."listring[current_player;main]" .."listring[current_player;craft]", textures = {}, default_skin = "character", last_damage_types = {}, } if minetest.get_modpath("mcl_skins") then skin_mod = "mcl_skins" elseif minetest.get_modpath("skins") then skin_mod = "skins" elseif minetest.get_modpath("simple_skins") then skin_mod = "simple_skins" elseif minetest.get_modpath("u_skins") then skin_mod = "u_skins" elseif minetest.get_modpath("wardrobe") then skin_mod = "wardrobe" end function armor.on_armor_use(itemstack, user, pointed_thing) if not user or user:is_player() == false then return itemstack end -- Call on_rightclick if the pointed node defines it if pointed_thing.type == "node" then local node = minetest.get_node(pointed_thing.under) if user and not user:get_player_control().sneak then if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, user, itemstack) or itemstack end end end local name, player_inv, armor_inv = armor:get_valid_player(user, "[on_armor_use]") if not name then return itemstack end local def = itemstack:get_definition() local slot if def.groups and def.groups.armor_head then slot = 2 elseif def.groups and def.groups.armor_torso then slot = 3 elseif def.groups and def.groups.armor_legs then slot = 4 elseif def.groups and def.groups.armor_feet then slot = 5 end if slot then local itemstack_single = ItemStack(itemstack) itemstack_single:set_count(1) local itemstack_slot = armor_inv:get_stack("armor", slot) if itemstack_slot:is_empty() then armor_inv:set_stack("armor", slot, itemstack_single) player_inv:set_stack("armor", slot, itemstack_single) armor:set_player_armor(user) armor:update_inventory(user) armor:play_equip_sound(itemstack_single, user) itemstack:take_item() elseif itemstack:get_count() <= 1 and not mcl_enchanting.has_enchantment(itemstack_slot, "curse_of_binding") then armor_inv:set_stack("armor", slot, itemstack_single) player_inv:set_stack("armor", slot, itemstack_single) armor:set_player_armor(user) armor:update_inventory(user) armor:play_equip_sound(itemstack_single, user) itemstack = ItemStack(itemstack_slot) end end return itemstack end armor.def = { count = 0, } armor.update_player_visuals = function(self, player) if not player then return end local player_holding = player:get_wielded_item():get_name() if string.find(player_holding,"mcl_tools:") or player_holding == "mcl_mobitems:bone" or player_holding == "mcl_fishing:fishing_rod" then player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0)) elseif string.find(player_holding, "mcl_bows:bow") then player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20)) elseif string.find(player_holding, "mcl_bows:crossbow") or string.find(player:get_wielded_item():get_name(), "mcl_bows:loaded_crossbow") then player:set_bone_position("Wield_Item", vector.new(-1.5,7,1.5), vector.new(170,90,90)) else player:set_bone_position("Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90)) end local name = player:get_player_name() if self.textures[name] then mcl_player.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) local name, player_inv = armor:get_valid_player(player, "[set_player_armor]") if not name then return end local armor_texture = "blank.png" local armor_level = 0 local mcl_armor_points = 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 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 minetest.registered_aliases[item] then item = minetest.registered_aliases[item] end 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 = def.texture or item:gsub("%:", "_") local enchanted_addition = (mcl_enchanting.is_enchanted(item) and mcl_enchanting.overlay or "") table.insert(textures, "("..texture..".png"..enchanted_addition..")") preview = "(player.png^[opacity:0^"..texture.."_preview.png"..enchanted_addition..")"..(preview and "^"..preview or "") armor_level = armor_level + level items = items + 1 mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] or 0) 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 preview = (armor:get_preview(name) or "character_preview.png")..(preview and "^"..preview or "") 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 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 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) -- Physics override intentionally removed because of possible conflicts self.textures[name].armor = armor_texture self.textures[name].preview = preview self.def[name].count = items self.def[name].level = armor_level self.def[name].heal = mcl_armor_points 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) -- Legacy support: Called when armor levels are changed -- Other mods can hook on to this function, see hud mod for example end armor.get_armor_points = function(self, player) local name, player_inv, armor_inv = armor:get_valid_player(player, "[get_armor_points]") if not name then return nil end local pts = 0 for i=1, 6 do local stack = player_inv:get_stack("armor", i) if stack:get_count() > 0 then local p = minetest.get_item_group(stack:get_name(), "mcl_armor_points") if p then pts = pts + p end end end return pts end -- Returns a change factor for a mob's view_range for the given player -- or nil, if there's no change. Certain armors (like mob heads) can -- affect the view range of mobs. armor.get_mob_view_range_factor = function(self, player, mob) local name, player_inv, armor_inv = armor:get_valid_player(player, "[get_mob_view_range_factor]") if not name then return end local factor for i=1, 6 do local stack = player_inv:get_stack("armor", i) if stack:get_count() > 0 then local def = stack:get_definition() if def._mcl_armor_mob_range_mob == mob then if not factor then factor = def._mcl_armor_mob_range_factor elseif factor == 0 then return 0 else factor = factor * def._mcl_armor_mob_range_factor end end end end return factor end armor.get_player_skin = function(self, name) local skin = nil if skin_mod == "mcl_skins" then skin = mcl_skins.skins[name] elseif skin_mod == "skins" or skin_mod == "simple_skins" then skin = skins.skins[name] elseif skin_mod == "u_skins" then skin = u_skins.u_skins[name] elseif skin_mod == "wardrobe" then skin = string.gsub(wardrobe.playerSkins[name], "%.png$","") end return skin or armor.default_skin end armor.get_preview = function(self, name) if skin_mod == "skins" then return armor:get_player_skin(name).."_preview.png" end end armor.get_armor_formspec = function(self, name) if not armor.textures[name] then minetest.log("error", "mcl_armor: Player texture["..name.."] is nil [get_armor_formspec]") return "" end if not armor.def[name] then minetest.log("error", "mcl_armor: Armor def["..name.."] is nil [get_armor_formspec]") return "" end local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,1;2,3;]" 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) return formspec end armor.update_inventory = function(self, player) end armor.get_valid_player = function(self, player, msg) msg = msg or "" if not player then minetest.log("error", "mcl_armor: Player reference is nil "..msg) return end local name = player:get_player_name() if not name then minetest.log("error", "mcl_armor: Player name is nil "..msg) return end local pos = player:get_pos() local player_inv = player:get_inventory() local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) if not pos then minetest.log("error", "mcl_armor: Player position is nil "..msg) return elseif not player_inv then minetest.log("error", "mcl_armor: Player inventory is nil "..msg) return elseif not armor_inv then minetest.log("error", "mcl_armor: Detached armor inventory is nil "..msg) return end return name, player_inv, armor_inv, pos end armor.play_equip_sound = function(self, stack, player, pos, unequip) local def = stack:get_definition() local estr = "equip" if unequip then estr = "unequip" end local snd = def.sounds and def.sounds["_mcl_armor_"..estr] if not snd then -- Fallback sound snd = { name = "mcl_armor_"..estr.."_generic" } end if snd then local dist = 8 if pos then dist = 16 end minetest.sound_play(snd, {object=player, pos=pos, gain=0.5, max_hear_distance=dist}, true) end end -- Register Player Model mcl_player.player_register_model("mcl_armor_character.b3d", { animation_speed = 30, textures = { armor.default_skin..".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=366}, 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}, }, }) -- Register Callbacks minetest.register_on_player_receive_fields(function(player, formname, fields) local name = armor:get_valid_player(player, "[on_player_receive_fields]") if not name then return end if fields.armor then return end for field, _ in pairs(fields) do if string.find(field, "skins_set") then minetest.after(0, function(name) local player = minetest.get_player_by_name(name) if not player then return end local skin = armor:get_player_skin(name) armor.textures[name].skin = skin..".png" armor:set_player_armor(player) end, player:get_player_name()) end end end) minetest.register_on_joinplayer(function(player) mcl_player.player_set_model(player, "mcl_armor_character.b3d") 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) armor:play_equip_sound(stack, 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) armor:play_equip_sound(stack, player, nil, true) 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) armor:play_equip_sound(stack, player) end, allow_put = function(inv, listname, index, stack, player) local iname = stack:get_name() local g local groupcheck if index == 2 then g = minetest.get_item_group(iname, "armor_head") elseif index == 3 then g = minetest.get_item_group(iname, "armor_torso") elseif index == 4 then g = minetest.get_item_group(iname, "armor_legs") elseif index == 5 then g = minetest.get_item_group(iname, "armor_feet") end -- Minor FIXME: If player attempts to place stack into occupied slot, this is rejected. -- It would be better if 1 item is placed in exchanged for the item in the slot. 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 return 1 else return 0 end end, allow_take = function(inv, listname, index, stack, player) if mcl_enchanting.has_enchantment(stack, "curse_of_binding") and not minetest.settings:get_bool("creative") then return 0 end return stack:get_count() end, allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) return 0 end, }, name) armor_inv:set_size("armor", 6) player_inv:set_size("armor", 6) for i=1, 6 do local stack = player_inv:get_stack("armor", i) armor_inv:set_stack("armor", i, stack) end armor.def[name] = { count = 0, level = 0, heal = 0, jump = 1, speed = 1, gravity = 1, } armor.textures[name] = { skin = armor.default_skin..".png", armor = "blank.png", wielditem = "blank.png", preview = armor.default_skin.."_preview.png", } if skin_mod == "mcl_skins" then local skin = mcl_skins.skins[name] if skin then armor.textures[name].skin = skin..".png" end elseif skin_mod == "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 skin_mod == "simple_skins" then local skin = skins.skins[name] if skin then armor.textures[name].skin = skin..".png" end elseif skin_mod == "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 elseif skin_mod == "wardrobe" then local skin = wardrobe.playerSkins[name] if skin then armor.textures[name].skin = skin 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(name) local player = minetest.get_player_by_name(name) if not player then return end armor:set_player_armor(player) end, player:get_player_name()) 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 local damage_type = armor.last_damage_types[name] armor.last_damage_types[name] = nil -- Armor doesn't protect from set_hp (commands like /kill), if reason.type == "set_hp" then return hp_change end local regular_reduction = reason.type ~= "drown" and reason.type ~= "fall" -- Account for potion effects (armor doesn't save the target) if reason.other == "poison" or reason.other == "harming" then return hp_change end local heal_max = 0 local items = 0 local armor_damage = math.max(1, math.floor(math.abs(hp_change)/4)) local total_points = 0 local total_toughness = 0 local epf = 0 local thorns_damage = 0 local thorns_damage_regular = 0 for i=1, 6 do local stack = player_inv:get_stack("armor", i) if stack:get_count() > 0 then local enchantments = mcl_enchanting.get_enchantments(stack) local pts = stack:get_definition().groups["mcl_armor_points"] or 0 local tough = stack:get_definition().groups["mcl_armor_toughness"] or 0 total_points = total_points + pts total_toughness = total_toughness + tough local protection_level = enchantments.protection or 0 if protection_level > 0 then epf = epf + protection_level * 1 end local blast_protection_level = enchantments.blast_protection or 0 if blast_protection_level > 0 and damage_type == "explosion" then epf = epf + blast_protection_level * 2 end local fire_protection_level = enchantments.fire_protection or 0 if fire_protection_level > 0 and (damage_type == "burning" or damage_type == "fireball" or reason.type == "node_damage" and (reason.node == "mcl_fire:fire" or reason.node == "mcl_core:lava_source" or reason.node == "mcl_core:lava_flowing")) then epf = epf + fire_protection_level * 2 end local projectile_protection_level = enchantments.projectile_protection or 0 if projectile_protection_level and (damage_type == "projectile" or damage_type == "fireball") then epf = epf + projectile_protection_level * 2 end local feather_falling_level = enchantments.feather_falling or 0 if feather_falling_level and reason.type == "fall" then epf = epf + feather_falling_level * 3 end local did_thorns_damage = false local thorns_level = enchantments.thorns or 0 if thorns_level then if thorns_level > 10 then thorns_damage = thorns_damage + thorns_level - 10 did_thorns_damage = true elseif thorns_damage_regular < 4 and thorns_level * 0.15 > math.random() then local thorns_damage_regular_new = math.min(4, thorns_damage_regular + math.random(4)) thorns_damage = thorns_damage + thorns_damage_regular_new - thorns_damage_regular thorns_damage_regular = thorns_damage_regular_new did_thorns_damage = true end end -- Damage armor local use = stack:get_definition().groups["mcl_armor_uses"] or 0 if use > 0 and regular_reduction then local unbreaking_level = enchantments.unbreaking or 0 if unbreaking_level > 0 then use = use / (0.6 + 0.4 / (unbreaking_level + 1)) end local wear = armor_damage * math.floor(65536/use) if did_thorns_damage then wear = wear * 3 end stack:add_wear(wear) end local item = stack:get_name() armor_inv:set_stack("armor", i, stack) player_inv:set_stack("armor", i, stack) items = items + 1 if stack:get_count() == 0 then armor:set_player_armor(player) armor:update_inventory(player) end end end local damage = math.abs(hp_change) if regular_reduction then -- Damage calculation formula (from ) damage = damage * (1 - math.min(20, math.max((total_points/5), total_points - damage / (2+(total_toughness/4)))) / 25) end damage = damage * (1 - (math.min(20, epf) / 25)) damage = math.floor(damage+0.5) if reason.type == "punch" and thorns_damage > 0 then local obj = reason.object if obj then local luaentity = obj:get_luaentity() if luaentity then local shooter = obj._shooter if shooter then obj = shooter end end obj:punch(player, 1.0, { full_punch_interval=1.0, damage_groups = {fleshy = thorns_damage}, }) end end hp_change = -math.abs(damage) armor.def[name].count = items armor:update_armor(player) end return hp_change end, true)