forked from VoxeLibre/VoxeLibre
342 lines
11 KiB
Lua
Executable File
342 lines
11 KiB
Lua
Executable File
function mcl_armor.play_equip_sound(stack, obj, pos, 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 .. "_generic" }
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end
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if snd then
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local dist = 8
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if pos then
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dist = 16
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end
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minetest.sound_play(snd, {object = obj, pos = pos, gain = 0.5, max_hear_distance = dist}, true)
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end
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end
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function mcl_armor.on_equip(itemstack, obj)
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local def = itemstack:get_definition()
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mcl_armor.play_equip_sound(itemstack, obj)
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if def._on_equip then
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def._on_equip(obj, itemstack)
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end
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mcl_armor.update(obj)
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end
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function mcl_armor.on_unequip(itemstack, obj)
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local def = itemstack:get_definition()
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mcl_armor.play_equip_sound(itemstack, obj, nil, true)
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if def._on_unequip then
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def._on_unequip(obj, itemstack)
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end
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mcl_armor.update(obj)
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end
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function mcl_armor.equip(itemstack, obj, swap)
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local def = itemstack:get_definition()
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if not def then
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return itemstack
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end
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local inv = mcl_util.get_inventory(obj, true)
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if not inv or inv:get_size("armor") == 0 then
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return itemstack
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end
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local element = mcl_armor.elements[def._mcl_armor_element or ""]
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if element then
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local old_stack = inv:get_stack("armor", element.index)
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if swap or old_stack:is_empty() then
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local new_stack
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if swap then
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new_stack = itemstack
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itemstack = old_stack
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else
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new_stack = itemstack:take_item()
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end
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inv:set_stack("armor", element.index, new_stack)
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mcl_armor.on_equip(new_stack, obj)
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end
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end
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return itemstack
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end
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function mcl_armor.equip_on_use(itemstack, player, pointed_thing)
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if not player or not player:is_player() then
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return itemstack
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end
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local new_stack = mcl_util.call_on_rightclick(itemstack, player, pointed_thing)
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if new_stack then
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return new_stack
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end
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return mcl_armor.equip(itemstack, player)
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end
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local function get_armor_texture(textures, name, modname, itemname, itemstring)
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local core_texture = textures[name] or modname .. "_" .. itemname .. ".png"
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if type(core_texture) == "function" then return core_texture end
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mcl_armor.trims.core_textures[itemstring] = core_texture
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local func = function(obj, itemstack)
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local overlay = itemstack:get_meta():get_string("mcl_armor:trim_overlay")
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local core_armor_texture
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local stack_name = mcl_grindstone.remove_enchant_name(itemstack) -- gets original itemstring if enchanted, no need to store (nearly) identical values
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local core_armor_texture = mcl_armor.trims.core_textures[stack_name]
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if mcl_enchanting.is_enchanted(itemstack:get_name()) then -- working with the original stack to know wether to apply enchanting overlay or not
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-- Far, Far in the future we may no longer _enchanted itemstrings...
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-- To fix this code, simply put the unmodified itemstring in stack_name's place
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-- DO NOT REMOVE THIS if UNLESS YOU KNOW WHAT YOU'RE TRYING TO ACHIEVE!
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core_armor_texture = core_armor_texture .. mcl_enchanting.overlay
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end
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if overlay == "" then return core_armor_texture end -- key not present; armor not trimmed
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return core_armor_texture .. overlay
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end
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return func
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end
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function mcl_armor.register_set(def)
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local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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local descriptions = def.descriptions or {}
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local groups = def.groups or {}
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local on_equip_callbacks = def.on_equip_callbacks or {}
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local on_unequip_callbacks = def.on_unequip_callbacks or {}
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local on_break_callbacks = def.on_break_callbacks or {}
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local textures = def.textures or {}
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local durabilities = def.durabilities or {}
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local element_groups = def.element_groups or {}
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for name, element in pairs(mcl_armor.elements) do
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local itemname = element.name .. "_" .. def.name
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local itemstring = modname .. ":" .. itemname
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local groups = table.copy(groups)
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groups["armor_" .. name] = 1
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groups["combat_armor_" .. name] = 1
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groups.armor = 1
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groups.combat_armor = 1
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groups.mcl_armor_points = def.points[name]
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groups.mcl_armor_toughness = def.toughness
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groups.mcl_armor_uses = (durabilities[name] or math.floor(def.durability * element.durability)) + 1
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groups.enchantability = def.enchantability
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for k, v in pairs(element_groups) do
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groups[k] = v
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end
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local upgrade_item = nil
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if def._mcl_upgradable and def._mcl_upgrade_item_material then
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upgrade_item = itemstring:gsub("_[%l%d]*$",def._mcl_upgrade_item_material)
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end
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minetest.register_tool(itemstring, {
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description = S(def.description .. " " .. (descriptions[name] or element.description)),
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_doc_items_longdesc = mcl_armor.longdesc,
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_doc_items_usagehelp = mcl_armor.usage,
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inventory_image = modname .. "_inv_" .. itemname .. ".png",
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_repair_material = def.repair_material or def.craft_material,
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groups = groups,
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sounds = {
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_mcl_armor_equip = def.sound_equip or modname .. "_equip_" .. def.name,
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_mcl_armor_unequip = def.sound_unequip or modname .. "_unequip_" .. def.name,
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},
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on_place = mcl_armor.equip_on_use,
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on_secondary_use = mcl_armor.equip_on_use,
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_on_equip = on_equip_callbacks[name] or def.on_equip,
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_on_unequip = on_unequip_callbacks[name] or def.on_unequip,
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_on_break = on_break_callbacks[name] or def.on_break,
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_mcl_armor_element = name,
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_mcl_armor_texture = get_armor_texture(textures, name, modname, itemname, itemstring),
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_mcl_upgradable = def._mcl_upgradable,
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_mcl_upgrade_item = upgrade_item
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})
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if def.craft_material then
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minetest.register_craft({
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output = itemstring,
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recipe = element.craft(def.craft_material),
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})
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end
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if def.cook_material then
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minetest.register_craft({
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type = "cooking",
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output = def.cook_material,
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recipe = itemstring,
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cooktime = 10,
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})
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end
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end
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end
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mcl_armor.protection_enchantments = {
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flags = {},
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types = {},
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wildcard = {},
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}
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function mcl_armor.register_protection_enchantment(def)
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local prot_def = {id = def.id, factor = def.factor}
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if def.damage_flag then
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local tbl = mcl_armor.protection_enchantments.flags[def.damage_flag] or {}
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table.insert(tbl, prot_def)
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mcl_armor.protection_enchantments.flags = tbl
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elseif def.damage_type then
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local tbl = mcl_armor.protection_enchantments.types[def.damage_type] or {}
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table.insert(tbl, prot_def)
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mcl_armor.protection_enchantments.types = tbl
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else
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table.insert(mcl_armor.protection_enchantments.wildcard, prot_def)
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end
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mcl_enchanting.enchantments[def.id] = {
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name = def.name,
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max_level = def.max_level or 4,
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primary = def.primary or {combat_armor = true},
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secondary = {},
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disallow = {},
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incompatible = def.incompatible or {},
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weight = def.weight or 5,
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description = def.description,
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curse = false,
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on_enchant = function() end,
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requires_tool = false,
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treasure = def.treasure or false,
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power_range_table = def.power_range_table,
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inv_combat_tab = true,
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inv_tool_tab = false,
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}
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end
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function mcl_armor.update(obj)
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local info = {points = 0, view_range_factors = {}}
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local inv = mcl_util.get_inventory(obj)
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if inv then
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for i = 2, 5 do
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local itemstack = inv:get_stack("armor", i)
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local itemname = itemstack:get_name()
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if minetest.registered_aliases[itemname] then
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itemname = minetest.registered_aliases[itemname]
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end
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if not itemstack:is_empty() then
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local def = itemstack:get_definition()
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local texture = def._mcl_armor_texture
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if texture then
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if type(texture) == "function" then
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texture = texture(obj, itemstack)
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end
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if texture then
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info.texture = "(" .. texture .. ")" .. (info.texture and "^" .. info.texture or "")
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end
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end
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info.points = info.points + minetest.get_item_group(itemname, "mcl_armor_points")
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local mob_range_mob = def._mcl_armor_mob_range_mob
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if mob_range_mob then
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local factor = info.view_range_factors[mob_range_mob]
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if factor then
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if factor > 0 then
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info.view_range_factors[mob_range_mob] = factor * def._mcl_armor_mob_range_factor
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end
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else
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info.view_range_factors[mob_range_mob] = def._mcl_armor_mob_range_factor
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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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info.texture = info.texture or "blank.png"
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if obj:is_player() then
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mcl_armor.update_player(obj, info)
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else
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local luaentity = obj:get_luaentity()
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if luaentity.update_armor then
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luaentity:update_armor(info)
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end
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end
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end
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function mcl_armor.trim(itemstack, overlay, color_string)
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local def = itemstack:get_definition()
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if not def._mcl_armor_texture and not mcl_armor.trims.blacklisted[itemstack:get_name()] then return end
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local meta = itemstack:get_meta()
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local piece_overlay = overlay
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local inv_overlay = ""
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local piece_type = def._mcl_armor_element
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if piece_type == "head" then --helmet
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inv_overlay = "^(helmet_trim.png"
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piece_overlay = piece_overlay .. "_helmet"
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elseif piece_type == "torso" then --chestplate
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inv_overlay = "^(chestplate_trim.png"
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piece_overlay = piece_overlay .. "_chestplate"
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elseif piece_type == "legs" then --leggings
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inv_overlay = "^(leggings_trim.png"
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piece_overlay = piece_overlay .. "_leggings"
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elseif piece_type == "feet" then --boots
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inv_overlay = "^(boots_trim.png"
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piece_overlay = piece_overlay .. "_boots"
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end
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local color = mcl_armor.trims.colors[color_string]
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inv_overlay = inv_overlay .. "^[colorize:" .. color .. ":150)"
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piece_overlay = piece_overlay .. ".png"
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piece_overlay = "^(" .. piece_overlay .. "^[colorize:" .. color .. ":150)"
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meta:set_string("mcl_armor:trim_overlay" , piece_overlay) -- set textures to render on the player, will work for clients below 5.8 as well
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meta:set_string("mcl_armor:inv", inv_overlay) -- make 5.8+ clients display the fancy inv image, older ones will see no change in the *inventory* image
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meta:set_string("inventory_image", def.inventory_image .. inv_overlay) -- dont use reload_inv_image as it's a one liner in this enviorment
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end
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function mcl_armor.reload_trim_inv_image(itemstack)
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local meta = itemstack:get_meta()
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local inv_overlay = meta:get_string("mcl_armor:inv")
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local def = itemstack:get_definition()
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if inv_overlay == "" then return end
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meta:set_string("inventory_image", def.inventory_image .. inv_overlay)
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end
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tt.register_snippet(function(itemstring, toolcaps, stack)
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if not stack then return nil end
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local meta = stack:get_meta()
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if not mcl_armor.is_trimmed(stack) then return nil end
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-- we need to get the part of the overlay image between the overlay begin ( and the trim name end _
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-- we COULD easily store this info in meta, but that would bloat the meta storage, as the same few values would be stored over and over again on every trimmed item
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-- this is fine here as this code gets only executed when you put armor and a trim in a smithing table
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local full_overlay = meta:get_string("mcl_armor:trim_overlay")
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local trim_name = full_overlay:match("%((.-)%_")
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return "Upgrade:\n " .. trim_name:gsub("^%l", string.upper) .. " Armor Trim"
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end)
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function mcl_armor.is_trimmed(itemstack)
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-- this meta value will be there for every trimmed armor piece
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-- remember, get_string returns "" if the key doesn't exist
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return itemstack:get_meta():get_string("mcl_armor:trim_overlay") ~= ""
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end |