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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] [mod] Visible Player Armor [3d_armor]
===================================== =====================================
MineClone 2 edition
Depends: default -------------------------------------
Recommends: inventory_plus or unified_inventory (use only one)
Adds craftable armor that is visible to other players. Each armor item worn contributes to 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. Armor takes damage when a player is hurt.
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.
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 local ARMOR_INIT_DELAY = 1
ARMOR_INIT_TIMES = 1 local ARMOR_INIT_TIMES = 1
ARMOR_BONES_DELAY = 1 local 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 skin_mod = nil local skin_mod = nil
local modpath = minetest.get_modpath(minetest.get_current_modname()) 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 = { armor = {
timer = 0, timer = 0,
@ -104,9 +59,6 @@ armor.set_player_armor = function(self, player)
local armor_texture = "blank.png" local armor_texture = "blank.png"
local armor_level = 0 local armor_level = 0
local mcl_armor_points = 0 local mcl_armor_points = 0
local armor_fire = 0
local armor_water = 0
local armor_radiation = 0
local items = 0 local items = 0
local elements = {} local elements = {}
local textures = {} local textures = {}
@ -131,9 +83,6 @@ armor.set_player_armor = function(self, player)
armor_level = armor_level + level armor_level = armor_level + level
items = items + 1 items = items + 1
mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] or 0) 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 for kk,vv in ipairs(self.physics) do
local o_value = def.groups["physics_"..vv] local o_value = def.groups["physics_"..vv]
if o_value then if o_value then
@ -160,20 +109,15 @@ armor.set_player_armor = function(self, player)
if material.type and material.count == #self.elements then if material.type and material.count == #self.elements then
armor_level = armor_level * 1.1 armor_level = armor_level * 1.1
end 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 if #textures > 0 then
armor_texture = table.concat(textures, "^") armor_texture = table.concat(textures, "^")
end end
local armor_groups = player:get_armor_groups() local armor_groups = player:get_armor_groups()
armor_groups.fleshy = 100 armor_groups.fleshy = 100
armor_groups.level = nil armor_groups.level = nil
armor_groups.radiation = nil
if armor_level > 0 then if armor_level > 0 then
armor_groups.level = math.floor(armor_level / 20) armor_groups.level = math.floor(armor_level / 20)
armor_groups.fleshy = 100 - armor_level armor_groups.fleshy = 100 - armor_level
armor_groups.radiation = 100 - armor_radiation
end end
player:set_armor_groups(armor_groups) player:set_armor_groups(armor_groups)
-- Physics override intentionally removed because of possible conflicts -- 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].jump = physics_o.jump
self.def[name].speed = physics_o.speed self.def[name].speed = physics_o.speed
self.def[name].gravity = physics_o.gravity 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) self:update_player_visuals(player)
end 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_preview", armor.textures[name].preview)
formspec = formspec:gsub("armor_level", armor.def[name].level) formspec = formspec:gsub("armor_level", armor.def[name].level)
formspec = formspec:gsub("mcl_armor_points", armor.def[name].heal) 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 return formspec
end end
@ -390,9 +329,6 @@ minetest.register_on_joinplayer(function(player)
jump = 1, jump = 1,
speed = 1, speed = 1,
gravity = 1, gravity = 1,
fire = 0,
water = 0,
radiation = 0,
} }
armor.textures[name] = { armor.textures[name] = {
skin = armor.default_skin..".png", skin = armor.default_skin..".png",
@ -445,60 +381,6 @@ minetest.register_on_joinplayer(function(player)
end end
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) minetest.register_on_player_hpchange(function(player, hp_change, reason)
local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]") local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
if name and hp_change < 0 then if name and hp_change < 0 then
@ -554,53 +436,3 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
return hp_change return hp_change
end, true) 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)