Saving work
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960b2e5b45
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71edb454bc
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@ -561,6 +561,17 @@ industrialtest.api.registerPlate("lead_plate",S("Lead Plate"),{
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}
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},"#eafef8ff",true)
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industrialtest.api.registerPlate("iridium_plate",S("Iridium Plate"),{},false,"#ffffffff")
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minetest.register_craft({
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type="shaped",
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output="industrialtest:iridium_plate",
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recipe={
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{"industrialtest:iridium_ingot","industrialtest:advanced_alloy","industrialtest:iridium_ingot"},
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{"industrialtest:advanced_alloy",industrialtest.elementKeys.diamond,"industrialtest:advanced_alloy"},
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{"industrialtest:iridium_ingot","industrialtest:advanced_alloy","industrialtest:iridium_ingot"}
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}
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})
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-- Cells
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minetest.register_craftitem("industrialtest:empty_cell",{
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description=S("Empty Cell"),
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1
init.lua
1
init.lua
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@ -66,6 +66,7 @@ dofile(modpath.."/tools/nano_suit.lua")
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dofile(modpath.."/tools/solar_helmet.lua")
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dofile(modpath.."/tools/static_boots.lua")
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dofile(modpath.."/tools/treetap.lua")
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dofile(modpath.."/tools/quantum_suit.lua")
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dofile(modpath.."/tools/wrench.lua")
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dofile(modpath.."/upgrades.lua")
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@ -38,7 +38,8 @@ local function registerNanoSuitPart(config)
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_industrialtest_powerStorage=true,
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_industrialtest_powerCapacity=1000000,
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_industrialtest_powerFlow=industrialtest.api.evPowerFlow,
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_industrialtest_damageReduction=config.damageReduction
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_industrialtest_damageReduction=config.damageReduction,
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industrialtest_powerPerDamage=5000
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})
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elseif industrialtest.mclAvailable then
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groups.armor=1
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@ -58,7 +59,8 @@ local function registerNanoSuitPart(config)
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_industrialtest_powerStorage=true,
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_industrialtest_powerCapacity=1000000,
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_industrialtest_powerFlow=industrialtest.api.evPowerFlow,
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_industrialtest_damageReduction=config.damageReduction
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_industrialtest_damageReduction=config.damageReduction,
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_industrialtest_powerPerDamage=5000
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})
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end
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end
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@ -149,12 +151,12 @@ minetest.register_on_player_hpchange(function(player,hpChange)
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if def.groups and def.groups._industrialtest_nanoSuit then
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local meta=stack:get_meta()
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local targetReducedDamage=math.floor(math.abs(hpChange)*def._industrialtest_damageReduction)
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local requiredPower=targetReducedDamage*5000
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local requiredPower=targetReducedDamage*def._industrialtest_powerPerDamage
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local availablePower=math.min(meta:get_int("industrialtest.powerAmount"),requiredPower)
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local reducedDamage=math.floor(availablePower/5000)
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local reducedDamage=math.floor(availablePower/def._industrialtest_powerPerDamage)
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if reducedDamage>0 then
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result=result+reducedDamage
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industrialtest.api.addPowerToItem(stack,-reducedDamage*5000)
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industrialtest.api.addPowerToItem(stack,-reducedDamage*def._industrialtest_powerPerDamage)
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inv:set_stack("armor",i,stack)
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end
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end
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@ -0,0 +1,252 @@
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-- IndustrialTest
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-- Copyright (C) 2024 mrkubax10
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-- This program is free software: you can redistribute it and/or modify
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-- it under the terms of the GNU General Public License as published by
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-- the Free Software Foundation, either version 3 of the License, or
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-- (at your option) any later version.
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-- GNU General Public License for more details.
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-- You should have received a copy of the GNU General Public License
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-- along with this program. If not, see <http://www.gnu.org/licenses/>.
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local S=minetest.get_translator("industrialtest")
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local quantumSuit={}
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quantumSuit.leggingsSpeedOpPower=125
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quantumSuit.leggingsSpeedMaxVel=4
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quantumSuit.bootsJumpOpPower=50
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quantumSuit.bootsFallDamageReductionOpPower=900
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local playerPositions={}
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local playerLeggingsSpeedEnabled={}
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local playerBootsJumpEnabled={}
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local function registerQuantumSuitPart(config)
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config.groups=config.groups or {}
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config.groups._industrialtest_nanoSuit=1
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if config.element=="head" then
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config.groups.armor_head=1
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elseif config.element=="torso" then
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config.groups.armor_torso=1
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elseif config.element=="legs" then
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config.groups.armor_legs=1
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elseif config.element=="feet" then
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config.groups.armor_feet=1
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end
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local definition={
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description=config.displayName,
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inventory_image="industrialtest_"..config.name.."_inv.png",
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groups=config.groups,
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_industrialtest_powerStorage=true,
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_industrialtest_powerCapacity=10000000,
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_industrialtest_powerFlow=industrialtest.api.ivPowerFlow,
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_industrialtest_damageReduction=config.damageReduction,
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_industrialtest_powerPerDamage=30
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}
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if config.customKeys then
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for k,v in pairs(config.customKeys) do
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definition[k]=v
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end
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end
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if industrialtest.mtgAvailable then
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definition.groups.armor_heal=0
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armor:register_armor("industrialtest:"..config.name,definition)
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elseif industrialtest.mclAvailable then
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definition.groups.armor=1
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definition.groups.non_combat_armor=1
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definition.sounds={
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_mcl_armor_equip="mcl_armor_equip_iron",
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_mcl_armor_unequip="mcl_armor_unequip_iron"
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}
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definition.on_place=mcl_armor.equip_on_use
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definition.on_secondary_use=mcl_armor.equip_on_use
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definition._mcl_armor_element=config.element
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definition._mcl_armor_texture=(config.element=="feet" and "industrialtest_mcl_" or "industrialtest_")..config.name..".png"
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minetest.register_tool("industrialtest:"..config.name,definition)
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end
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end
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local function findInPlayerArmorList(player,itemname)
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local inv
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if industrialtest.mclAvailable then
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inv=player:get_inventory()
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elseif industrialtest.mtgAvailable then
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_,inv=armor:get_valid_player(player,"")
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end
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local armorList=inv:get_list("armor")
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for i,stack in ipairs(armorList) do
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if stack:get_name()==itemname then
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return i,stack,inv
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end
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end
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end
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quantumSuit.tryFly=function(itemstack)
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local meta=itemstack:get_meta()
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if meta:get_int("industrialtest.powerAmount")<10 then
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return false
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end
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industrialtest.api.addPowerToItem(itemstack,-10)
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return true
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end
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registerQuantumSuitPart({
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name="quantum_helmet",
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displayName=S("Quantum Helmet"),
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element="head",
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damageReduction=0.15
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})
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registerQuantumSuitPart({
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name="quantum_bodyarmor",
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displayName=S("Quantum Bodyarmor"),
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element="torso",
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damageReduction=0.4,
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groups={
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_industrialtest_jetpack=1
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},
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customKeys={
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_industrialtest_tryFly=quantumSuit.tryFly
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}
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})
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minetest.register_craft({
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type="shaped",
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output="industrialtest:quantum_bodyarmor",
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recipe={
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{"industrialtest:advanced_alloy","industrialtest:nano_bodyarmor","industrialtest:advanced_alloy"},
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{"industrialtest:iridium_plate","industrialtest:lapotron_crystal","industrialtest:iridium_plate"},
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{"industrialtest:iridium_plate","industrialtest:electric_jetpack","industrialtest:iridium_plate"}
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}
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})
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registerQuantumSuitPart({
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name="quantum_leggings",
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displayName=S("Quantum Leggings"),
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element="legs",
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damageReduction=0.30
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})
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minetest.register_craft({
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type="shaped",
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output="industrialtest:quantum_leggings",
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recipe={
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{"industrialtest:machine_block","industrialtest:lapotron_crystal","industrialtest:machine_block"},
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{"industrialtest:iridium_plate","industrialtest:nano_leggings","industrialtest:iridium_plate"},
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{industrialtest.elementKeys.yellowDust,"",industrialtest.elementKeys.yellowDust}
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}
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})
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registerQuantumSuitPart({
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name="quantum_boots",
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displayName=S("Quantum Boots"),
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element="feet",
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damageReduction=0.15
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})
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minetest.register_globalstep(function(dtime)
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local players=minetest.get_connected_players()
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for _,player in ipairs(players) do
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local control=player:get_player_control()
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local playerName=player:get_player_name()
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if playerLeggingsSpeedEnabled[playerName] then
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local shouldStopSpeed=true
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if control.up and control.aux1 then
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local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_leggings")
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if index and stack and inv then
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local meta=stack:get_meta()
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local requiredPower=vector.distance(player:get_pos(),playerPositions[playerName])*quantumSuit.leggingsSpeedOpPower
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if meta:get_int("industrialtest.powerAmount")>=requiredPower then
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industrialtest.api.addPowerToItem(stack,-requiredPower)
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inv:set_stack("armor",index,stack)
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shouldStopSpeed=false
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end
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end
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end
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if shouldStopSpeed then
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player:set_physics_override({
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speed=1
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})
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playerLeggingsSpeedEnabled[playerName]=false
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end
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elseif control.up and control.aux1 then
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local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_leggings")
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if index and stack and inv then
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local meta=stack:get_meta()
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local requiredPower=vector.distance(player:get_pos(),playerPositions[playerName])*quantumSuit.leggingsSpeedOpPower
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if meta:get_int("industrialtest.powerAmount")>=requiredPower then
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player:set_physics_override({
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speed=quantumSuit.leggingsSpeedMaxVel
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})
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playerLeggingsSpeedEnabled[playerName]=true
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end
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end
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end
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if playerBootsJumpEnabled[playerName] then
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local shouldStopJump=not control.aux1
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if control.jump and control.aux1 then
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local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_boots")
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if index and stack and inv then
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local meta=stack:get_meta()
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if meta:get_int("industrialtest.powerAmount")>=quantumSuit.bootsJumpOpPower then
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industrialtest.api.addPowerToItem(stack,-quantumSuit.bootsJumpOpPower)
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inv:set_stack("armor",index,stack)
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shouldStopJump=false
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end
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end
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end
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if shouldStopJump then
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player:set_physics_override({
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jump=1
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})
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playerBootsJumpEnabled[playerName]=false
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end
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elseif control.aux1 then
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local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_boots")
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if index and stack and inv then
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local meta=stack:get_meta()
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local requiredPower=vector.distance(player:get_pos(),playerPositions[playerName])*quantumSuit.leggingsSpeedOpPower
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if meta:get_int("industrialtest.powerAmount")>=quantumSuit.bootsJumpOpPower then
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player:set_physics_override({
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jump=2
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})
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playerBootsJumpEnabled[playerName]=true
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end
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end
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end
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if player:get_breath()<10 then
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minetest.debug(player:get_breath())
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local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_helmet")
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if index and stack and inv then
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end
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end
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playerPositions[playerName]=player:get_pos()
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end
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end)
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minetest.register_on_player_hpchange(function(player,hpChange,reason)
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if reason.type~="fall" then
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return hpChange
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end
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local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_boots")
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if not index or not stack or not inv then
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return hpChange
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end
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local damage=math.abs(hpChange)
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local meta=stack:get_meta()
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local reducedDamage=math.min(damage,math.floor(meta:get_int("industrialtest.powerAmount")/(damage*quantumSuit.bootsFallDamageReductionOpPower)))
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industrialtest.api.addPowerToItem(stack,-reducedDamage*quantumSuit.bootsFallDamageReductionOpPower)
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inv:set_stack("armor",index,stack)
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return hpChange+reducedDamage
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end,true)
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