diff --git a/mods/ITEMS/mcl_armor/armor.lua b/mods/ITEMS/mcl_armor/armor.lua deleted file mode 100644 index c53fc417e..000000000 --- a/mods/ITEMS/mcl_armor/armor.lua +++ /dev/null @@ -1,689 +0,0 @@ -local ARMOR_INIT_DELAY = 1 -local ARMOR_INIT_TIMES = 1 -local ARMOR_BONES_DELAY = 1 - -local skin_mod = nil -local has_shield = minetest.get_modpath("shields") --avoid multiple calls to minetest.get_modpath() - -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 wielditem = player:get_wielded_item() - local def = wielditem:get_definition() - if def and def._mcl_toollike_wield then - player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0)) - elseif string.find(wielditem:get_name(), "mcl_bows:bow") then - player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20)) - 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 - if def.texture then - texture = def.texture - --minetest.chat_send_all("if "..texture) - elseif def.groups.enchanted == 1 then - texture = minetest.registered_items[def._mcl_enchanting_enchanted_tool].texture or def._mcl_enchanting_enchanted_tool:gsub("_enchanted", "")..".png" - --minetest.chat_send_all(def._mcl_enchanting_enchanted_tool..".png") --DEBUG - --minetest.chat_send_all("elseif "..texture) - else - texture = item:gsub("%:", "_")..".png" - --minetest.chat_send_all("else "..texture) - end - --minetest.chat_send_all(texture) --DEBUG - local enchanted_addition = (mcl_enchanting.is_enchanted(item) and mcl_enchanting.overlay or "") - table.insert(textures, texture..enchanted_addition) - --minetest.chat_send_all(texture..enchanted_addition) --DEBUG - preview = "(player.png^[opacity:0^"..(def.preview or item:gsub("%:", "_").."_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 has_shield 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=365}, - 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}, - run_walk = {x=440, y=459}, - run_walk_mine = {x=461, y=480}, - sit_mount = {x=484, y=484}, - die = {x=498, y=498}, - fly = {x=502, y=581}, - }, -}) - -mcl_player.player_register_model("mcl_armor_character_female.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=365}, - 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}, - run_walk = {x=440, y=459}, - run_walk_mine = {x=461, y=480}, - sit_mount = {x=484, y=484}, - die = {x=498, y=498}, - fly = {x=502, y=581}, - }, -}) - --- 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" and reason.other ~= "harming" and reason.other ~= "poison" - - 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)