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master
stujones11 2013-03-03 19:46:10 +00:00
commit 1e463630ae
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.gitignore vendored Normal file
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## Generic ignorable patterns and files
*~
.*.swp
*bak*
tags
*.vim

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LICENSE.md Normal file
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3D Armor - Visible Player Armor
===============================
Default Item Textures (C) Cisoun - WTFPL
Armor Textures: Copyright (C) 2013 Ryan Jones - CC-BY-SA
Source Code: Copyright (C) 2013 Stuart Jones - GPL v3
Special credit to Jordach and MirceaKitsune for providing the default 3d character model.

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README.md Normal file
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3d Armor - Visible Player Armor
===============================
An experimental mod exploring the possibilty of alpha-blending various 'wearable' UV maps with the player character mesh. This same principle could be extended to other types of clothing, jewelery or whatever else.

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armor_api.lua Normal file
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armor_api = {
default_character_skin = "3d_armor_character.png",
player_hp = {},
wielded_items = {},
}
armor_api.get_player_skin = function(self, name)
local mod_path = minetest.get_modpath("skins")
if mod_path then
local skin = skins.skins[name]
if skin then
if skin ~= skins.default() and skins.get_type(skin) == skins.type.MODEL then
return skin..".png"
end
end
end
return self.default_character_skin
end
armor_api.get_wielded_item_texture = function(self, player)
if not player then
return nil
end
local stack = player:get_wielded_item()
local item = stack:get_name()
if not item then
return nil
end
local texture = minetest.registered_items[item].inventory_image
if texture == "" then
return minetest.registered_items[item].tiles[1]
end
return texture
end
armor_api.set_player_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local texture = "3d_armor_character_bg.png^[combine:64x64:0,32="..self:get_player_skin(name)
local player_inv = player:get_inventory()
local wielded_item_texture = self:get_wielded_item_texture(player)
if wielded_item_texture then
texture = texture.."^[combine:64x64:0,0="..wielded_item_texture
end
local armor = {head, torso, legs, shield}
for _,v in ipairs({"head", "torso", "legs"}) do
local stack = player_inv:get_stack("armor_"..v, 1)
armor[v] = stack:get_definition().groups["armor_"..v] or 0
if armor[v] > 0 then
item = stack:get_name()
texture = texture.."^[combine:64x64:0,32="..item:gsub("%:", "_")..".png"
end
end
local stack = player_inv:get_stack("armor_shield", 1)
armor["shield"] = stack:get_definition().groups["armor_shield"] or 0
if armor["shield"] > 0 then
item = stack:get_name()
texture = texture.."^[combine:16x16:16,0="..minetest.registered_items[item].inventory_image
end
local armor_level = math.floor(
(.2*armor["head"]) +
(.3*armor["torso"]) +
(.2*armor["legs"]) +
(.3*armor["shield"])
)
local level = (armor_level / 2) + 0.5
local fleshy = 3 - (armor_level / 2)
local armor_groups = {level=1, fleshy=3, snappy=1, choppy=1}
armor_groups.level = level
armor_groups.fleshy = fleshy
player:set_armor_groups(armor_groups)
player:set_properties({
visual = "mesh",
textures = {texture},
visual_size = {x=1, y=1},
})
end
armor_api.update_wielded_item = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local stack = player:get_wielded_item()
local item = stack:get_name()
if not item then
return
end
if self.wielded_items[name] then
if self.wielded_items[name] == item then
return
end
self:set_player_armor(player)
end
self.wielded_items[name] = item
end
armor_api.update_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local hp = player:get_hp()
if hp == nil or hp == self.player_hp[name] then
return
end
if self.player_hp[name] > hp then
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_outfit"})
if armor_inv == nil then
return
end
local heal_max = 0
for _,v in ipairs({"head", "torso", "legs", "shield"}) do
local stack = armor_inv:get_stack("armor_"..v, 1)
local use = stack:get_definition().groups["armor_use"] or 0
local heal = stack:get_definition().groups["armor_heal"] or 0
stack:add_wear(use)
armor_inv:set_stack("armor_"..v, 1, stack)
player_inv:set_stack("armor_"..v, 1, stack)
if stack:get_count() == 0 then
self:set_player_armor(player)
end
heal_max = heal_max + heal
end
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
end
end
self.player_hp[name] = hp
end

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crafting_guide.txt Normal file
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3D Armor -- Visible Player Armor
--------------------------------
Crafting Guide
--------------
S = Steel Ingot [default:steel_ingot], W = Wood [default:wood]
Steel Helmet [3d_armor:helmet_steel]
+---+---+---+
| S | S | S |
+---+---+---+
| S | | S |
+---+---+---+
| | | |
+---+---+---+
Steel Chestplate [3d_armor:chestplate_steel]
+---+---+---+
| S | | S |
+---+---+---+
| S | S | S |
+---+---+---+
| S | S | S |
+---+---+---+
Steel Leggings [3d_armor:leggings_steel]
+---+---+---+
| S | S | S |
+---+---+---+
| S | | S |
+---+---+---+
| S | | S |
+---+---+---+
Steel Shield [3d_armor:shield_steel]
+---+---+---+
| S | S | S |
+---+---+---+
| S | S | S |
+---+---+---+
| | S | |
+---+---+---+
Wooden Shield [3d_armor:shield_wood]
+---+---+---+
| W | W | W |
+---+---+---+
| w | W | W |
+---+---+---+
| | W | |
+---+---+---+
Enhanced Wooden Shield [3d_armor:shield_enhanced_wood]
+---+---+---+
| S | W | S |
+---+---+---+
| W | S | W |
+---+---+---+
| | W | |
+---+---+---+

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depends.txt Normal file
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inventory_plus
default

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init.lua Normal file
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local time = 0
local update_time = tonumber(minetest.setting_get("3d_armor_update_time"))
if update_time == nil then
update_time = 2
minetest.setting_set("3d_armor_update_time", tostring(update_time))
end
dofile(minetest.get_modpath(minetest.get_current_modname()).."/armor_api.lua")
minetest.register_tool("3d_armor:helmet_steel", {
description = "Steel Helmet",
inventory_image = "3d_armor_inv_helmet_steel.png",
groups = {armor_head=3, armor_heal=15, armor_use=1000},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_steel", {
description = "Steel Chestplate",
inventory_image = "3d_armor_inv_chestplate_steel.png",
groups = {armor_torso=3, armor_heal=20, armor_use=2500},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_steel", {
description = "Steel Leggings",
inventory_image = "3d_armor_inv_leggings_steel.png",
groups = {armor_legs=3, armor_heal=15, armor_use=1500},
wear = 0,
})
minetest.register_tool("3d_armor:shield_steel", {
description = "Steel Shield",
inventory_image = "3d_armor_inv_shield_steel.png",
groups = {armor_shield=3, armor_heal=20, armor_use=1500},
wear = 0,
})
minetest.register_tool("3d_armor:shield_wood", {
description = "Wooden Shield",
inventory_image = "3d_armor_inv_shield_wood.png",
groups = {armor_shield=2, armor_heal=10, armor_use=10000},
wear = 0,
})
minetest.register_tool("3d_armor:shield_enhanced_wood", {
description = "Enhanced Wooden Shield",
inventory_image = "3d_armor_inv_shield_enhanced_wood.png",
groups = {armor_shield=2, armor_heal=15, armor_use=3000},
wear = 0,
})
minetest.register_craft({
output = "3d_armor:helmet_steel",
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "", "default:steel_ingot"},
{"", "", ""},
},
})
minetest.register_craft({
output = "3d_armor:chestplate_steel",
recipe = {
{"default:steel_ingot", "", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
},
})
minetest.register_craft({
output = "3d_armor:leggings_steel",
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "", "default:steel_ingot"},
{"default:steel_ingot", "", "default:steel_ingot"},
},
})
minetest.register_craft({
output = "3d_armor:shield_steel",
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"", "default:steel_ingot", ""},
},
})
minetest.register_craft({
output = "3d_armor:shield_wood",
recipe = {
{"default:wood", "default:wood", "default:wood"},
{"default:wood", "default:wood", "default:wood"},
{"", "default:wood", ""},
},
})
minetest.register_craft({
output = "3d_armor:shield_enhanced_wood",
recipe = {
{"default:steel_ingot", "default:wood", "default:steel_ingot"},
{"default:wood", "default:steel_ingot", "default:wood"},
{"", "default:wood", ""},
},
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.outfit then
inventory_plus.set_inventory_formspec(player, "size[8,7.5]"
.."button[0,0;2,0.5;main;Back]"
.."list[current_player;main;0,3.5;8,4;]"
.."list[detached:"..name.."_outfit;armor_head;3,0;1,1;]"
.."list[detached:"..name.."_outfit;armor_torso;3,1;1,1;]"
.."list[detached:"..name.."_outfit;armor_legs;3,2;1,1;]"
.."list[detached:"..name.."_outfit;armor_shield;4,1;1,1;]")
return
end
for field, _ in pairs(fields) do
if string.sub(field,0,string.len("skins_set_")) == "skins_set_" then
minetest.after(1, function(player)
armor_api:set_player_armor(player)
end, player)
end
end
end)
minetest.register_on_joinplayer(function(player)
inventory_plus.register_button(player,"outfit", "Outfit")
local player_inv = player:get_inventory()
local name = player:get_player_name()
local armor_inv = minetest.create_detached_inventory(name.."_outfit",{
on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor_api:set_player_armor(player)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor_api:set_player_armor(player)
end,
allow_put = function(inv, listname, index, stack, player)
if inv:is_empty(listname) then
return 1
end
return 0
end,
allow_take = function(inv, listname, index, stack, player)
return stack:get_count()
end,
})
for _,v in ipairs({"head", "torso", "legs", "shield"}) do
local armor = "armor_"..v
player_inv:set_size(armor, 1)
armor_inv:set_size(armor, 1)
armor_inv:set_stack(armor, 1, player_inv:get_stack(armor, 1))
end
armor_api.player_hp[name] = 0
local texture = armor_api:get_player_skin(name)
player:set_properties({
visual = "mesh",
mesh = "3d_armor_character.x",
textures = {texture},
visual_size = {x=1, y=1},
})
minetest.after(1, function(player)
armor_api:set_player_armor(player)
end, player)
end)
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > update_time then
for _,player in ipairs(minetest.get_connected_players()) do
armor_api:update_wielded_item(player)
armor_api:update_armor(player)
end
time = 0
end
end)

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