2020-05-28 18:20:02 -04:00
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function recalculate_armor(player)
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if not player or (player and not player:is_player()) then return end
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local inv = player:get_inventory()
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local meta = player:get_meta()
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2020-05-30 00:45:38 -04:00
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local player_skin = meta:get_string("skin")
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local armor_skin = "blank_skin.png"
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2020-05-28 18:20:02 -04:00
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local stack = inv:get_stack("armor_head",1):get_name()
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stack = stack:gsub("_item.png","")
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stack = stack:gsub("armor:","")
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if stack ~= "" then
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player_skin = player_skin.."^"..stack..".png"
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end
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stack = inv:get_stack("armor_torso",1):get_name()
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stack = stack:gsub("_item.png","")
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stack = stack:gsub("armor:","")
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if stack ~= "" then
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2020-05-30 00:45:38 -04:00
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armor_skin = armor_skin.."^"..stack..".png"
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2020-05-28 18:20:02 -04:00
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end
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stack = inv:get_stack("armor_legs",1):get_name()
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stack = stack:gsub("_item.png","")
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stack = stack:gsub("armor:","")
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if stack ~= "" then
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2020-05-30 00:45:38 -04:00
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armor_skin = armor_skin.."^"..stack..".png"
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2020-05-28 18:20:02 -04:00
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end
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stack = inv:get_stack("armor_feet",1):get_name()
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stack = stack:gsub("_item.png","")
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stack = stack:gsub("armor:","")
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if stack ~= "" then
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2020-05-30 00:45:38 -04:00
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armor_skin = armor_skin.."^"..stack..".png"
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2020-05-28 18:20:02 -04:00
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end
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2020-05-30 00:45:38 -04:00
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player:set_properties({textures = {player_skin,armor_skin}})
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2020-05-28 18:20:02 -04:00
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end
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minetest.register_on_joinplayer(function(player)
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local inv = player:get_inventory()
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inv:set_size("armor_head" ,1)
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inv:set_size("armor_torso",1)
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inv:set_size("armor_legs" ,1)
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inv:set_size("armor_feet" ,1)
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minetest.after(0.1,function()
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recalculate_armor(player)
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end)
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end)
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minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)
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if inventory_info.from_list == "armor_head" or inventory_info.from_list == "armor_torso" or inventory_info.from_list == "armor_legs" or inventory_info.from_list == "armor_feet" or
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inventory_info.to_list == "armor_head" or inventory_info.to_list == "armor_torso" or inventory_info.to_list == "armor_legs" or inventory_info.to_list == "armor_feet" then
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minetest.after(0,function()
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recalculate_armor(player)
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end)
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end
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end)
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--only allow players to put armor in the right slots to stop exploiting chestplates
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minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info)
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if inventory_info.to_list == "armor_head" then
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local stack = inventory:get_stack(inventory_info.from_list,inventory_info.from_index)
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local item = stack:get_name()
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if minetest.get_item_group(item, "helmet") == 0 then
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return(0)
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end
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elseif inventory_info.to_list == "armor_torso" then
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local stack = inventory:get_stack(inventory_info.from_list,inventory_info.from_index)
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local item = stack:get_name()
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if minetest.get_item_group(item, "chestplate") == 0 then
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return(0)
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end
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elseif inventory_info.to_list == "armor_legs" then
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local stack = inventory:get_stack(inventory_info.from_list,inventory_info.from_index)
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local item = stack:get_name()
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if minetest.get_item_group(item, "leggings") == 0 then
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return(0)
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end
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elseif inventory_info.to_list == "armor_feet" then
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local stack = inventory:get_stack(inventory_info.from_list,inventory_info.from_index)
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local item = stack:get_name()
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if minetest.get_item_group(item, "boots") == 0 then
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return(0)
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end
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end
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end)
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local armor_type = {["helmet"]=2,["chestplate"]=5,["leggings"]=3,["boots"]=2}
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local materials = {["iron"]=2,["chain"]=4,["gold"]=3,["diamond"]=7}
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local function bool_int(state)
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if state == true then return(1) end
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if state == false or not state then return(0) end
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end
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for material_id,material in pairs(materials) do
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for armor_id,armor in pairs(armor_type) do
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2020-05-30 02:46:28 -04:00
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--print(material_id,material,"|",armor_id,armor)
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2020-05-28 18:20:02 -04:00
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minetest.register_tool("armor:"..material_id.."_"..armor_id,{
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description = material_id:gsub("^%l", string.upper).." "..armor_id:gsub("^%l", string.upper),
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groups = {
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armor = 1,
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armor_level = material,
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armor_defense = armor,
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helmet = bool_int(armor_id == "helmet"),
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chestplate = bool_int(armor_id == "chestplate"),
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leggings = bool_int(armor_id == "leggings"),
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boots = bool_int(armor_id == "boots"),
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},
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inventory_image = material_id.."_"..armor_id.."_item.png",
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stack_max = 1,
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tool_capabilities = {
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full_punch_interval = 0,
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max_drop_level = 0,
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groupcaps = {
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},
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damage_groups = {
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},
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punch_attack_uses = 0,
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}
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})
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if armor_id == "helmet" then
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minetest.register_craft({
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output = "armor:"..material_id.."_"..armor_id,
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recipe = {
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{"main:"..material_id, "main:"..material_id, "main:"..material_id},
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{"main:"..material_id, "" , "main:"..material_id},
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{"" , "" , "" }
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}
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})
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elseif armor_id == "chestplate" then
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minetest.register_craft({
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output = "armor:"..material_id.."_"..armor_id,
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recipe = {
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{"main:"..material_id, "" , "main:"..material_id},
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{"main:"..material_id, "main:"..material_id, "main:"..material_id},
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{"main:"..material_id, "main:"..material_id, "main:"..material_id}
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}
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})
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elseif armor_id == "leggings" then
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minetest.register_craft({
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output = "armor:"..material_id.."_"..armor_id,
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recipe = {
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{"main:"..material_id, "main:"..material_id, "main:"..material_id},
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{"main:"..material_id, "" , "main:"..material_id},
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{"main:"..material_id, "" , "main:"..material_id}
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}
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})
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elseif armor_id == "boots" then
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minetest.register_craft({
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output = "armor:"..material_id.."_"..armor_id,
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recipe = {
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{"" , "", "" },
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{"main:"..material_id, "", "main:"..material_id},
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{"main:"..material_id, "", "main:"..material_id}
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}
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})
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end
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end
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end
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