343 lines
12 KiB
Lua
343 lines
12 KiB
Lua
local
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minetest,math,pairs
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=
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minetest,math,pairs
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local get_item_group = minetest.get_item_group
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local get_itemdef = minetest.get_itemdef
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local ceil = math.ceil
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local random = math.random
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local inv
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local player_skin
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local armor_skin
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local stack
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local skin_element
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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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inv = player:get_inventory()
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player_skin = get_skin(player)
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armor_skin = "blank_skin.png"
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stack = inv:get_stack("armor_head",1):get_name()
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if stack ~= "" and get_item_group(stack,"helmet") > 0 then
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skin_element = get_itemdef(stack, "wearing_texture")
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player_skin = player_skin.."^"..skin_element
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end
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stack = inv:get_stack("armor_torso",1):get_name()
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if stack ~= "" and get_item_group(stack,"chestplate") > 0 then
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skin_element = get_itemdef(stack, "wearing_texture")
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armor_skin = armor_skin.."^"..skin_element
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end
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stack = inv:get_stack("armor_legs",1):get_name()
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if stack ~= "" and get_item_group(stack,"leggings") > 0 then
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skin_element = get_itemdef(stack, "wearing_texture")
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armor_skin = armor_skin.."^"..skin_element
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end
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stack = inv:get_stack("armor_feet",1):get_name()
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if stack ~= "" and get_item_group(stack,"boots") > 0 then
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skin_element = get_itemdef(stack, "wearing_texture")
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armor_skin = armor_skin.."^"..skin_element
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end
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player:set_properties({textures = {player_skin,armor_skin}})
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end
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local inv
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local armor_absorbtion
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local level
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local defense
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local stack
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function calculate_armor_absorbtion(player)
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if not player or (player and not player:is_player()) then return end
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inv = player:get_inventory()
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armor_absorbtion = 0
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stack = inv:get_stack("armor_head",1):get_name()
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if stack ~= "" then
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level = get_item_group(stack,"armor_level")
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defense = get_item_group(stack,"armor_defense")
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armor_absorbtion = armor_absorbtion + (level*defense)
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end
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stack = inv:get_stack("armor_torso",1):get_name()
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if stack ~= "" then
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level = get_item_group(stack,"armor_level")
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defense = get_item_group(stack,"armor_defense")
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armor_absorbtion = armor_absorbtion + (level*defense)
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end
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stack = inv:get_stack("armor_legs",1):get_name()
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if stack ~= "" then
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level = get_item_group(stack,"armor_level")
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defense = get_item_group(stack,"armor_defense")
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armor_absorbtion = armor_absorbtion + (level*defense)
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end
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stack = inv:get_stack("armor_feet",1):get_name()
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if stack ~= "" then
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level = get_item_group(stack,"armor_level")
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defense = get_item_group(stack,"armor_defense")
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armor_absorbtion = armor_absorbtion + (level*defense)
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end
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if armor_absorbtion > 0 then
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armor_absorbtion = ceil(armor_absorbtion/4)
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end
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return(armor_absorbtion)
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end
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local level
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function set_armor_gui(player)
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if not player or (player and not player:is_player()) then return end
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level = calculate_armor_absorbtion(player)
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hud_manager.change_hud({
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player = player ,
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hud_name = "armor_fg",
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element = "number",
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data = level
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})
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end
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local inv
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local recalc
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local stack
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local name
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local wear_level
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local new_stack
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function damage_armor(player,damage)
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if not player or (player and not player:is_player()) then return end
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inv = player:get_inventory()
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recalc = false
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stack = inv:get_stack("armor_head",1)
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name = stack:get_name()
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if name ~= "" then
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wear_level = ((9-get_item_group(name,"armor_level"))*8)*(5-get_item_group(name,"armor_type"))*damage
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stack:add_wear(wear_level)
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inv:set_stack("armor_head", 1, stack)
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new_stack = inv:get_stack("armor_head",1):get_name()
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if new_stack == "" then
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recalc = true
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end
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end
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stack = inv:get_stack("armor_torso",1)
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name = stack:get_name()
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if name ~= "" then
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wear_level = ((9-get_item_group(name,"armor_level"))*4)*(5-get_item_group(name,"armor_type"))*damage
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stack:add_wear(wear_level)
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inv:set_stack("armor_torso", 1, stack)
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new_stack = inv:get_stack("armor_torso",1):get_name()
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if new_stack == "" then
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recalc = true
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end
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end
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stack = inv:get_stack("armor_legs",1)
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name = stack:get_name()
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if name ~= "" then
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wear_level = ((9-get_item_group(name,"armor_level"))*6)*(5-get_item_group(name,"armor_type"))*damage
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stack:add_wear(wear_level)
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inv:set_stack("armor_legs", 1, stack)
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new_stack = inv:get_stack("armor_legs",1):get_name()
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if new_stack == "" then
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recalc = true
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end
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end
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stack = inv:get_stack("armor_feet",1)
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name = stack:get_name()
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if name ~= "" then
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wear_level = ((9-get_item_group(name,"armor_level"))*10)*(5-get_item_group(name,"armor_type"))*damage
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stack:add_wear(wear_level)
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inv:set_stack("armor_feet", 1, stack)
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new_stack = inv:get_stack("armor_feet",1):get_name()
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if new_stack == "" then
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recalc = true
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end
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end
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if recalc == true then
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minetest.sound_play("armor_break",{to_player=player:get_player_name(),gain=1,pitch=random(80,100)/100})
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recalculate_armor(player)
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set_armor_gui(player)
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--do particles too
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end
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end
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local inv
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minetest.register_on_joinplayer(function(player)
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hud_manager.add_hud(player,"armor_bg",{
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hud_elem_type = "statbar",
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position = {x = 0.5, y = 1},
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text = "armor_icon_bg.png",
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number = 20,
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size = {x = 24, y = 24},
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offset = {x = (-10 * 24) - 25, y = -(48 + 50 + 39)},
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})
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hud_manager.add_hud(player,"armor_fg",{
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hud_elem_type = "statbar",
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position = {x = 0.5, y = 1},
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text = "armor_icon.png",
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number = calculate_armor_absorbtion(player),
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size = {x = 24, y = 24},
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offset = {x = (-10 * 24) - 25, y = -(48 + 50 + 39)},
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})
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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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end)
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minetest.register_on_dieplayer(function(player)
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set_armor_gui(player)
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end)
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local acceptable = {
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["armor_head"] = true,
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["armor_torso"] = true,
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["armor_legs"] = true,
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["armor_feet"] = true,
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}
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minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)
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if acceptable[inventory_info.from_list] or acceptable[inventory_info.to_list] then
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minetest.after(0,function()
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recalculate_armor(player)
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set_armor_gui(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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local stack
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local item
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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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stack = inventory:get_stack(inventory_info.from_list,inventory_info.from_index)
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item = stack:get_name()
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if 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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stack = inventory:get_stack(inventory_info.from_list,inventory_info.from_index)
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item = stack:get_name()
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if 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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stack = inventory:get_stack(inventory_info.from_list,inventory_info.from_index)
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item = stack:get_name()
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if 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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stack = inventory:get_stack(inventory_info.from_list,inventory_info.from_index)
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item = stack:get_name()
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if 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 materials = {["coal"]=1,["lapis"]=2,["iron"]=3,["chain"]=4,["gold"]=2,["diamond"]=5,["emerald"]=6,["sapphire"]=7,["ruby"]=8} --max 8
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local armor_type = {["helmet"]=2,["chestplate"]=4,["leggings"]=3,["boots"]=1} --max 4
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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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--print(material_id,material,"|",armor_id,armor)
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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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wearing_texture = material_id.."_"..armor_id..".png",
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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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minetest.register_node("armor:"..material_id.."_"..armor_id.."particletexture", {
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description = "NIL",
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tiles = {material_id.."_"..armor_id.."_item.png"},
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groups = {},
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drop = "",
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drawtype = "allfaces",
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on_construct = function(pos)
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minetest.remove_node(pos)
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end,
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})
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end
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end
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end |