ARMOR_INIT_DELAY = 1 ARMOR_INIT_TIMES = 1 ARMOR_BONES_DELAY = 1 ARMOR_UPDATE_TIME = 1 ARMOR_DROP = minetest.get_modpath("bones") ~= nil ARMOR_DESTROY = false ARMOR_LEVEL_MULTIPLIER = 1 ARMOR_HEAL_MULTIPLIER = 1 local modpath = minetest.get_modpath("3d_armor") local worldpath = minetest.get_worldpath() local input = io.open(modpath.."/armor.conf", "r") if input then dofile(modpath.."/armor.conf") input:close() input = nil end input = io.open(worldpath.."/armor.conf", "r") if input then dofile(worldpath.."/armor.conf") input:close() input = nil end local time = 0 local armor_def = setmetatable({}, { __index = function() return setmetatable({ groups = setmetatable({}, { __index = function() return 0 end}) }, { __index = function() return 0 end }) end, }) local armor_textures = setmetatable({}, { __index = function() return setmetatable({}, { __index = function() return "blank.png" end }) end }) armor = { player_hp = {}, elements = {"head", "torso", "legs", "feet"}, physics = {"jump","speed","gravity"}, --[[formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]" .."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;]",]] def = armor_def, textures = armor_textures, default_skin = "character", } armor.update_player_visuals = function(self, player) if not player then return end local name = player:get_player_name() if self.textures[name] then player_api.set_textures(player, { self.textures[name].skin, self.textures[name].armor, self.textures[name].wielditem, }) end end armor.set_player_armor = function(self, player) if not player then return end local name = player:get_player_name() local armor_inv = self:get_armor_inventory(player) if not name then minetest.log("error", "Failed to read player name") return elseif not armor_inv then minetest.log("error", "Failed to read player inventory") return end local armor_texture = "blank.png" local armor_level = 0 local armor_heal = 0 local state = 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 = armor:get_player_skin(name).."_preview.png" for _,v in ipairs(self.elements) do elements[v] = false end for i=1, 4 do local stack = armor_inv:get_stack("armor", i) local item = stack:get_name() 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 = item:gsub("%:", "_") table.insert(textures, texture..".png") --preview = preview.."^"..texture.."_preview.png" armor_level = armor_level + level state = state + stack:get_wear() items = items + 1 local heal = def.groups["armor_heal"] or 0 armor_heal = armor_heal + heal 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 --[[if minetest.get_modpath("shields") then armor_level = armor_level * 0.9 end]] if material.type and material.count == #self.elements then armor_level = armor_level * 1.1 end armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER if #textures > 0 then armor_texture = table.concat(textures, "^") end local armor_groups = {fleshy=100} 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) player:set_physics_override(physics_o) self.textures[name].armor = armor_texture --self.textures[name].preview = preview self.def[name].state = state self.def[name].count = items self.def[name].level = armor_level self.def[name].heal = armor_heal 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) if not player then return end local name = player:get_player_name() local hp = player:get_hp() or 0 if hp == 0 then return end local armor_inv = self:get_armor_inventory(player) if not armor_inv then minetest.log("error", "Failed to read detached inventory") return end local state = 0 local items = 0 for i=1, 4 do local stack = armor_inv:get_stack("armor", i) if stack:get_count() > 0 then local use = stack:get_definition().groups["armor_use"] or 0 local item = stack:get_name() stack:add_wear(use) armor_inv:set_stack("armor", i, stack) state = state + stack:get_wear() items = items + 1 if stack:get_count() == 0 then local desc = minetest.registered_items[item].description if desc then minetest.chat_send_player(name, "Your "..desc.." got destroyed!") end self:set_player_armor(player) armor:update_inventory(player) end end end self:save_armor_inventory(player) self.def[name].state = state self.def[name].count = items end armor.get_player_skin = function(self, name) local skin = nil if skins then skin = skins.skins[name] elseif u_skins then skin = u_skins.u_skins[name] end return skin or armor.default_skin end armor.get_armor_formspec = function(self, name) local formspec = armor.formspec:gsub("player_name", name) --formspec = formspec:gsub("armor_preview", armor.textures[name].preview) formspec = formspec:gsub("armor_level", armor.def[name].level) return formspec:gsub("armor_heal", armor.def[name].heal) end --[[armor.update_inventory = function(self, player) local name = player:get_player_name() if unified_inventory then if unified_inventory.current_page[name] == "armor" then unified_inventory.set_inventory_formspec(player, "armor") end else local formspec = armor:get_armor_formspec(name) if inventory_plus then local page = player:get_inventory_formspec() if page:find("detached:"..name.."_armor") then inventory_plus.set_inventory_formspec(player, formspec) end else player:set_inventory_formspec(formspec) end end end]] armor.update_inventory = function(self, player) end armor.get_armor_inventory = function(self, player) local name = player:get_player_name() if name then return minetest.get_inventory({type="detached", name=name.."_armor"}) end end armor.serialize_inventory_list = function(self, list) local list_table = {} for _, stack in ipairs(list) do table.insert(list_table, stack:to_string()) end return minetest.serialize(list_table) end armor.deserialize_inventory_list = function(self, list_string) local list_table = minetest.deserialize(list_string) local list = {} for _, stack in ipairs(list_table or {}) do table.insert(list, ItemStack(stack)) end return list end armor.load_armor_inventory = function(self, player) local inv = self:get_armor_inventory(player) if inv then local armor_list_string = player:get_attribute("3d_armor_inventory") if armor_list_string then inv:set_list("armor", self:deserialize_inventory_list(armor_list_string)) return true end end end armor.save_armor_inventory = function(self, player) local inv = self:get_armor_inventory(player) if inv then player:set_attribute("3d_armor_inventory", self:serialize_inventory_list(inv:get_list("armor"))) end end -- Register Callbacks minetest.register_on_player_receive_fields(function(player, formname, fields) local name = player:get_player_name() --if inventory_plus and fields.armor then --local formspec = armor:get_armor_formspec(name) --inventory_plus.set_inventory_formspec(player, formspec) --return --end for field, _ in pairs(fields) do if string.find(field, "skins_set_") then minetest.after(0, function(player) local skin = armor:get_player_skin(name) armor.textures[name].skin = skin..".png" armor:set_player_armor(player) end, player) end end end) minetest.register_on_joinplayer(function(player) local name = player:get_player_name() local armor_inv = minetest.create_detached_inventory(name.."_armor",{ allow_put = function(inv, listname, index, stack, player) local item = stack:get_name() if not minetest.registered_items[item] then return end if not minetest.registered_items[item].groups then return end if minetest.registered_items[item].groups['armor_head'] and index == 1 then return 1 end if minetest.registered_items[item].groups['armor_torso'] and index == 2 then return 1 end if minetest.registered_items[item].groups['armor_legs'] and index == 3 then return 1 end if minetest.registered_items[item].groups['armor_feet'] and index == 4 then return 1 end return 0 end, on_put = function(inv, listname, index, stack, player) armor:save_armor_inventory(player) armor:set_player_armor(player) --armor:update_inventory(player) end, on_take = function(inv, listname, index, stack, player) armor:save_armor_inventory(player) armor:set_player_armor(player) --armor:update_inventory(player) end, on_move = function(inv, from_list, from_index, to_list, to_index, count, player) armor:save_armor_inventory(player) armor:set_player_armor(player) --armor:update_inventory(player) end, allow_take = function(inv, listname, index, stack, player) 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", 4) if not armor:load_armor_inventory(player) then local player_inv = player:get_inventory() if player_inv then player_inv:set_size("armor", 4) for i=1, 4 do local stack = player_inv:get_stack("armor", i) armor_inv:set_stack("armor", i, stack) end player_inv:set_size("armor", 0) end armor:save_armor_inventory(player) end armor.player_hp[name] = 0 armor.def[name] = { state = 0, 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 minetest.get_modpath("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 minetest.get_modpath("simple_skins") then local skin = skins.skins[name] if skin then armor.textures[name].skin = skin..".png" end --[[elseif minetest.get_modpath("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]] 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(player) armor:set_player_armor(player) --if inventory_plus == nil and unified_inventory == nil then --armor:update_inventory(player) --end end, player) end end) minetest.register_on_dieplayer(function(player) local name = player:get_player_name() local pos = player:get_pos() if name and pos then local drop = {} local armor_inv = armor:get_armor_inventory(player) if armor_inv then for i=1, armor_inv:get_size("armor") do local stack = armor_inv:get_stack("armor", i) if stack:get_count() > 0 then minetest.item_drop(stack, player, pos) armor_inv:set_stack("armor", i, nil) end end end armor:save_armor_inventory(player) armor:set_player_armor(player) end end) minetest.register_on_player_hpchange(function(player, hp_change) if player and hp_change < 0 then local name = player:get_player_name() if name then if armor.def[name].heal > math.random(100) then hp_change = 0 end end armor:update_armor(player) end return hp_change end)