259 lines
6.7 KiB
Lua
259 lines
6.7 KiB
Lua
ARMOR_LEVEL_MULTIPLIER = 1
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ARMOR_HEAL_MULTIPLIER = 1
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local armor_def = setmetatable({}, {
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__index = function()
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return setmetatable({
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groups = setmetatable({}, {
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__index = function()
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return 0
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end})
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}, {
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__index = function()
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return 0
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end
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})
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end,
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})
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local armor_textures = setmetatable({}, {
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__index = function()
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return setmetatable({}, {
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__index = function()
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return "blank.png"
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end
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})
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end
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})
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armor = {
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player_hp = {},
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elements = {"head", "torso", "legs", "feet"},
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physics = {"jump", "speed", "gravity"},
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--[[formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
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.."image[2,0.75;2,4;armor_preview]"
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.."list[current_player;main;0,4.5;8,4;]"
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.."list[current_player;craft;4,1;3,3;]"
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.."list[current_player;craftpreview;7,2;1,1;]",]]
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def = armor_def,
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textures = armor_textures,
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default_skin = "character"
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}
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-- Armor Registration
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armor.register_armor = function(self, name, def)
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minetest.register_tool(name, def)
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end
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armor.register_armor_group = function(self, group, base)
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base = base or 100
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self.registered_groups[group] = base
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end
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armor.update_player_visuals = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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if self.textures[name] then
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player_api.set_textures(player, {
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self.textures[name].skin,
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self.textures[name].armor,
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self.textures[name].wielditem,
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self.textures[name].cube,
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})
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end
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end
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armor.set_player_armor = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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local armor_inv = self:get_armor_inventory(player)
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if not name then
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minetest.log("error", "Failed to read player name")
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return
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elseif not armor_inv then
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minetest.log("error", "Failed to read player inventory")
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return
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end
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local armor_texture = "blank.png"
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local armor_level = 0
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local armor_heal = 0
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local state = 0
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local items = 0
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local elements = {}
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local textures = {}
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local physics_o = {speed=1,gravity=1,jump=1}
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local material = {type=nil, count=1}
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--local preview = armor:get_player_skin(name).."_preview.png"
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for _,v in ipairs(self.elements) do
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elements[v] = false
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end
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for i=1, 4 do
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local stack = armor_inv:get_stack("armor", i)
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local item = stack:get_name()
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if stack:get_count() == 1 then
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local def = stack:get_definition()
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for k, v in pairs(elements) do
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if v == false then
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local level = def.groups["armor_"..k]
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if level then
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local texture = item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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--preview = preview.."^"..texture.."_preview.png"
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armor_level = armor_level + level
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state = state + stack:get_wear()
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items = items + 1
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local heal = def.groups["armor_heal"] or 0
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armor_heal = armor_heal + heal
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for kk,vv in ipairs(self.physics) do
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local o_value = def.groups["physics_"..vv]
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if o_value then
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physics_o[vv] = physics_o[vv] + o_value
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end
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.type then
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if material.type == mat then
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material.count = material.count + 1
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end
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else
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material.type = mat
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end
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elements[k] = true
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end
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end
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end
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end
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end
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if material.type and material.count == #self.elements then
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armor_level = armor_level * 1.1
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end
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armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
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armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
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if #textures > 0 then
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armor_texture = table.concat(textures, "^")
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end
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local armor_groups = {fleshy=100}
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if armor_level > 0 then
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armor_groups.level = math.floor(armor_level / 20)
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armor_groups.fleshy = 100 - armor_level
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end
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player:set_armor_groups(armor_groups)
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player:set_physics_override(physics_o)
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self.textures[name].armor = armor_texture
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--self.textures[name].preview = preview
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self.def[name].state = state
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self.def[name].count = items
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self.def[name].level = armor_level
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self.def[name].heal = armor_heal
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self.def[name].jump = physics_o.jump
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self.def[name].speed = physics_o.speed
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self.def[name].gravity = physics_o.gravity
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self:update_player_visuals(player)
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end
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armor.update_armor = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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local hp = player:get_hp() or 0
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if hp == 0 then
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return
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end
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local armor_inv = self:get_armor_inventory(player)
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if not armor_inv then
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minetest.log("error", "Failed to read detached inventory")
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return
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end
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local state = 0
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local items = 0
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for i=1, 4 do
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local stack = armor_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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local use = stack:get_definition().groups["armor_use"] or 0
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local item = stack:get_name()
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stack:add_wear(use)
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armor_inv:set_stack("armor", i, stack)
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state = state + stack:get_wear()
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items = items + 1
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if stack:get_count() == 0 then
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local desc = minetest.registered_items[item].description
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if desc then
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minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
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end
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self:set_player_armor(player)
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armor:update_inventory(player)
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end
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end
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end
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self:save_armor_inventory(player)
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self.def[name].state = state
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self.def[name].count = items
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end
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armor.get_player_skin = function(self, name)
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local skin = nil
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if skins then
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skin = skins.skins[name]
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end
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return skin or armor.default_skin
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end
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armor.get_armor_formspec = function(self, name)
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local formspec = armor.formspec:gsub("player_name", name)
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--formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
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formspec = formspec:gsub("armor_level", armor.def[name].level)
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return formspec:gsub("armor_heal", armor.def[name].heal)
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end
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armor.update_inventory = function(self, player) end
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armor.get_armor_inventory = function(self, player)
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local name = player:get_player_name()
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if name then
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return minetest.get_inventory({type="detached", name=name.."_armor"})
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end
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end
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armor.serialize_inventory_list = function(self, list)
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local list_table = {}
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for _, stack in ipairs(list) do
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table.insert(list_table, stack:to_string())
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end
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return minetest.serialize(list_table)
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end
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armor.deserialize_inventory_list = function(self, list_string)
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local list_table = minetest.deserialize(list_string)
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local list = {}
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for _, stack in ipairs(list_table or {}) do
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table.insert(list, ItemStack(stack))
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end
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return list
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end
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armor.load_armor_inventory = function(self, player)
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local inv = self:get_armor_inventory(player)
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if inv then
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local armor_list_string = player:get_attribute("3d_armor_inventory")
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if armor_list_string then
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inv:set_list("armor",
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self:deserialize_inventory_list(armor_list_string))
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return true
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end
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end
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end
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armor.save_armor_inventory = function(self, player)
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local inv = self:get_armor_inventory(player)
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if inv then
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player:set_attribute("3d_armor_inventory",
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self:serialize_inventory_list(inv:get_list("armor")))
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end
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end
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