369 lines
9.4 KiB
Lua

local S = minetest.get_translator_auto(true)
local enable_damage = minetest.settings:get_bool("enable_damage")
local use_pova_mod = minetest.get_modpath("pova")
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 = {
S = S,
elements = {"head", "torso", "legs", "feet"},
physics = {"jump", "speed", "gravity"},
def = armor_def,
textures = armor_textures,
registered_callbacks = {
on_damage = {},
on_destroy = {}
}
}
armor.config = {
level_multiplier = 1,
heal_multiplier = 1,
set_multiplier = 1.05
}
-- Armor Registration
armor.register_armor = function(_, name, def)
if def.desc_color then
def.description = def.desc_color .. def.description
end
local group = def.groups
local protect
for _, element in pairs(armor.elements) do
protect = group["armor_" .. element]
if protect ~= nil then
break
end
end
local long_desc = S("Protect: @1%, Healing: @2%",
protect or 0, group.armor_heal or 0)
local physics = {}
local upper = string.upper
for _, physic in pairs(armor.physics) do
local value = group["physics_" .. physic]
if value ~= nil then
physics[#physics + 1] =
S("@1: @2%", S((physic:gsub("^%l", upper))), value * 100)
end
end
if next(physics) then
physics = table.concat(physics, ", ")
long_desc = long_desc .. "\n" .. physics
end
def._doc_items_longdesc = long_desc
if not group.armor_use or group.armor_use == 0 then
-- Any use will not add wear
def.tool_capabilities = {
full_punch_interval = 0.5,
max_drop_level = 0,
damage_groups = {fleshy = 1},
punch_attack_uses = 0
}
def.after_use = function(itemstack) return itemstack end
end
minetest.register_tool(name, def)
end
armor.register_armor_group = function(self, group, base)
base = base or 100
self.registered_groups[group] = base
end
armor.register_on_damage = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_damage, func)
end
end
armor.register_on_destroy = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_destroy, func)
end
end
armor.run_callbacks = function(self, callback, player, index, stack)
if stack then
local def = stack:get_definition() or {}
if type(def[callback]) == "function" then
def[callback](player, index, stack)
end
end
local callbacks = self.registered_callbacks[callback]
if callbacks then
for _, func in pairs(callbacks) do
func(player, index, stack)
end
end
end
armor.update_player_visuals = function(self, player)
if player and player:is_player() then
local player_name = player:get_player_name()
local player_texture = player_api.get_textures(player)
local oldarmor = player_texture[3] or "blank.png"
local newarmor = self.textures[player_name].armor
if oldarmor ~= newarmor then
player_api.set_texture(player, 3, newarmor)
end
end
end
if enable_damage then
hud.register("armor", {
hud_elem_type = "statbar",
position = {x = 0.5, y = 1},
alignment = {x = -1, y = -1},
offset = {x = -247, y = -120},
size = {x = 24, y = 24},
text = "3d_armor_statbar_fg.png",
background = "3d_armor_statbar_bg.png",
number = 0,
max = 20,
autohide_bg = true
})
end
local floor = math.floor
armor.set_player_armor = function(self, player)
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_level = 0
local armor_heal = 0
local state = 0
local count = 0
local texture = "blank.png"
local physics = {speed = 1, gravity = 1, jump = 1}
local material = {type = nil, count = 1}
for _, number in pairs({"1", "3", "2", "4"}) do
local stack = armor_inv:get_stack("armor", number)
if stack:get_count() == 1 then
local item = stack:get_name()
if stack:get_count() == 1 then
local def = stack:get_definition()
for _, element in pairs(self.elements) do
local level = def.groups["armor_"..element]
if level then
local tex = def.texture or item:gsub("%:", "_")
tex = tex:gsub(".png$", "")
texture = texture.."^"..tex..".png"
armor_level = armor_level + level
state = state + stack:get_wear()
count = count + 1
local heal = def.groups["armor_heal"] or 0
armor_heal = armor_heal + heal
for _, phys in pairs(self.physics) do
local value = def.groups["physics_"..phys] or 0
physics[phys] = physics[phys] + value
end
local mat = item:match("%:.+_(.+)$")
if material.name then
if material.name == mat then
material.count = material.count + 1
end
else
material.name = mat
end
end
end
end
end
end
if material.name and material.count == #self.elements then
armor_level = armor_level * armor.config.set_multiplier
end
armor_level = armor_level * armor.config.level_multiplier
armor_heal = armor_heal * self.config.heal_multiplier
local armor_groups = {fleshy = 100}
if armor_level > 0 then
armor_groups.level = floor(armor_level / 20)
armor_groups.fleshy = 100 - armor_level
end
self.textures[name].armor = texture
self.def[name].state = state
self.def[name].count = count
self.def[name].level = armor_level
self.def[name].heal = armor_heal
self.def[name].jump = physics.jump
self.def[name].speed = physics.speed
self.def[name].gravity = physics.gravity
self:update_player_visuals(player)
if enable_damage then
player:set_armor_groups(armor_groups)
if use_pova_mod then
-- only add the changes, not the default 1.0 for each physics setting
pova.add_override(player, "3d_armor", {
speed = physics.speed - 1,
jump = physics.jump - 1,
gravity = physics.gravity - 1,
})
pova.do_override(player)
else
player:set_physics_override(physics)
end
-- Update HUD
local max_level = 80 -- full emerald armor
local armor_lvl = floor(20 * (armor_level/max_level)) or 0
hud.change_item(player, "armor", {number = armor_lvl})
end
end
-- Register Callbacks
armor.handle_inventory = function(self, player)
if player and player:is_player() then
armor:save_armor_inventory(player)
armor:set_player_armor(player)
sfinv.set_player_inventory_formspec(player)
end
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 count = 0
for i = 1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
local old_stack = ItemStack(stack)
local uses = stack:get_definition().groups["armor_use"]
if uses and uses > 0 then
stack:add_wear(65535 / uses)
armor_inv:set_stack("armor", i, stack)
state = state + stack:get_wear()
count = count + 1
if stack:get_count() == 0 then
self:run_callbacks("on_destroy", player, nil, old_stack)
else
self:run_callbacks("on_damage", player, nil, stack)
end
end
end
end
self.def[name].state = state
self.def[name].count = count
self:handle_inventory(player)
end
armor.get_armor_inventory = function(_, 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(_, list)
local list_table = {}
for i, stack in pairs(list) do
list_table[i] = stack:to_string()
end
return minetest.serialize(list_table)
end
armor.deserialize_inventory_list = function(_, list_string)
local list_table = minetest.deserialize(list_string)
local list = {}
for i, stack in pairs(list_table or {}) do
list[i] = ItemStack(stack)
end
return list
end
armor.load_armor_inventory = function(self, player)
local inv = self:get_armor_inventory(player)
if inv then
local meta = player:get_meta()
local armor_list_string = meta:get_string("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 armor_inv = self: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
local item = minetest.registered_tools[stack:get_name()]
local group = item and item.groups
if not group
or (not group.armor_head
and not group.armor_torso
and not group.armor_legs
and not group.armor_feet) then
local inv = player:get_inventory()
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
minetest.item_drop(stack, player, player:get_pos())
end
armor_inv:set_stack("armor", i, nil)
end
end
end
local meta = player:get_meta()
meta:set_string("3d_armor_inventory",
self:serialize_inventory_list(armor_inv:get_list("armor")))
end
end