VoxeLibre/mods/ITEMS/mcl_armor/armor.lua

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local ARMOR_INIT_DELAY = 1
local ARMOR_INIT_TIMES = 1
local ARMOR_BONES_DELAY = 1
local skin_mod = nil
local modpath = minetest.get_modpath(minetest.get_current_modname())
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armor = {
timer = 0,
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elements = {"head", "torso", "legs", "feet"},
physics = {"jump","speed","gravity"},
formspec = "size[8,8.5]image[2,0.75;2,4;armor_preview]"
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.."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;]"
.."listring[current_player;main]"
.."listring[current_player;craft]",
textures = {},
default_skin = "character",
last_damage_types = {},
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}
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if minetest.get_modpath("mcl_skins") then
skin_mod = "mcl_skins"
elseif minetest.get_modpath("skins") then
skin_mod = "skins"
elseif minetest.get_modpath("simple_skins") then
skin_mod = "simple_skins"
elseif minetest.get_modpath("u_skins") then
skin_mod = "u_skins"
elseif minetest.get_modpath("wardrobe") then
skin_mod = "wardrobe"
end
function armor.on_armor_use(itemstack, user, pointed_thing)
if not user or user:is_player() == false then
return itemstack
end
-- Call on_rightclick if the pointed node defines it
if pointed_thing.type == "node" then
local node = minetest.get_node(pointed_thing.under)
if user and not user:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, user, itemstack) or itemstack
end
end
end
local name, player_inv, armor_inv = armor:get_valid_player(user, "[on_armor_use]")
if not name then
return itemstack
end
local def = itemstack:get_definition()
local slot
if def.groups and def.groups.armor_head then
slot = 2
elseif def.groups and def.groups.armor_torso then
slot = 3
elseif def.groups and def.groups.armor_legs then
slot = 4
elseif def.groups and def.groups.armor_feet then
slot = 5
end
if slot then
local itemstack_single = ItemStack(itemstack)
itemstack_single:set_count(1)
local itemstack_slot = armor_inv:get_stack("armor", slot)
if itemstack_slot:is_empty() then
armor_inv:set_stack("armor", slot, itemstack_single)
player_inv:set_stack("armor", slot, itemstack_single)
armor:set_player_armor(user)
armor:update_inventory(user)
armor:play_equip_sound(itemstack_single, user)
itemstack:take_item()
elseif itemstack:get_count() <= 1 and not mcl_enchanting.has_enchantment(itemstack_slot, "curse_of_binding") then
armor_inv:set_stack("armor", slot, itemstack_single)
player_inv:set_stack("armor", slot, itemstack_single)
armor:set_player_armor(user)
armor:update_inventory(user)
armor:play_equip_sound(itemstack_single, user)
itemstack = ItemStack(itemstack_slot)
end
end
return itemstack
end
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armor.def = {
count = 0,
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}
armor.update_player_visuals = function(self, player)
local player_holding = player:get_wielded_item():get_name()
if string.find(player_holding,"mcl_tools:") or player_holding == "mcl_mobitems:bone" or player_holding == "mcl_fishing:fishing_rod" then
player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
elseif string.find(player_holding, "mcl_bows:bow") then
player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
else
player:set_bone_position("Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
end
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if not player then
return
end
local name = player:get_player_name()
if self.textures[name] then
mcl_player.player_set_textures(player, {
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
})
end
end
armor.set_player_armor = function(self, player)
local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
if not name then
return
end
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local armor_texture = "blank.png"
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local armor_level = 0
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local mcl_armor_points = 0
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local items = 0
local elements = {}
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local textures = {}
local physics_o = {speed=1,gravity=1,jump=1}
local material = {type=nil, count=1}
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local preview
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for _,v in ipairs(self.elements) do
elements[v] = false
end
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
local item = stack:get_name()
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if minetest.registered_aliases[item] then
item = minetest.registered_aliases[item]
end
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 = def.texture or item:gsub("%:", "_")
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local enchanted_addition = (mcl_enchanting.is_enchanted(item) and mcl_enchanting.overlay or "")
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table.insert(textures, "("..texture..".png"..enchanted_addition..")")
preview = "(player.png^[opacity:0^"..texture.."_preview.png"..enchanted_addition..")"..(preview and "^"..preview or "")
armor_level = armor_level + level
items = items + 1
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mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] or 0)
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
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preview = (armor:get_preview(name) or "character_preview.png")..(preview and "^"..preview or "")
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
if #textures > 0 then
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armor_texture = table.concat(textures, "^")
end
local armor_groups = player:get_armor_groups()
armor_groups.fleshy = 100
armor_groups.level = nil
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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)
-- Physics override intentionally removed because of possible conflicts
self.textures[name].armor = armor_texture
self.textures[name].preview = preview
self.def[name].count = items
self.def[name].level = armor_level
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self.def[name].heal = mcl_armor_points
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)
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end
armor.update_armor = function(self, player)
-- Legacy support: Called when armor levels are changed
-- Other mods can hook on to this function, see hud mod for example
end
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armor.get_armor_points = function(self, player)
local name, player_inv, armor_inv = armor:get_valid_player(player, "[get_armor_points]")
if not name then
return nil
end
local pts = 0
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then
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local p = minetest.get_item_group(stack:get_name(), "mcl_armor_points")
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if p then
pts = pts + p
end
end
end
return pts
end
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-- Returns a change factor for a mob's view_range for the given player
-- or nil, if there's no change. Certain armors (like mob heads) can
-- affect the view range of mobs.
armor.get_mob_view_range_factor = function(self, player, mob)
local name, player_inv, armor_inv = armor:get_valid_player(player, "[get_mob_view_range_factor]")
if not name then
return
end
local factor
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then
local def = stack:get_definition()
if def._mcl_armor_mob_range_mob == mob then
if not factor then
factor = def._mcl_armor_mob_range_factor
elseif factor == 0 then
return 0
else
factor = factor * def._mcl_armor_mob_range_factor
end
end
end
end
return factor
end
armor.get_player_skin = function(self, name)
local skin = nil
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if skin_mod == "mcl_skins" then
skin = mcl_skins.skins[name]
elseif skin_mod == "skins" or skin_mod == "simple_skins" then
skin = skins.skins[name]
elseif skin_mod == "u_skins" then
skin = u_skins.u_skins[name]
elseif skin_mod == "wardrobe" then
skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
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end
return skin or armor.default_skin
end
armor.get_preview = function(self, name)
if skin_mod == "skins" then
return armor:get_player_skin(name).."_preview.png"
end
end
armor.get_armor_formspec = function(self, name)
if not armor.textures[name] then
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minetest.log("error", "mcl_armor: Player texture["..name.."] is nil [get_armor_formspec]")
return ""
end
if not armor.def[name] then
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minetest.log("error", "mcl_armor: Armor def["..name.."] is nil [get_armor_formspec]")
return ""
end
local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
formspec = formspec:gsub("armor_level", armor.def[name].level)
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formspec = formspec:gsub("mcl_armor_points", armor.def[name].heal)
return formspec
end
armor.update_inventory = function(self, player)
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end
armor.get_valid_player = function(self, player, msg)
msg = msg or ""
if not player then
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minetest.log("error", "mcl_armor: Player reference is nil "..msg)
return
end
local name = player:get_player_name()
if not name then
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minetest.log("error", "mcl_armor: Player name is nil "..msg)
return
end
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local pos = player:get_pos()
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not pos then
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minetest.log("error", "mcl_armor: Player position is nil "..msg)
return
elseif not player_inv then
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minetest.log("error", "mcl_armor: Player inventory is nil "..msg)
return
elseif not armor_inv then
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minetest.log("error", "mcl_armor: Detached armor inventory is nil "..msg)
return
end
return name, player_inv, armor_inv, pos
end
armor.play_equip_sound = function(self, stack, player, pos, unequip)
local def = stack:get_definition()
local estr = "equip"
if unequip then
estr = "unequip"
end
local snd = def.sounds and def.sounds["_mcl_armor_"..estr]
if not snd then
-- Fallback sound
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snd = { name = "mcl_armor_"..estr.."_generic" }
end
if snd then
local dist = 8
if pos then
dist = 16
end
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minetest.sound_play(snd, {object=player, pos=pos, gain=0.5, max_hear_distance=dist}, true)
end
end
-- Register Player Model
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mcl_player.player_register_model("mcl_armor_character.b3d", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
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"blank.png",
"blank.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
},
})
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-- Register Callbacks
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
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if not name then
return
end
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if fields.armor then
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return
end
for field, _ in pairs(fields) do
if string.find(field, "skins_set") then
minetest.after(0, function(name)
local player = minetest.get_player_by_name(name)
if not player then
return
end
local skin = armor:get_player_skin(name)
armor.textures[name].skin = skin..".png"
armor:set_player_armor(player)
end, player:get_player_name())
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end
end
end)
minetest.register_on_joinplayer(function(player)
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mcl_player.player_set_model(player, "mcl_armor_character.b3d")
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local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_inv = minetest.create_detached_inventory(name.."_armor", {
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on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor:set_player_armor(player)
armor:update_inventory(player)
armor:play_equip_sound(stack, player)
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end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor:set_player_armor(player)
armor:update_inventory(player)
armor:play_equip_sound(stack, player, nil, true)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
local plaver_inv = player:get_inventory()
local stack = inv:get_stack(to_list, to_index)
player_inv:set_stack(to_list, to_index, stack)
player_inv:set_stack(from_list, from_index, nil)
armor:set_player_armor(player)
armor:update_inventory(player)
armor:play_equip_sound(stack, player)
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end,
allow_put = function(inv, listname, index, stack, player)
local iname = stack:get_name()
local g
local groupcheck
if index == 2 then
g = minetest.get_item_group(iname, "armor_head")
elseif index == 3 then
g = minetest.get_item_group(iname, "armor_torso")
elseif index == 4 then
g = minetest.get_item_group(iname, "armor_legs")
elseif index == 5 then
g = minetest.get_item_group(iname, "armor_feet")
end
-- Minor FIXME: If player attempts to place stack into occupied slot, this is rejected.
-- It would be better if 1 item is placed in exchanged for the item in the slot.
if g ~= 0 and g ~= nil and (inv:get_stack(listname, index):is_empty() or (inv:get_stack(listname, index):get_name() ~= stack:get_name()) and stack:get_count() <= 1) then
return 1
else
return 0
end
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end,
allow_take = function(inv, listname, index, stack, player)
if mcl_enchanting.has_enchantment(stack, "curse_of_binding") and not minetest.settings:get_bool("creative") then
return 0
end
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return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return 0
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end,
}, name)
armor_inv:set_size("armor", 6)
player_inv:set_size("armor", 6)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
armor.def[name] = {
count = 0,
level = 0,
heal = 0,
jump = 1,
speed = 1,
gravity = 1,
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}
armor.textures[name] = {
skin = armor.default_skin..".png",
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armor = "blank.png",
wielditem = "blank.png",
preview = armor.default_skin.."_preview.png",
}
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if skin_mod == "mcl_skins" then
local skin = mcl_skins.skins[name]
if skin then
armor.textures[name].skin = skin..".png"
end
elseif skin_mod == "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 skin_mod == "simple_skins" then
local skin = skins.skins[name]
if skin then
armor.textures[name].skin = skin..".png"
end
elseif skin_mod == "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
elseif skin_mod == "wardrobe" then
local skin = wardrobe.playerSkins[name]
if skin then
armor.textures[name].skin = skin
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(name)
local player = minetest.get_player_by_name(name)
if not player then
return
end
armor:set_player_armor(player)
end, player:get_player_name())
end
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end)
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minetest.register_on_player_hpchange(function(player, hp_change, reason)
local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
if name and hp_change < 0 then
local damage_type = armor.last_damage_types[name]
armor.last_damage_types[name] = nil
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-- Armor doesn't protect from set_hp (commands like /kill),
if reason.type == "set_hp" then
return hp_change
end
local regular_reduction = reason.type ~= "drown" and reason.type ~= "fall"
-- Account for potion effects (armor doesn't save the target)
if reason.other == "poison" or reason.other == "harming" then
return hp_change
end
local heal_max = 0
local items = 0
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local armor_damage = math.max(1, math.floor(math.abs(hp_change)/4))
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local total_points = 0
local total_toughness = 0
local epf = 0
local thorns_damage = 0
local thorns_damage_regular = 0
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then
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local enchantments = mcl_enchanting.get_enchantments(stack)
local pts = stack:get_definition().groups["mcl_armor_points"] or 0
local tough = stack:get_definition().groups["mcl_armor_toughness"] or 0
total_points = total_points + pts
total_toughness = total_toughness + tough
local protection_level = enchantments.protection or 0
if protection_level > 0 then
epf = epf + protection_level * 1
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end
local blast_protection_level = enchantments.blast_protection or 0
if blast_protection_level > 0 and damage_type == "explosion" then
epf = epf + blast_protection_level * 2
end
local fire_protection_level = enchantments.fire_protection or 0
if fire_protection_level > 0 and (damage_type == "fireball" or reason.type == "node_damage" and
(reason.node == "mcl_fire:fire" or reason.node == "mcl_core:lava_source" or reason.node == "mcl_core:lava_flowing")) then
epf = epf + fire_protection_level * 2
end
local projectile_protection_level = enchantments.projectile_protection or 0
if projectile_protection_level and (damage_type == "projectile" or damage_type == "fireball") then
epf = epf + projectile_protection_level * 2
end
local feather_falling_level = enchantments.feather_falling or 0
if feather_falling_level and reason.type == "fall" then
epf = epf + feather_falling_level * 3
end
local did_thorns_damage = false
local thorns_level = enchantments.thorns or 0
if thorns_level then
if thorns_level > 10 then
thorns_damage = thorns_damage + thorns_level - 10
did_thorns_damage = true
elseif thorns_damage_regular < 4 and thorns_level * 0.15 > math.random() then
local thorns_damage_regular_new = math.min(4, thorns_damage_regular + math.random(4))
thorns_damage = thorns_damage + thorns_damage_regular_new - thorns_damage_regular
thorns_damage_regular = thorns_damage_regular_new
did_thorns_damage = true
end
end
-- Damage armor
local use = stack:get_definition().groups["mcl_armor_uses"] or 0
if use > 0 and regular_reduction then
local unbreaking_level = enchantments.unbreaking or 0
if unbreaking_level > 0 then
use = use / (0.6 + 0.4 / (unbreaking_level + 1))
end
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local wear = armor_damage * math.floor(65536/use)
if did_thorns_damage then
wear = wear * 3
end
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stack:add_wear(wear)
end
local item = stack:get_name()
armor_inv:set_stack("armor", i, stack)
player_inv:set_stack("armor", i, stack)
items = items + 1
if stack:get_count() == 0 then
armor:set_player_armor(player)
armor:update_inventory(player)
end
end
end
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local damage = math.abs(hp_change)
if regular_reduction then
-- Damage calculation formula (from <https://minecraft.gamepedia.com/Armor#Damage_protection>)
damage = damage * (1 - math.min(20, math.max((total_points/5), total_points - damage / (2+(total_toughness/4)))) / 25)
end
damage = damage * (1 - (math.min(20, epf) / 25))
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damage = math.floor(damage+0.5)
if reason.type == "punch" and thorns_damage > 0 then
local obj = reason.object
if obj then
local luaentity = obj:get_luaentity()
if luaentity then
local shooter = obj._shooter
if shooter then
obj = shooter
end
end
obj:punch(player, 1.0, {
full_punch_interval=1.0,
damage_groups = {fleshy = thorns_damage},
})
end
end
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hp_change = -math.abs(damage)
armor.def[name].count = items
armor:update_armor(player)
end
return hp_change
end, true)