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Remove unused and dead code in 3d_armor mod
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4 changed files with 8 additions and 273 deletions
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@ -1,24 +1,11 @@
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[mod] Visible Player Armor [3d_armor]
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=====================================
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Depends: default
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Recommends: inventory_plus or unified_inventory (use only one)
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MineClone 2 edition
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-------------------------------------
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Adds craftable armor that is visible to other players. Each armor item worn contributes to
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a player's armor group level making them less vulnerable to weapons.
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a player's armor group level making them less vulnerable to some forms of damage.
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Armor takes damage when a player is hurt but also offers a percentage chance of healing.
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Overall level is boosted by 10% when wearing a full matching set.
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Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
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protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
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Configuration
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-------------
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Armor can be configured by adding a file called armor.conf in 3d_armor mod and/or world directory.
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see armor.conf.example for all available options.
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Note: worldpath config settings override any settings made in the mod's directory.
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Armor takes damage when a player is hurt.
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This mod is based on 3D Armor mod by stu.
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@ -1,23 +0,0 @@
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-- Armor Configuration
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ARMOR_MATERIALS = {
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leather = "mcl_mobitems:leather",
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iron = "mcl_core:iron_ingot",
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chain = nil,
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gold = "mcl_core:gold_ingot",
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diamond = "mcl_core:diamond",
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}
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ARMOR_FIRE_PROTECT = false
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ARMOR_FIRE_NODES = {
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{"default:lava_source", 5, 4},
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{"default:lava_flowing", 5, 4},
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{"mcl_fire:fire", 3, 4},
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{"mcl_fire:eternal_fire", 3, 4},
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}
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-- Armor drop/destroy disabled. Armor dropping is handled in mcl_death
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ARMOR_DROP = false
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ARMOR_DESTROY = false
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ARMOR_HEAL_MULTIPLIER = 0
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ARMOR_RADIATION_MULTIPLIER = 0
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@ -1,61 +0,0 @@
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-- Armor Configuration (defaults)
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-- You can remove any unwanted armor materials from this table.
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-- Note that existing armor that is removed will show up as an unknown item.
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ARMOR_MATERIALS = {
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wood = "group:wood",
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cactus = "default:cactus",
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steel = "default:steel_ingot",
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bronze = "default:bronze_ingot",
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diamond = "default:diamond",
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gold = "default:gold_ingot",
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mithril = "moreores:mithril_ingot",
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crystal = "ethereal:crystal_ingot",
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}
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-- Enable fire protection (defaults true if using ethereal mod)
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ARMOR_FIRE_PROTECT = false
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-- Fire protection nodes, (name, protection level, damage)
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ARMOR_FIRE_NODES = {
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{"default:lava_source", 5, 4},
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{"default:lava_flowing", 5, 4},
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{"fire:basic_flame", 3, 4},
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{"fire:permanent_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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{"ethereal:fire_flower", 2, 1},
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{"default:torch", 1, 1},
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}
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-- Increase this if you get initialization glitches when a player first joins.
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ARMOR_INIT_DELAY = 1
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-- Number of initialization attempts.
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-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
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ARMOR_INIT_TIMES = 1
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-- Increase this if armor is not getting into bones due to server lag.
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ARMOR_BONES_DELAY = 1
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-- How often player armor/wield items are updated.
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ARMOR_UPDATE_TIME = 1
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-- Drop armor when a player dies.
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-- Uses bones mod if present, otherwise items are dropped around the player.
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ARMOR_DROP = true
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-- Pulverise armor when a player dies, overrides ARMOR_DROP.
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ARMOR_DESTROY = false
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-- You can use this to increase or decrease overall armor effectiveness,
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-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half.
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ARMOR_LEVEL_MULTIPLIER = 1
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-- You can use this to increase or decrease overall armor healing,
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-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
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ARMOR_HEAL_MULTIPLIER = 1
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-- You can use this to increase or decrease overall armor radiation protection,
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-- eg: ARMOR_RADIATION_MULTIPLIER = 0 will completely disable radiation protection.
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-- Note: patched technic mod is required
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ARMOR_RADIATION_MULTIPLIER = 1
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@ -1,55 +1,10 @@
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ARMOR_INIT_DELAY = 1
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ARMOR_INIT_TIMES = 1
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ARMOR_BONES_DELAY = 1
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ARMOR_UPDATE_TIME = 1
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ARMOR_DROP = minetest.get_modpath("bones") ~= nil
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ARMOR_DESTROY = false
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ARMOR_LEVEL_MULTIPLIER = 1
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ARMOR_HEAL_MULTIPLIER = 1
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ARMOR_RADIATION_MULTIPLIER = 1
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ARMOR_MATERIALS = {
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wood = "group:wood",
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cactus = "mcl_core:cactus",
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iron = "mcl_core:iron_ingot",
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bronze = "mcl_core:bronze_ingot",
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diamond = "mcl_core:diamond",
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gold = "mcl_core:gold_ingot",
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mithril = "moreores:mithril_ingot",
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crystal = "ethereal:crystal_ingot",
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}
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ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
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ARMOR_FIRE_NODES = {
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{"mcl_core:lava_source", 5, 8},
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{"mcl_core:lava_flowing", 5, 8},
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{"fire:basic_flame", 3, 4},
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{"fire:permanent_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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{"ethereal:fire_flower", 2, 1},
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{"mcl_torches:torch", 1, 1},
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}
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local ARMOR_INIT_DELAY = 1
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local ARMOR_INIT_TIMES = 1
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local ARMOR_BONES_DELAY = 1
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local skin_mod = nil
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local modpath = minetest.get_modpath(minetest.get_current_modname())
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local worldpath = minetest.get_worldpath()
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local input = io.open(modpath.."/armor.conf", "r")
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if input then
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dofile(modpath.."/armor.conf")
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input:close()
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input = nil
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end
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input = io.open(worldpath.."/armor.conf", "r")
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if input then
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dofile(worldpath.."/armor.conf")
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input:close()
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input = nil
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end
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if not minetest.get_modpath("moreores") then
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ARMOR_MATERIALS.mithril = nil
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end
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if not minetest.get_modpath("ethereal") then
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ARMOR_MATERIALS.crystal = nil
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end
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armor = {
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timer = 0,
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@ -104,9 +59,6 @@ armor.set_player_armor = function(self, player)
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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 armor_fire = 0
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local armor_water = 0
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local armor_radiation = 0
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local items = 0
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local elements = {}
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local textures = {}
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@ -131,9 +83,6 @@ armor.set_player_armor = function(self, player)
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armor_level = armor_level + level
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items = items + 1
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mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] or 0)
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armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
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armor_water = armor_water + (def.groups["armor_water"] or 0)
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armor_radiation = armor_radiation + (def.groups["armor_radiation"] or 0)
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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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@ -160,20 +109,15 @@ armor.set_player_armor = function(self, player)
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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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mcl_armor_points = mcl_armor_points * ARMOR_HEAL_MULTIPLIER
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armor_radiation = armor_radiation * ARMOR_RADIATION_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 = player:get_armor_groups()
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armor_groups.fleshy = 100
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armor_groups.level = nil
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armor_groups.radiation = nil
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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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armor_groups.radiation = 100 - armor_radiation
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end
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player:set_armor_groups(armor_groups)
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-- Physics override intentionally removed because of possible conflicts
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@ -185,9 +129,6 @@ armor.set_player_armor = function(self, player)
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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.def[name].fire = armor_fire
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self.def[name].water = armor_water
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self.def[name].radiation = armor_radiation
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self:update_player_visuals(player)
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end
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@ -247,8 +188,6 @@ armor.get_armor_formspec = function(self, 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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formspec = formspec:gsub("mcl_armor_points", armor.def[name].heal)
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formspec = formspec:gsub("armor_fire", armor.def[name].fire)
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formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
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return formspec
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end
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@ -390,9 +329,6 @@ minetest.register_on_joinplayer(function(player)
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jump = 1,
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speed = 1,
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gravity = 1,
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fire = 0,
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water = 0,
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radiation = 0,
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}
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armor.textures[name] = {
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skin = armor.default_skin..".png",
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@ -445,60 +381,6 @@ minetest.register_on_joinplayer(function(player)
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end
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end)
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if ARMOR_DROP == true or ARMOR_DESTROY == true then
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armor.drop_armor = function(pos, stack)
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local obj = minetest.add_item(pos, stack)
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if obj then
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obj:set_velocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
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end
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end
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minetest.register_on_dieplayer(function(player)
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local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
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if not name then
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return
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end
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local drop = {}
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for i=1, player_inv:get_size("armor") 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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table.insert(drop, stack)
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armor_inv:set_stack("armor", i, nil)
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player_inv:set_stack("armor", i, nil)
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end
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end
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armor:set_player_armor(player)
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if ARMOR_DESTROY == false then
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minetest.after(ARMOR_BONES_DELAY, function(pos, drop)
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local node = minetest.get_node(vector.round(pos))
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if node then
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if node.name ~= "bones:bones" then
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pos.y = pos.y+1
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node = minetest.get_node(vector.round(pos))
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if node.name ~= "bones:bones" then
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minetest.log("warning", "Failed to add armor to bones node.")
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return
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end
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end
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local meta = minetest.get_meta(vector.round(pos))
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local owner = meta:get_string("owner")
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local inv = meta:get_inventory()
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for _,stack in ipairs(drop) do
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if name == owner and inv:room_for_item("main", stack) then
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inv:add_item("main", stack)
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else
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armor.drop_armor(pos, stack)
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end
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end
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else
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for _,stack in ipairs(drop) do
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armor.drop_armor(pos, stack)
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end
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end
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end, pos, drop)
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end
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end)
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end
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minetest.register_on_player_hpchange(function(player, hp_change, reason)
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local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
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if name and hp_change < 0 then
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@ -554,53 +436,3 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
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return hp_change
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end, true)
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-- Fire Protection and water breating, added by TenPlus1
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if ARMOR_FIRE_PROTECT == true then
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-- override hot nodes so they do not hurt player anywhere but mod
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for _, row in pairs(ARMOR_FIRE_NODES) do
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if minetest.registered_nodes[row[1]] then
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minetest.override_item(row[1], {damage_per_second = 0})
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end
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end
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else
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print ("[3d_armor] Fire Nodes disabled")
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end
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minetest.register_globalstep(function(dtime)
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armor.timer = armor.timer + dtime
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if armor.timer < ARMOR_UPDATE_TIME then
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return
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end
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for _,player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local pos = player:get_pos()
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local hp = player:get_hp()
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-- water breathing
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if name and armor.def[name].water > 0 then
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if player:get_breath() < 10 then
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player:set_breath(10)
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end
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end
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-- fire protection
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if ARMOR_FIRE_PROTECT == true
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and name and pos and hp then
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pos.y = pos.y + 1.4 -- head level
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local node_head = minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- feet level
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local node_feet = minetest.get_node(pos).name
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-- is player inside a hot node?
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for _, row in pairs(ARMOR_FIRE_NODES) do
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-- check fire protection, if not enough then get hurt
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if row[1] == node_head or row[1] == node_feet then
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if hp > 0 and armor.def[name].fire < row[2] then
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hp = hp - row[3] * ARMOR_UPDATE_TIME
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player:set_hp(hp)
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break
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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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armor.timer = 0
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end)
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