local minetest, math, vector = minetest, math, vector local modname = minetest.get_current_modname() local S = minetest.get_translator(modname) mcl_shields = { types = { mob = true, player = true, arrow = true, generic = true, explosion = true, dragon_breath = true, }, enchantments = {"mending", "unbreaking"}, players = {}, } local interact_priv = minetest.registered_privileges.interact interact_priv.give_to_singleplayer = false interact_priv.give_to_admin = false local overlay = mcl_enchanting.overlay local hud = "mcl_shield_hud.png" minetest.register_tool("mcl_shields:shield", { description = S("Shield"), _doc_items_longdesc = S("A shield is a tool used for protecting the player against attacks."), inventory_image = "mcl_shield.png", stack_max = 1, groups = { shield = 1, weapon = 1, enchantability = -1, offhand_item = 1, }, sound = {breaks = "default_tool_breaks"}, _repair_material = "group:wood", wield_scale = vector.new(2, 2, 2), _mcl_wieldview_item = "", }) local function wielded_item(obj, i) local itemstack = obj:get_wielded_item() if i == 1 then itemstack = obj:get_inventory():get_stack("offhand", 1) end return itemstack:get_name() end function mcl_shields.wielding_shield(obj, i) return wielded_item(obj, i):find("mcl_shields:shield") end local function shield_is_enchanted(obj, i) return mcl_enchanting.is_enchanted(wielded_item(obj, i)) end minetest.register_entity("mcl_shields:shield_entity", { initial_properties = { visual = "mesh", mesh = "mcl_shield.obj", physical = false, pointable = false, collide_with_objects = false, textures = {"mcl_shield_base_nopattern.png"}, visual_size = vector.new(1, 1, 1), }, _blocking = false, _shield_number = 2, _texture_copy = "", on_step = function(self, dtime, moveresult) local player = self.object:get_attach() if not player then self.object:remove() return end local shield_texture = "mcl_shield_base_nopattern.png" local i = self._shield_number local item = wielded_item(player, i) if item ~= "mcl_shields:shield" and item ~= "mcl_shields:shield_enchanted" then local itemstack = player:get_wielded_item() if i == 1 then itemstack = player:get_inventory():get_stack("offhand", 1) end local meta_texture = itemstack:get_meta():get_string("mcl_shields:shield_custom_pattern_texture") if meta_texture ~= "" then shield_texture = meta_texture else local color = minetest.registered_items[item]._shield_color if color then shield_texture = "mcl_shield_base_nopattern.png^(mcl_shield_pattern_base.png^[colorize:" .. color .. ")" end end end if shield_is_enchanted(player, i) then shield_texture = shield_texture .. overlay end if self._texture_copy ~= shield_texture then self.object:set_properties({textures = {shield_texture}}) end self._texture_copy = shield_texture end, }) for _, e in pairs(mcl_shields.enchantments) do mcl_enchanting.enchantments[e].secondary.shield = true end function mcl_shields.is_blocking(obj) if not obj:is_player() then return end local blocking = mcl_shields.players[obj].blocking if blocking <= 0 then return end local shieldstack = obj:get_wielded_item() if blocking == 1 then shieldstack = obj:get_inventory():get_stack("offhand", 1) end return blocking, shieldstack end mcl_damage.register_modifier(function(obj, damage, reason) local type = reason.type local damager = reason.direct local blocking, shieldstack = mcl_shields.is_blocking(obj) if not (obj:is_player() and blocking and mcl_shields.types[type] and damager) then return end local entity = damager:get_luaentity() if entity and entity._shooter then damager = entity._shooter end local dpos = damager:get_pos() -- Used for removed / killed entities before the projectile hits the player if entity and not entity._shooter and entity._saved_shooter_pos then dpos = entity._saved_shooter_pos end if not dpos or vector.dot(obj:get_look_dir(), vector.subtract(dpos, obj:get_pos())) < 0 then return end local durability = 336 local unbreaking = mcl_enchanting.get_enchantment(shieldstack, mcl_shields.enchantments[2]) if unbreaking > 0 then durability = durability * (unbreaking + 1) end if not minetest.is_creative_enabled(obj:get_player_name()) and damage >= 3 then shieldstack:add_wear(65535 / durability) if blocking == 2 then obj:set_wielded_item(shieldstack) else obj:get_inventory():set_stack("offhand", 1, shieldstack) mcl_inventory.update_inventory_formspec(obj) end end minetest.sound_play({name = "mcl_block"}, {pos = obj:get_pos(), max_hear_distance = 16}) return 0 end) local function modify_shield(player, vpos, vrot, i) local arm = "Right" if i == 1 then arm = "Left" end local shield = mcl_shields.players[player].shields[i] if shield then shield:set_attach(player, "Arm_" .. arm, vpos, vrot, false) end end local function set_shield(player, block, i) if block then if i == 1 then modify_shield(player, vector.new(-9, 4, 0.5), vector.new(80, 100, 0), i) -- TODO else modify_shield(player, vector.new(-8, 4, -2.5), vector.new(80, 80, 0), i) end else if i == 1 then modify_shield(player, vector.new(-3, -5, 0), vector.new(0, 180, 0), i) else modify_shield(player, vector.new(3, -5, 0), vector.new(0, 0, 0), i) end end local shield = mcl_shields.players[player].shields[i] if not shield then return end local luaentity = shield:get_luaentity() if not luaentity then return end luaentity._blocking = block end local function set_interact(player, interact) local player_name = player:get_player_name() local privs = minetest.get_player_privs(player_name) if privs.interact == interact then return end local meta = player:get_meta() if meta:get_int("mcl_privs:interact_revoked") ~= 1 then privs.interact = interact minetest.set_player_privs(player_name, privs) meta:set_int("mcl_privs:interact_revoked",0) end end local shield_hud = {} local function remove_shield_hud(player) if not shield_hud[player] then return end --this function takes a long time. only run it when necessary player:hud_remove(shield_hud[player]) shield_hud[player] = nil set_shield(player, false, 1) set_shield(player, false, 2) local hf = player:hud_get_flags() if not hf.wielditem then player:hud_set_flags({wielditem = true}) end playerphysics.remove_physics_factor(player, "speed", "shield_speed") set_interact(player, true) end local function add_shield_entity(player, i) local shield = minetest.add_entity(player:get_pos(), "mcl_shields:shield_entity") shield:get_luaentity()._shield_number = i mcl_shields.players[player].shields[i] = shield set_shield(player, false, i) end local function remove_shield_entity(player, i) local shields = mcl_shields.players[player].shields if shields[i] then shields[i]:remove() shields[i] = nil end end local function handle_blocking(player) local player_shield = mcl_shields.players[player] local rmb = player:get_player_control().RMB if not rmb then player_shield.blocking = 0 return end local shield_in_offhand = mcl_shields.wielding_shield(player, 1) local shield_in_hand = mcl_shields.wielding_shield(player) local not_blocking = player_shield.blocking == 0 local pos = player:get_pos() if shield_in_hand then if not_blocking then minetest.after(0.25, function() if (not_blocking or not shield_in_offhand) and shield_in_hand and rmb then player_shield.blocking = 2 set_shield(player, true, 2) end end) elseif not shield_in_offhand then player_shield.blocking = 2 end elseif shield_in_offhand then local pointed_thing = mcl_util.get_pointed_thing(player, true) local offhand_can_block = (wielded_item(player) == "" or not pointed_thing) and (minetest.get_item_group(wielded_item(player), "bow") ~= 1 and minetest.get_item_group(wielded_item(player), "crossbow") ~= 1) if pointed_thing and pointed_thing.type == "node" then if minetest.get_item_group(minetest.get_node(pointed_thing.under).name, "container") > 1 then return end end if not offhand_can_block then return end if not_blocking then minetest.after(0.25, function() if (not_blocking or not shield_in_hand) and shield_in_offhand and rmb and offhand_can_block then player_shield.blocking = 1 set_shield(player, true, 1) end end) elseif not shield_in_hand then player_shield.blocking = 1 end else player_shield.blocking = 0 end end local function update_shield_entity(player, blocking, i) local shield = mcl_shields.players[player].shields[i] if mcl_shields.wielding_shield(player, i) then if not shield then add_shield_entity(player, i) else if blocking == i then if shield:get_luaentity() and not shield:get_luaentity()._blocking then set_shield(player, true, i) end else set_shield(player, false, i) end end elseif shield then remove_shield_entity(player, i) end end local function add_shield_hud(shieldstack, player, blocking) local texture = hud if mcl_enchanting.is_enchanted(shieldstack:get_name()) then texture = texture .. overlay end local offset = 100 if blocking == 1 then texture = texture .. "^[transform4" offset = -100 else player:hud_set_flags({wielditem = false}) end shield_hud[player] = player:hud_add({ hud_elem_type = "image", position = {x = 0.5, y = 0.5}, scale = {x = -101, y = -101}, offset = {x = offset, y = 0}, text = texture, z_index = -200, }) playerphysics.add_physics_factor(player, "speed", "shield_speed", 0.5) set_interact(player, nil) end local function update_shield_hud(player, blocking, shieldstack) local shieldhud = shield_hud[player] if not shieldhud then add_shield_hud(shieldstack, player, blocking) return end local wielditem = player:hud_get_flags().wielditem if blocking == 1 then if not wielditem then player:hud_change(shieldhud, "text", hud .. "^[transform4") player:hud_change(shieldhud, "offset", {x = -100, y = 0}) player:hud_set_flags({wielditem = true}) end elseif wielditem then player:hud_change(shieldhud, "text", hud) player:hud_change(shieldhud, "offset", {x = 100, y = 0}) player:hud_set_flags({wielditem = false}) end local image = player:hud_get(shieldhud).text local enchanted = hud .. overlay local enchanted1 = image == enchanted local enchanted2 = image == enchanted .. "^[transform4" if mcl_enchanting.is_enchanted(shieldstack:get_name()) then if not enchanted1 and not enchanted2 then if blocking == 1 then player:hud_change(shieldhud, "text", hud .. overlay .. "^[transform4") else player:hud_change(shieldhud, "text", hud .. overlay) end end elseif enchanted1 or enchanted2 then if blocking == 1 then player:hud_change(shieldhud, "text", hud .. "^[transform4") else player:hud_change(shieldhud, "text", hud) end end end minetest.register_globalstep(function(dtime) for _, player in pairs(minetest.get_connected_players()) do handle_blocking(player) local blocking, shieldstack = mcl_shields.is_blocking(player) if blocking then update_shield_hud(player, blocking, shieldstack) else remove_shield_hud(player) end for i = 1, 2 do update_shield_entity(player, blocking, i) end end end) minetest.register_on_dieplayer(function(player) remove_shield_hud(player) if not minetest.settings:get_bool("mcl_keepInventory") then remove_shield_entity(player, 1) remove_shield_entity(player, 2) end end) minetest.register_on_leaveplayer(function(player) shield_hud[player] = nil mcl_shields.players[player] = nil end) minetest.register_craft({ output = "mcl_shields:shield", recipe = { {"group:wood", "mcl_core:iron_ingot", "group:wood"}, {"group:wood", "group:wood", "group:wood"}, {"", "group:wood", ""}, } }) for _, colortab in pairs(mcl_banners.colors) do local color = colortab[1] minetest.register_tool("mcl_shields:shield_" .. color, { description = S(colortab[6] .. " Shield"), _doc_items_longdesc = S("A shield is a tool used for protecting the player against attacks."), inventory_image = "mcl_shield.png^(mcl_shield_item_overlay.png^[colorize:" .. colortab[4] ..")", stack_max = 1, groups = { shield = 1, weapon = 1, enchantability = -1, not_in_creative_inventory = 1, offhand_item = 1, }, sound = {breaks = "default_tool_breaks"}, _repair_material = "group:wood", wield_scale = vector.new(2, 2, 2), _shield_color = colortab[4], _mcl_wieldview_item = "", }) local banner = "mcl_banners:banner_item_" .. color minetest.register_craft({ type = "shapeless", output = "mcl_shields:shield_" .. color, recipe = {"mcl_shields:shield", banner}, }) minetest.register_craft({ type = "shapeless", output = "mcl_shields:shield_" .. color .. "_enchanted", recipe = {"mcl_shields:shield_enchanted", banner}, }) end local function to_shield_texture(banner_texture) return banner_texture :gsub("mcl_banners_base_inverted.png", "mcl_shield_base_nopattern.png^mcl_shield_pattern_base.png") :gsub("mcl_banners_banner_base.png", "mcl_shield_base_nopattern.png^mcl_shield_pattern_base.png") :gsub("mcl_banners_base", "mcl_shield_pattern_base") :gsub("mcl_banners", "mcl_shield_pattern") end local function craft_banner_on_shield(itemstack, player, old_craft_grid, craft_inv) if not string.find(itemstack:get_name(), "mcl_shields:shield_") then return itemstack end local shield_stack for i = 1, player:get_inventory():get_size("craft") do local stack = old_craft_grid[i] local name = stack:get_name() if minetest.get_item_group(name, "shield") then shield_stack = stack break end end for i = 1, player:get_inventory():get_size("craft") do local banner_stack = old_craft_grid[i] local banner_name = banner_stack:get_name() if string.find(banner_name, "mcl_banners:banner") and shield_stack then local banner_meta = banner_stack:get_meta() local layers_meta = banner_meta:get_string("layers") local new_shield_meta = itemstack:get_meta() if layers_meta ~= "" then local color = mcl_banners.color_reverse(banner_name) local layers = minetest.deserialize(layers_meta) local texture = mcl_banners.make_banner_texture(color, layers) new_shield_meta:set_string("description", mcl_banners.make_advanced_banner_description(itemstack:get_description(), layers)) new_shield_meta:set_string("mcl_shields:shield_custom_pattern_texture", to_shield_texture(texture)) end itemstack:set_wear(shield_stack:get_wear()) break end end end minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv) return craft_banner_on_shield(itemstack, player, old_craft_grid, craft_inv) end) minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv) return craft_banner_on_shield(itemstack, player, old_craft_grid, craft_inv) end) minetest.register_on_joinplayer(function(player) mcl_shields.players[player] = { shields = {}, blocking = 0, } remove_shield_hud(player) end)