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()) armor = { timer = 0, elements = {"head", "torso", "legs", "feet"}, physics = {"jump","speed","gravity"}, formspec = "size[8,8.5]image[2,0.75;2,4;armor_preview]" .."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", version = "0.4.6", } 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 armor.def = { count = 0, } armor.update_player_visuals = function(self, player) 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 local armor_texture = "blank.png" local armor_level = 0 local mcl_armor_points = 0 local items = 0 local elements = {} local textures = {} local physics_o = {speed=1,gravity=1,jump=1} local material = {type=nil, count=1} local preview = armor:get_preview(name) or "character_preview.png" 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() 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("%:", "_") table.insert(textures, texture..".png") preview = preview.."^"..texture.."_preview.png" armor_level = armor_level + level items = items + 1 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 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 armor_texture = table.concat(textures, "^") end local armor_groups = player:get_armor_groups() armor_groups.fleshy = 100 armor_groups.level = nil 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 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) 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 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 local p = minetest.get_item_group(stack:get_name(), "mcl_armor_points") if p then pts = pts + p end end end return pts end armor.get_player_skin = function(self, name) local skin = nil 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$","") 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 minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]") return "" end if not armor.def[name] then minetest.log("error", "3d_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) formspec = formspec:gsub("mcl_armor_points", armor.def[name].heal) return formspec end armor.update_inventory = function(self, player) end armor.get_valid_player = function(self, player, msg) msg = msg or "" if not player then minetest.log("error", "3d_armor: Player reference is nil "..msg) return end local name = player:get_player_name() if not name then minetest.log("error", "3d_armor: Player name is nil "..msg) return end 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 minetest.log("error", "3d_armor: Player position is nil "..msg) return elseif not player_inv then minetest.log("error", "3d_armor: Player inventory is nil "..msg) return elseif not armor_inv then minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg) return end return name, player_inv, armor_inv, pos end -- Register Player Model mcl_player.player_register_model("3d_armor_character.b3d", { animation_speed = 30, textures = { armor.default_skin..".png", "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}, }, }) -- Register Callbacks minetest.register_on_player_receive_fields(function(player, formname, fields) local name = armor:get_valid_player(player, "[on_player_receive_fields]") if not name then return end if fields.armor then 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()) end end end) minetest.register_on_joinplayer(function(player) mcl_player.player_set_model(player, "3d_armor_character.b3d") local name = player:get_player_name() local player_inv = player:get_inventory() local armor_inv = minetest.create_detached_inventory(name.."_armor", { 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) 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) 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) 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 end, allow_take = function(inv, listname, index, stack, player) return stack:get_count() end, allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) return 0 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, } armor.textures[name] = { skin = armor.default_skin..".png", armor = "blank.png", wielditem = "blank.png", preview = armor.default_skin.."_preview.png", } 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 end) 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 -- Armor doesn't protect from set_hp (commands like /kill), -- falling and drowning damage. if reason.type == "set_hp" or reason.type == "drown" or reason.type == "fall" then return hp_change end local heal_max = 0 local items = 0 local armor_damage = math.max(1, math.floor(math.abs(hp_change)/4)) local total_points = 0 local total_toughness = 0 for i=1, 6 do local stack = player_inv:get_stack("armor", i) if stack:get_count() > 0 then -- Damage armor local use = stack:get_definition().groups["mcl_armor_uses"] or 0 if use > 0 then local wear = armor_damage * math.floor(65536/use) 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 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 end end local damage = math.abs(hp_change) -- Damage calculation formula (from ) damage = damage * (1 - math.min(20, math.max((total_points/5), total_points - damage / (2+(total_toughness/4)))) / 25) damage = math.floor(damage+0.5) hp_change = -math.abs(damage) armor.def[name].count = items armor:update_armor(player) end return hp_change end, true)