mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-12-23 16:39:33 +01:00
521 lines
15 KiB
Lua
521 lines
15 KiB
Lua
local minetest, math, vector = minetest, math, vector
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local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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mcl_shields = {
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types = {
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mob = true,
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player = true,
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arrow = true,
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generic = true,
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explosion = true,
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dragon_breath = true,
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},
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enchantments = {"mending", "unbreaking"},
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players = {},
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}
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local interact_priv = minetest.registered_privileges.interact
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interact_priv.give_to_singleplayer = false
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interact_priv.give_to_admin = false
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local overlay = mcl_enchanting.overlay
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local hud = "mcl_shield_hud.png"
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minetest.register_tool("mcl_shields:shield", {
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description = S("Shield"),
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_doc_items_longdesc = S("A shield is a tool used for protecting the player against attacks."),
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inventory_image = "mcl_shield.png",
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stack_max = 1,
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groups = {
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shield = 1,
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weapon = 1,
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enchantability = -1,
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offhand_item = 1,
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},
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sound = {breaks = "default_tool_breaks"},
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_repair_material = "group:wood",
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wield_scale = vector.new(2, 2, 2),
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_mcl_wieldview_item = "",
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})
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local function wielded_item(obj, i)
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local itemstack = obj:get_wielded_item()
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if i == 1 then
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itemstack = obj:get_inventory():get_stack("offhand", 1)
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end
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return itemstack:get_name()
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end
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function mcl_shields.wielding_shield(obj, i)
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return wielded_item(obj, i):find("mcl_shields:shield")
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end
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local function shield_is_enchanted(obj, i)
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return mcl_enchanting.is_enchanted(wielded_item(obj, i))
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end
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minetest.register_entity("mcl_shields:shield_entity", {
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initial_properties = {
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visual = "mesh",
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mesh = "mcl_shield.obj",
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physical = false,
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pointable = false,
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collide_with_objects = false,
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textures = {"mcl_shield_base_nopattern.png"},
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visual_size = vector.new(1, 1, 1),
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},
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_blocking = false,
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_shield_number = 2,
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_texture_copy = "",
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on_step = function(self, dtime, moveresult)
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local player = self.object:get_attach()
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if not player then
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self.object:remove()
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return
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end
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local shield_texture = "mcl_shield_base_nopattern.png"
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local i = self._shield_number
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local item = wielded_item(player, i)
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if item ~= "mcl_shields:shield" and item ~= "mcl_shields:shield_enchanted" then
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local itemstack = player:get_wielded_item()
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if i == 1 then
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itemstack = player:get_inventory():get_stack("offhand", 1)
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end
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local meta_texture = itemstack:get_meta():get_string("mcl_shields:shield_custom_pattern_texture")
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if meta_texture ~= "" then
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shield_texture = meta_texture
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else
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local color = minetest.registered_items[item]._shield_color
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if color then
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shield_texture = "mcl_shield_base_nopattern.png^(mcl_shield_pattern_base.png^[colorize:" .. color .. ")"
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end
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end
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end
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if shield_is_enchanted(player, i) then
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shield_texture = shield_texture .. overlay
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end
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if self._texture_copy ~= shield_texture then
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self.object:set_properties({textures = {shield_texture}})
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end
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self._texture_copy = shield_texture
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end,
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})
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for _, e in pairs(mcl_shields.enchantments) do
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mcl_enchanting.enchantments[e].secondary.shield = true
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end
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function mcl_shields.is_blocking(obj)
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if not obj:is_player() then return end
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local blocking = mcl_shields.players[obj].blocking
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if blocking <= 0 then
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return
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end
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local shieldstack = obj:get_wielded_item()
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if blocking == 1 then
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shieldstack = obj:get_inventory():get_stack("offhand", 1)
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end
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return blocking, shieldstack
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end
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mcl_damage.register_modifier(function(obj, damage, reason)
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local type = reason.type
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local damager = reason.direct
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local blocking, shieldstack = mcl_shields.is_blocking(obj)
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if not (obj:is_player() and blocking and mcl_shields.types[type] and damager) then
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return
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end
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local entity = damager:get_luaentity()
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if entity and entity._shooter then
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damager = entity._shooter
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end
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local dpos = damager:get_pos()
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-- Used for removed / killed entities before the projectile hits the player
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if entity and not entity._shooter and entity._saved_shooter_pos then
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dpos = entity._saved_shooter_pos
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end
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if not dpos or vector.dot(obj:get_look_dir(), vector.subtract(dpos, obj:get_pos())) < 0 then
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return
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end
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local durability = 336
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local unbreaking = mcl_enchanting.get_enchantment(shieldstack, mcl_shields.enchantments[2])
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if unbreaking > 0 then
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durability = durability * (unbreaking + 1)
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end
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if not minetest.is_creative_enabled(obj:get_player_name()) and damage >= 3 then
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shieldstack:add_wear(65535 / durability)
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if blocking == 2 then
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obj:set_wielded_item(shieldstack)
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else
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obj:get_inventory():set_stack("offhand", 1, shieldstack)
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mcl_inventory.update_inventory_formspec(obj)
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end
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end
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minetest.sound_play({name = "mcl_block"})
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return 0
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end)
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local function modify_shield(player, vpos, vrot, i)
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local arm = "Right"
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if i == 1 then
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arm = "Left"
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end
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local shield = mcl_shields.players[player].shields[i]
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if shield then
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shield:set_attach(player, "Arm_" .. arm, vpos, vrot, false)
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end
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end
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local function set_shield(player, block, i)
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if block then
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if i == 1 then
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modify_shield(player, vector.new(-9, 4, 0.5), vector.new(80, 100, 0), i) -- TODO
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else
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modify_shield(player, vector.new(-8, 4, -2.5), vector.new(80, 80, 0), i)
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end
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else
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if i == 1 then
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modify_shield(player, vector.new(-3, -5, 0), vector.new(0, 180, 0), i)
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else
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modify_shield(player, vector.new(3, -5, 0), vector.new(0, 0, 0), i)
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end
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end
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local shield = mcl_shields.players[player].shields[i]
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if not shield then return end
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local luaentity = shield:get_luaentity()
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if not luaentity then return end
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luaentity._blocking = block
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end
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local function set_interact(player, interact)
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local player_name = player:get_player_name()
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local privs = minetest.get_player_privs(player_name)
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if privs.interact == interact then
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return
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end
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local meta = player:get_meta()
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if meta:get_int("mcl_privs:interact_revoked") ~= 1 then
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privs.interact = interact
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minetest.set_player_privs(player_name, privs)
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meta:set_int("mcl_privs:interact_revoked",0)
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end
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end
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local shield_hud = {}
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local function remove_shield_hud(player)
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if not shield_hud[player] then return end --this function takes a long time. only run it when necessary
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player:hud_remove(shield_hud[player])
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shield_hud[player] = nil
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set_shield(player, false, 1)
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set_shield(player, false, 2)
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local hf = player:hud_get_flags()
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if not hf.wielditem then
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player:hud_set_flags({wielditem = true})
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end
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playerphysics.remove_physics_factor(player, "speed", "shield_speed")
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set_interact(player, true)
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end
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local function add_shield_entity(player, i)
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local shield = minetest.add_entity(player:get_pos(), "mcl_shields:shield_entity")
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shield:get_luaentity()._shield_number = i
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mcl_shields.players[player].shields[i] = shield
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set_shield(player, false, i)
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end
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local function remove_shield_entity(player, i)
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local shields = mcl_shields.players[player].shields
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if shields[i] then
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shields[i]:remove()
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shields[i] = nil
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end
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end
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local function handle_blocking(player)
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local player_shield = mcl_shields.players[player]
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local rmb = player:get_player_control().RMB
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if not rmb then
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player_shield.blocking = 0
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return
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end
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local shield_in_offhand = mcl_shields.wielding_shield(player, 1)
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local shield_in_hand = mcl_shields.wielding_shield(player)
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local not_blocking = player_shield.blocking == 0
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local pos = player:get_pos()
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if shield_in_hand then
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if not_blocking then
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minetest.after(0.25, function()
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if (not_blocking or not shield_in_offhand) and shield_in_hand and rmb then
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player_shield.blocking = 2
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set_shield(player, true, 2)
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end
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end)
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elseif not shield_in_offhand then
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player_shield.blocking = 2
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end
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elseif shield_in_offhand then
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local pointed_thing = mcl_util.get_pointed_thing(player, true)
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local offhand_can_block = (wielded_item(player) == "" or not pointed_thing)
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and (minetest.get_item_group(wielded_item(player), "bow") ~= 1 and minetest.get_item_group(wielded_item(player), "crossbow") ~= 1)
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if pointed_thing and pointed_thing.type == "node" then
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if minetest.get_item_group(minetest.get_node(pointed_thing.under).name, "container") > 1 then
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return
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end
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end
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if not offhand_can_block then
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return
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end
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if not_blocking then
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minetest.after(0.25, function()
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if (not_blocking or not shield_in_hand) and shield_in_offhand and rmb and offhand_can_block then
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player_shield.blocking = 1
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set_shield(player, true, 1)
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end
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end)
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elseif not shield_in_hand then
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player_shield.blocking = 1
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end
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else
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player_shield.blocking = 0
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end
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end
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local function update_shield_entity(player, blocking, i)
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local shield = mcl_shields.players[player].shields[i]
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if mcl_shields.wielding_shield(player, i) then
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if not shield then
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add_shield_entity(player, i)
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else
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if blocking == i then
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if shield:get_luaentity() and not shield:get_luaentity()._blocking then
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set_shield(player, true, i)
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end
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else
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set_shield(player, false, i)
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end
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end
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elseif shield then
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remove_shield_entity(player, i)
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end
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end
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local function add_shield_hud(shieldstack, player, blocking)
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local texture = hud
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if mcl_enchanting.is_enchanted(shieldstack:get_name()) then
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texture = texture .. overlay
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end
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local offset = 100
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if blocking == 1 then
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texture = texture .. "^[transform4"
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offset = -100
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else
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player:hud_set_flags({wielditem = false})
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end
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shield_hud[player] = player:hud_add({
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hud_elem_type = "image",
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position = {x = 0.5, y = 0.5},
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scale = {x = -101, y = -101},
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offset = {x = offset, y = 0},
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text = texture,
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z_index = -200,
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})
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playerphysics.add_physics_factor(player, "speed", "shield_speed", 0.5)
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set_interact(player, nil)
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end
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local function update_shield_hud(player, blocking, shieldstack)
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local shieldhud = shield_hud[player]
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if not shieldhud then
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add_shield_hud(shieldstack, player, blocking)
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return
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end
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local wielditem = player:hud_get_flags().wielditem
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if blocking == 1 then
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if not wielditem then
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player:hud_change(shieldhud, "text", hud .. "^[transform4")
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player:hud_change(shieldhud, "offset", {x = -100, y = 0})
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player:hud_set_flags({wielditem = true})
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end
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elseif wielditem then
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player:hud_change(shieldhud, "text", hud)
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player:hud_change(shieldhud, "offset", {x = 100, y = 0})
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player:hud_set_flags({wielditem = false})
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end
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local image = player:hud_get(shieldhud).text
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local enchanted = hud .. overlay
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local enchanted1 = image == enchanted
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local enchanted2 = image == enchanted .. "^[transform4"
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if mcl_enchanting.is_enchanted(shieldstack:get_name()) then
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if not enchanted1 and not enchanted2 then
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if blocking == 1 then
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player:hud_change(shieldhud, "text", hud .. overlay .. "^[transform4")
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else
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player:hud_change(shieldhud, "text", hud .. overlay)
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end
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end
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elseif enchanted1 or enchanted2 then
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if blocking == 1 then
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player:hud_change(shieldhud, "text", hud .. "^[transform4")
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else
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player:hud_change(shieldhud, "text", hud)
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end
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end
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end
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minetest.register_globalstep(function(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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handle_blocking(player)
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local blocking, shieldstack = mcl_shields.is_blocking(player)
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if blocking then
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update_shield_hud(player, blocking, shieldstack)
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else
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remove_shield_hud(player)
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end
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for i = 1, 2 do
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update_shield_entity(player, blocking, i)
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end
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end
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end)
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minetest.register_on_dieplayer(function(player)
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remove_shield_hud(player)
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if not minetest.settings:get_bool("mcl_keepInventory") then
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remove_shield_entity(player, 1)
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remove_shield_entity(player, 2)
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end
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end)
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minetest.register_on_leaveplayer(function(player)
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shield_hud[player] = nil
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mcl_shields.players[player] = nil
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end)
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minetest.register_craft({
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output = "mcl_shields:shield",
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recipe = {
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{"group:wood", "mcl_core:iron_ingot", "group:wood"},
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{"group:wood", "group:wood", "group:wood"},
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{"", "group:wood", ""},
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}
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})
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for _, colortab in pairs(mcl_banners.colors) do
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local color = colortab[1]
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minetest.register_tool("mcl_shields:shield_" .. color, {
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description = S(colortab[6] .. " Shield"),
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_doc_items_longdesc = S("A shield is a tool used for protecting the player against attacks."),
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inventory_image = "mcl_shield.png^(mcl_shield_item_overlay.png^[colorize:" .. colortab[4] ..")",
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stack_max = 1,
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groups = {
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shield = 1,
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weapon = 1,
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enchantability = -1,
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not_in_creative_inventory = 1,
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offhand_item = 1,
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},
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sound = {breaks = "default_tool_breaks"},
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_repair_material = "group:wood",
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wield_scale = vector.new(2, 2, 2),
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_shield_color = colortab[4],
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_mcl_wieldview_item = "",
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})
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local banner = "mcl_banners:banner_item_" .. color
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minetest.register_craft({
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type = "shapeless",
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output = "mcl_shields:shield_" .. color,
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recipe = {"mcl_shields:shield", banner},
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})
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minetest.register_craft({
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type = "shapeless",
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output = "mcl_shields:shield_" .. color .. "_enchanted",
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recipe = {"mcl_shields:shield_enchanted", banner},
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})
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end
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local function to_shield_texture(banner_texture)
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return banner_texture
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:gsub("mcl_banners_base_inverted.png", "mcl_shield_base_nopattern.png^mcl_shield_pattern_base.png")
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:gsub("mcl_banners_banner_base.png", "mcl_shield_base_nopattern.png^mcl_shield_pattern_base.png")
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:gsub("mcl_banners_base", "mcl_shield_pattern_base")
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:gsub("mcl_banners", "mcl_shield_pattern")
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end
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local function craft_banner_on_shield(itemstack, player, old_craft_grid, craft_inv)
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if not string.find(itemstack:get_name(), "mcl_shields:shield_") then
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return itemstack
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end
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local shield_stack
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for i = 1, player:get_inventory():get_size("craft") do
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local stack = old_craft_grid[i]
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local name = stack:get_name()
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if minetest.get_item_group(name, "shield") then
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shield_stack = stack
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break
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end
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end
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for i = 1, player:get_inventory():get_size("craft") do
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local banner_stack = old_craft_grid[i]
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local banner_name = banner_stack:get_name()
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if string.find(banner_name, "mcl_banners:banner") and shield_stack then
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local banner_meta = banner_stack:get_meta()
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local layers_meta = banner_meta:get_string("layers")
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local new_shield_meta = itemstack:get_meta()
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if layers_meta ~= "" then
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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)
|