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This modifies the logic for mobs picking up items to only match against the item's name and ignore any text in an items metadata. Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/4266 Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com> Co-authored-by: teknomunk <teknomunk@protonmail.com> Co-committed-by: teknomunk <teknomunk@protonmail.com>
105 lines
3.4 KiB
Lua
105 lines
3.4 KiB
Lua
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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--- Item and armor management
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local function player_near(pos)
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for _,o in pairs(minetest.get_objects_inside_radius(pos,2)) do
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if o:is_player() then return true end
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end
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end
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local function get_armor_texture(armor_name)
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if armor_name == "" then
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return ""
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end
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if armor_name=="blank.png" then
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return "blank.png"
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end
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local seperator = string.find(armor_name, ":")
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return "mcl_armor_"..string.sub(armor_name, seperator+1, -1)..".png^"
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end
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function mob_class:set_armor_texture()
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if self.armor_list then
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local chestplate=minetest.registered_items[self.armor_list.chestplate] or {name=""}
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local boots=minetest.registered_items[self.armor_list.boots] or {name=""}
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local leggings=minetest.registered_items[self.armor_list.leggings] or {name=""}
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local helmet=minetest.registered_items[self.armor_list.helmet] or {name=""}
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if helmet.name=="" and chestplate.name=="" and leggings.name=="" and boots.name=="" then
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helmet={name="blank.png"}
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end
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local texture = get_armor_texture(chestplate.name)..get_armor_texture(helmet.name)..get_armor_texture(boots.name)..get_armor_texture(leggings.name)
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if string.sub(texture, -1,-1) == "^" then
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texture=string.sub(texture,1,-2)
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end
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if self.textures[self.wears_armor] then
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self.textures[self.wears_armor]=texture
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end
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self.object:set_properties({textures=self.textures})
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local armor_
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if type(self.armor) == "table" then
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armor_ = table.copy(self.armor)
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armor_.immortal = 1
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else
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armor_ = {immortal=1, fleshy = self.armor}
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end
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for _,item in pairs(self.armor_list) do
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if not item then return end
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if type(minetest.get_item_group(item, "mcl_armor_points")) == "number" then
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armor_.fleshy=armor_.fleshy-(minetest.get_item_group(item, "mcl_armor_points")*3.5)
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end
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end
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self.object:set_armor_groups(armor_)
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end
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end
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function mob_class:check_item_pickup()
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if self.pick_up and #self.pick_up > 0 or self.wears_armor then
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local p = self.object:get_pos()
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if not p then return end
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for _,o in pairs(minetest.get_objects_inside_radius(p,2)) do
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local l=o:get_luaentity()
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if l and l.name == "__builtin:item" then
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if not player_near(p) and l.itemstring:find("mcl_armor") and self.wears_armor then
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local armor_type
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if l.itemstring:find("chestplate") then
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armor_type = "chestplate"
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elseif l.itemstring:find("boots") then
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armor_type = "boots"
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elseif l.itemstring:find("leggings") then
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armor_type = "leggings"
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elseif l.itemstring:find("helmet") then
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armor_type = "helmet"
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end
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if not armor_type then
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return
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end
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if not self.armor_list then
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self.armor_list={helmet="",chestplate="",boots="",leggings=""}
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elseif self.armor_list[armor_type] and self.armor_list[armor_type] ~= "" then
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return
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end
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self.armor_list[armor_type]=ItemStack(l.itemstring):get_name()
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o:remove()
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end
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if self.pick_up then
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for k,v in pairs(self.pick_up) do
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local itemstack = ItemStack(l.itemstring)
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if not player_near(p) and self.on_pick_up and itemstack:get_name():find(v) then
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local r = self.on_pick_up(self,l)
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if r and r.is_empty and not r:is_empty() then
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l.itemstring = r:to_string()
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elseif r and r.is_empty and r:is_empty() then
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o:remove()
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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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end
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end
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end
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