292 lines
6.6 KiB
Lua
292 lines
6.6 KiB
Lua
--
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-- Armor mod
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-- By Kaadmy, for Pixture
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--
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armor = {}
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-- Wear is wear per HP of damage taken
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armor.materials = {
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-- material craftitem description %
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{"wood", "group:planks", "Wooden", 10},
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{"steel", "default:ingot_steel", "Steel", 20},
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{"chainmail", "armor:chainmail_sheet", "Chainmail", 30},
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{"carbon_steel", "default:ingot_carbon_steel", "Carbon Steel", 40},
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{"bronze", "default:ingot_bronze", "Bronze", 60},
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}
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-- Usable slots
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armor.slots = {"helmet", "chestplate", "boots"}
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-- Timer
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local timer_interval = 1
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local timer = 10
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-- Formspec
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local form_armor = default.ui.get_page("default:2part")
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form_armor = form_armor .. "list[current_player;main;0.25,4.75;8,4;]"
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form_armor = form_armor .. default.ui.get_hotbar_itemslot_bg(0.25, 4.75, 8, 1)
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form_armor = form_armor .. default.ui.get_itemslot_bg(0.25, 5.75, 8, 3)
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form_armor = form_armor .. "listring[current_player;main]"
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form_armor = form_armor .. "label[3.25,1;Helmet]"
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form_armor = form_armor .. "label[3.25,2;Chestplate]"
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form_armor = form_armor .. "label[3.25,3;Boots]"
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form_armor = form_armor .. "list[current_player;armor;2.25,0.75;1,3;]"
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form_armor = form_armor .. "listring[current_player;armor]"
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form_armor = form_armor .. default.ui.get_itemslot_bg(2.25, 0.75, 1, 3)
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default.ui.register_page("armor:armor", form_armor)
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function armor.is_armor(itemname)
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local item = minetest.registered_items[itemname]
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if item ~= nil and item.groups ~= nil then
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if item.groups.is_armor then
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return true
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end
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end
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end
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function armor.is_slot(itemname, slot)
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local match = string.find(itemname, "armor:" .. slot .. "_")
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local matchbool = false
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if match ~= nil and match >= 1 then
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matchbool = true
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end
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return matchbool
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end
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function armor.get_base_skin(player)
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if minetest.get_modpath("player_skins") ~= nil then
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return player_skins.get_skin(player:get_player_name())
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else
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return armor.player_skin
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end
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end
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function armor.get_texture(player, base)
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local inv = player:get_inventory()
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local image = base
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for slot_index, slot in ipairs(armor.slots) do
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local itemstack = inv:get_stack("armor", slot_index)
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local itemname = itemstack:get_name()
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if armor.is_armor(itemname) and armor.is_slot(itemname, slot) then
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local item = minetest.registered_items[itemname]
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local mat = armor.materials[item.groups.armor_material][1]
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image = image .. "^armor_" .. slot .. "_" .. mat ..".png"
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end
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end
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-- print("[armor] Got armor texture: " .. image)
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return image
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end
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function armor.get_groups(player)
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local groups = {fleshy = 100}
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local match_mat = nil
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local match_amt = 0
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local inv = player:get_inventory()
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for slot_index, slot in ipairs(armor.slots) do
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local itemstack = inv:get_stack("armor", slot_index)
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local itemname = itemstack:get_name()
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if armor.is_armor(itemname) then
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local item = minetest.registered_items[itemname]
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for mat_index, _ in ipairs(armor.materials) do
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local mat = armor.materials[mat_index][1]
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if mat_index == item.groups.armor_material then
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groups.fleshy = groups.fleshy - item.groups.armor
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if match_mat == nil then
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match_mat = mat
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end
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if mat == match_mat then
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match_amt = match_amt + 1
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end
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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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-- If full set of same armor material, then boost armor by 10%
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if match_amt == #armor.slots then
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groups.fleshy = groups.fleshy - 10
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end
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-- print("[armor] Armor groups: " .. dump(groups))
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return groups
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end
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function armor.init(player)
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local inv = player:get_inventory()
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if inv:get_size("armor") ~= 3 then
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inv:set_size("armor", 3)
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end
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end
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function armor.update(player)
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local groups = armor.get_groups(player)
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player:set_armor_groups({fleshy = groups.fleshy})
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local image = armor.get_texture(player, armor.get_base_skin(player))
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if image ~= default.player_get_textures(player)[1] then
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default.player_set_textures(player, {image})
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end
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end
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local function on_newplayer(player)
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armor.init(player)
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end
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local function on_joinplayer(player)
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armor.init(player)
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end
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local function on_globalstep(dtime)
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timer = timer + dtime
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if timer < timer_interval then
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return
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end
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timer = 0
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for _, player in pairs(minetest.get_connected_players()) do
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armor.update(player)
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end
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end
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if minetest.get_modpath("drop_items_on_die") ~= nil then
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drop_items_on_die.register_listname("armor")
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end
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minetest.register_on_newplayer(on_newplayer)
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minetest.register_on_joinplayer(on_joinplayer)
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minetest.register_globalstep(on_globalstep)
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-- Chainmail
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minetest.register_craftitem(
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"armor:chainmail_sheet",
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{
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description = "Chainmail Sheet",
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inventory_image = "armor_chainmail.png",
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wield_image = "armor_chainmail.png",
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stack_max = 20,
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})
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crafting.register_craft(
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{
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output = "armor:chainmail_sheet 3",
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items = {
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"default:ingot_steel 5",
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}
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})
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-- Armor pieces
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for mat_index, matdef in ipairs(armor.materials) do
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local mat = matdef[1]
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local armor_def = math.floor(matdef[4] / #armor.slots)
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-- print("Material " .. mat .. ": " .. armor_def)
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for _, slot in ipairs(armor.slots) do
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local prettystring = slot:gsub(
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"(%a)([%w_']*)",
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function(first, rest)
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return first:upper()..rest:lower()
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end)
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minetest.register_craftitem(
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"armor:" .. slot .. "_" .. mat,
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{
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description = matdef[3] .. " " .. prettystring,
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inventory_image = "armor_" .. slot .. "_" .. mat .. "_inventory.png",
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wield_image = "armor_" .. slot .. "_" .. mat .. "_inventory.png",
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groups = {
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is_armor = 1,
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armor = armor_def,
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armor_material = mat_index
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},
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stack_max = 1,
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})
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end
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crafting.register_craft(
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{
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output = "armor:helmet_" .. mat,
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items = {
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matdef[2] .. " 5",
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}
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})
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crafting.register_craft(
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{
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output = "armor:chestplate_" .. mat,
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items = {
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matdef[2] .. " 8",
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}
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})
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crafting.register_craft(
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{
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output = "armor:boots_" .. mat,
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items = {
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matdef[2] .. " 6",
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}
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})
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end
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-- Achievements
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achievements.register_achievement(
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"armored",
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{
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title = "Armored",
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description = "Craft a piece of armor",
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times = 1,
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craftitem = "group:is_armor",
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})
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achievements.register_achievement(
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"warrior",
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{
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title = "Warrior",
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description = "Craft 10 pieces of armor",
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times = 10,
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craftitem = "group:is_armor",
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})
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default.log("mod:armor", "loaded")
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