Camas/mods/armor/init.lua

315 lines
7.6 KiB
Lua

--
-- Armor mod
-- By Kaadmy, for Pixture
--
armor = {}
armor.player_skin = "character.png"
armor.update_time = 1
armor.materials = {
-- material craftitem % description
{"wood", "group:planks", 15, "Wooden"},
{"steel", "default:ingot_steel", 30, "Steel"},
{"chainmail", "armor:chainmail_sheet", 45, "Chainmail"},
{"carbonsteel", "default:ingot_carbonsteel", 60, "Carbonsteel"},
}
armor.slots = {"helmet", "chestplate", "boots"}
local form_armor = default.ui.get_page("core_2part")
default.ui.register_page("core_armor", form_armor)
local enable_drop = core.setting_getbool("drop_items_on_die") or false
local armor_timer = 10
function armor.is_armor(itemname)
local item = core.registered_items[itemname]
if item ~= nil and item.groups ~= nil then
if item.groups.is_armor then
return true
end
end
end
function armor.is_slot(itemname, slot)
local match = string.find(itemname, "armor:" .. slot .. "_")
local matchbool = false
if match ~= nil and match >= 1 then
matchbool = true
end
return matchbool
end
function armor.get_base_skin(player)
if core.get_modpath("player_skins") ~= nil then
return player_skins.get_skin(player:get_player_name())
else
return armor.player_skin
end
end
function armor.get_texture(player, base)
local inv = player:get_inventory()
local image = base
for _, slot in ipairs(armor.slots) do
local itemstack = inv:get_stack("armor_"..slot, 1)
local itemname = itemstack:get_name()
if armor.is_armor(itemname) and armor.is_slot(itemname, slot) then
local item = core.registered_items[itemname]
local mat = armor.materials[item.groups.armor_material][1]
image = image .. "^armor_" .. slot .. "_" .. mat ..".png"
end
end
-- print("[armor] Got armor texture: " .. image)
return image
end
function armor.get_groups(player)
local groups = {fleshy = 100}
local match_mat = nil
local match_amt = 0
local inv = player:get_inventory()
for _, slot in ipairs(armor.slots) do
local itemstack = inv:get_stack("armor_"..slot, 1)
local itemname = itemstack:get_name()
if armor.is_armor(itemname) then
local item = core.registered_items[itemname]
for mat_index, _ in ipairs(armor.materials) do
local mat = armor.materials[mat_index][1]
if mat_index == item.groups.armor_material then
groups.fleshy = groups.fleshy - item.groups.armor
if match_mat == nil then
match_mat = mat
end
if mat == match_mat then
match_amt = match_amt + 1
end
break
end
end
end
end
if match_amt == #armor.slots then -- if full set of same armor material, then boost armor by 10%
groups.fleshy = groups.fleshy - 10
end
-- print("[armor] Armor groups: " .. dump(groups))
return groups
end
function armor.init(player)
local inv = player:get_inventory()
for _, slot in ipairs(armor.slots) do
if inv:get_size("armor_"..slot) ~= 1 then
inv:set_size("armor_"..slot, 1)
end
end
end
function armor.update(player)
local groups = armor.get_groups(player)
player:set_armor_groups({fleshy = groups.fleshy})
local image = armor.get_texture(player, armor.get_base_skin(player))
if image ~= default.player_get_textures(player)[1] then
default.player_set_textures(player, {image})
end
end
local function on_newplayer(player)
armor.init(player)
end
local function on_joinplayer(player)
armor.init(player)
end
local function on_die(player)
local pos = player:getpos()
local inv = player:get_inventory()
for _, slot in ipairs(armor.slots) do
local item = inv:get_stack("armor_"..slot, 1)
local rpos = {
x = pos.x + math.random(-0.2, 0.2),
y = pos.y,
z = pos.z + math.random(-0.2, 0.2)
}
local drop = core.add_item(rpos, item)
if drop then
drop:setvelocity(
{
x = math.random(-0.3, 0.3),
y = 3,
z = math.random(-0.3, 0.3),
})
end
item:clear()
inv:set_stack("armor_" .. slot, 1, item)
end
end
local function step(dtime)
armor_timer = armor_timer + dtime
if armor_timer > armor.update_time then
for _, player in pairs(core.get_connected_players()) do
armor.update(player)
end
armor_timer = 0
end
end
core.register_craftitem(
"armor:chainmail_sheet",
{
description = "Chainmail sheet",
inventory_image = "armor_chainmail.png",
wield_image = "armor_chainmail.png",
stack_max = 20,
})
core.register_craft(
{
output = "armor:chainmail_sheet 3",
recipe = {
{"default:ingot_steel", "", "default:ingot_steel"},
{"", "default:ingot_steel", ""},
{"default:ingot_steel", "", "default:ingot_steel"},
}
})
for mat_index, _ in ipairs(armor.materials) do
local def = armor.materials[mat_index]
local mat = def[1]
local armor_def = math.floor(def[3] / #armor.slots)
-- print("Material " .. mat .. ": " .. armor_def)
for _, slot in ipairs(armor.slots) do
core.register_craftitem(
"armor:"..slot.."_"..mat,
{
description = def[4].." "..slot,
inventory_image = "armor_"..slot.."_"..mat.."_inventory.png",
wield_image = "armor_"..slot.."_"..mat.."_inventory.png",
groups = {
is_armor = 1,
armor = armor_def,
armor_material = mat_index
},
stack_max = 1,
})
end
local n = def[2]
core.register_craft(
{
output = "armor:helmet_"..mat,
recipe = {
{n, n, n},
{n, "", n},
{"", "", ""},
}
})
core.register_craft(
{
output = "armor:chestplate_"..mat,
recipe = {
{n, "", n},
{n, n, n},
{n, n, n},
}
})
core.register_craft(
{
output = "armor:boots_"..mat,
recipe = {
{"", "", ""},
{n, "", n},
{n, "", n},
}
})
end
core.register_on_newplayer(on_newplayer)
core.register_on_joinplayer(on_joinplayer)
if enable_drop then
core.register_on_dieplayer(on_die)
end
core.register_globalstep(step)
local form_armor = default.ui.get_page("core_2part")
form_armor = form_armor .. "list[current_player;main;0.25,4.75;8,4;]"
form_armor = form_armor .. default.ui.get_hotbar_itemslot_bg(0.25, 4.75, 8, 1)
form_armor = form_armor .. default.ui.get_itemslot_bg(0.25, 5.75, 8, 3)
form_armor = form_armor .. "listring[current_player;main]"
form_armor = form_armor .. "label[3.25,3;Boots]"
form_armor = form_armor .. "list[current_player;armor_boots;2.25,2.75;1,1;]"
form_armor = form_armor .. "listring[current_player;armor_boots]"
form_armor = form_armor .. default.ui.get_itemslot_bg(2.25, 2.75, 1, 1)
form_armor = form_armor .. "label[3.25,2;Chestplate]"
form_armor = form_armor .. "list[current_player;armor_chestplate;2.25,1.75;1,1;]"
form_armor = form_armor .. "listring[current_player;armor_chestplate]"
form_armor = form_armor .. default.ui.get_itemslot_bg(2.25, 1.75, 1, 1)
form_armor = form_armor .. "label[3.25,1;Helmet]"
form_armor = form_armor .. "list[current_player;armor_helmet;2.25,0.75;1,1;]"
form_armor = form_armor .. "listring[current_player;armor_helmet]"
form_armor = form_armor .. default.ui.get_itemslot_bg(2.25, 0.75, 1, 1)
default.ui.register_page("core_armor", form_armor)
-- Achievements
achievements.register_achievement(
"armored",
{
title = "Armored",
description = "Craft a piece of armor",
times = 1,
craftitem = "group:is_armor",
})
achievements.register_achievement(
"warrior",
{
title = "Warrior",
description = "Craft 10 piece of armor",
times = 10,
craftitem = "group:is_armor",
})
default.log("mod:armor", "loaded")