Camas/mods/armor/init.lua

365 lines
10 KiB
Lua

--
-- Armor mod
-- By Kaadmy, for Pixture
--
local S = minetest.get_translator("armor")
armor = {}
-- Wear is wear per HP of damage taken
armor.materials = {
-- material craftitem description %
{"wood", "group:planks", { S("Wooden Helmet"), S("Wooden Chestplate"), S("Wooden Boots") }, 10},
{"steel", "default:ingot_steel", { S("Steel Helmet"), S("Steel Chestplate"), S("Steel Boots") }, 20},
{"chainmail", "armor:chainmail_sheet", { S("Chainmail Helmet"), S("Chainmail Chestplate"), S("Chainmail Boots") }, 30},
{"carbon_steel", "default:ingot_carbon_steel", { S("Carbon Steel Helmet"), S("Carbon Steel Chestplate"), S("Carbon Steel Boots") }, 40},
{"bronze", "default:ingot_bronze", { S("Bronze Helmet"), S("Bronze Chestplate"), S("Bronze Boots") }, 60},
}
-- Usable slots
armor.slots = {"helmet", "chestplate", "boots"}
-- Formspec
local form_armor = default.ui.get_page("default: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[3.25,1;"..minetest.formspec_escape(S("Helmet")).."]"
form_armor = form_armor .. "label[3.25,2;"..minetest.formspec_escape(S("Chestplate")).."]"
form_armor = form_armor .. "label[3.25,3;"..minetest.formspec_escape(S("Boots")).."]"
form_armor = form_armor .. "list[current_player;armor;2.25,0.75;1,3;]"
form_armor = form_armor .. "listring[current_player;armor]"
form_armor = form_armor .. default.ui.get_itemslot_bg(2.25, 0.75, 1, 3)
default.ui.register_page("armor:armor", form_armor)
function armor.get_formspec(name)
local form = default.ui.get_page("armor:armor")
return form
end
function armor.is_armor(itemname)
local item = minetest.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 minetest.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_index, slot in ipairs(armor.slots) do
local itemstack = inv:get_stack("armor", slot_index)
local itemname = itemstack:get_name()
if armor.is_armor(itemname) and armor.is_slot(itemname, slot) then
local item = minetest.registered_items[itemname]
local mat = armor.materials[item.groups.armor_material][1]
image = image .. "^armor_" .. slot .. "_" .. mat ..".png"
end
end
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()
local ach_ok = true
for slot_index, slot in ipairs(armor.slots) do
local itemstack = inv:get_stack("armor", slot_index)
local itemname = itemstack:get_name()
if itemstack:get_name() ~= "armor:"..slot.."_bronze" then
ach_ok = false
end
if armor.is_armor(itemname) then
local item = minetest.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 ach_ok then
achievements.trigger_achievement(player, "full_armor")
end
-- If full set of same armor material, then boost armor by 10%
if match_amt == #armor.slots then
groups.fleshy = groups.fleshy - 10
end
if minetest.settings:get_bool("enable_damage", true) == false then
groups.immortal = 1
end
return groups
end
function armor.init(player)
local inv = player:get_inventory()
if inv:get_size("armor") ~= 3 then
inv:set_size("armor", 3)
end
end
-- This function must be called whenever the armor inventory has been changed
function armor.update(player)
local groups = armor.get_groups(player)
player:set_armor_groups({fleshy = groups.fleshy, immortal = groups.immortal})
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)
armor.update(player)
end
local function on_respawnplayer(player)
armor.update(player)
end
if minetest.get_modpath("drop_items_on_die") ~= nil then
drop_items_on_die.register_listname("armor")
end
minetest.register_on_newplayer(on_newplayer)
minetest.register_on_joinplayer(on_joinplayer)
minetest.register_on_respawnplayer(on_respawnplayer)
-- Chainmail
minetest.register_craftitem(
"armor:chainmail_sheet",
{
description = S("Chainmail Sheet"),
inventory_image = "armor_chainmail.png",
wield_image = "armor_chainmail.png",
stack_max = 20,
})
crafting.register_craft(
{
output = "armor:chainmail_sheet 3",
items = {
"default:ingot_steel 5",
}
})
-- Armor pieces
for mat_index, matdef in ipairs(armor.materials) do
local mat = matdef[1]
local armor_def = math.floor(matdef[4] / #armor.slots)
for s, slot in ipairs(armor.slots) do
minetest.register_craftitem(
"armor:" .. slot .. "_" .. mat,
{
description = matdef[3][s],
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,
armor_slot = s,
},
-- Allow to equip armor from wieldhand
on_use = function(itemstack, user, pointed_thing)
local inv = user:get_inventory()
local slotstack = inv:get_stack("armor", s)
local armor_changed = false
if slotstack:is_empty() then
-- Empty slot: Equip armor
inv:set_stack("armor", s, itemstack)
itemstack:take_item()
armor_changed = true
else
-- Occupied slot: Exchange armor
itemstack, slotstack = slotstack, itemstack
inv:set_stack("armor", s, slotstack)
armor_changed = true
end
if armor_changed then
armor.update(user)
return itemstack
end
end,
stack_max = 1,
})
end
crafting.register_craft(
{
output = "armor:helmet_" .. mat,
items = {
matdef[2] .. " 5",
}
})
crafting.register_craft(
{
output = "armor:chestplate_" .. mat,
items = {
matdef[2] .. " 8",
}
})
crafting.register_craft(
{
output = "armor:boots_" .. mat,
items = {
matdef[2] .. " 6",
}
})
end
-- Only allow armor items to be put into armor slots
minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info)
if action == "move" and inventory_info.to_list == "armor" then
local stack = inventory:get_stack(inventory_info.from_list, inventory_info.from_index)
local name = stack:get_name()
if minetest.get_item_group(name, "is_armor") ~= 1 then
return 0
end
local slot = minetest.get_item_group(name, "armor_slot")
if not inventory:get_stack("armor", slot):is_empty() then
return 0
end
elseif action == "put" and inventory_info.listname == "armor" then
local name = inventory_info.stack:get_name()
if minetest.get_item_group(name, "is_armor") ~= 1 then
return 0
end
local slot = minetest.get_item_group(name, "armor_slot")
if not inventory:get_stack("armor", slot):is_empty() then
return 0
end
end
end)
-- Move armor items to correct slot
minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)
if action == "move" and inventory_info.to_list == "armor" then
local stack = inventory:get_stack(inventory_info.to_list, inventory_info.to_index)
local name = stack:get_name()
local slot = minetest.get_item_group(name, "armor_slot")
if slot ~= inventory_info.to_index then
inventory:set_stack("armor", inventory_info.to_index, "")
inventory:set_stack("armor", slot, stack)
end
elseif action == "put" and inventory_info.listname == "armor" then
local name = inventory_info.stack:get_name()
local slot = minetest.get_item_group(name, "armor_slot")
if slot ~= inventory_info.to_index then
inventory:set_stack("armor", inventory_info.index, "")
inventory:set_stack("armor", slot, stack)
end
end
if action == "move" and inventory_info.to_list == "armor" or inventory_info.from_list == "armor" then
armor.update(player)
elseif action == "put" or action == "take" and inventory_info.listname == "armor" then
armor.update(player)
end
end)
-- Achievements
achievements.register_achievement(
"armored",
{
title = S("Armored"),
description = S("Craft a piece of armor."),
times = 1,
craftitem = "group:is_armor",
})
achievements.register_achievement(
"full_armor",
{
title = S("Skin of Bronze"),
description = S("Equip a full suit of bronze armor."),
times = 1,
})
if minetest.get_modpath("tt") then
tt.register_snippet(function(itemstring)
if minetest.get_item_group(itemstring, "is_armor") == 1 then
local a = minetest.get_item_group(itemstring, "armor")
return S("Protection: +@1%", a)
end
end)
end
default.log("mod:armor", "loaded")