Replace getpos() with get_pos()
[MineClone/MineClone2.git] / mods / ITEMS / minetest-3d_armor / 3d_armor / armor.lua
blob0b07fb14ccd2d39c258247879dec0c1e3a8a3f53
1 ARMOR_INIT_DELAY = 1
2 ARMOR_INIT_TIMES = 1
3 ARMOR_BONES_DELAY = 1
4 ARMOR_UPDATE_TIME = 1
5 ARMOR_DROP = minetest.get_modpath("bones") ~= nil
6 ARMOR_DESTROY = false
7 ARMOR_LEVEL_MULTIPLIER = 1
8 ARMOR_HEAL_MULTIPLIER = 1
9 ARMOR_RADIATION_MULTIPLIER = 1
10 ARMOR_MATERIALS = {
11 wood = "group:wood",
12 cactus = "mcl_core:cactus",
13 iron = "mcl_core:iron_ingot",
14 bronze = "mcl_core:bronze_ingot",
15 diamond = "mcl_core:diamond",
16 gold = "mcl_core:gold_ingot",
17 mithril = "moreores:mithril_ingot",
18 crystal = "ethereal:crystal_ingot",
20 ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
21 ARMOR_FIRE_NODES = {
22 {"mcl_core:lava_source", 5, 8},
23 {"mcl_core:lava_flowing", 5, 8},
24 {"fire:basic_flame", 3, 4},
25 {"fire:permanent_flame", 3, 4},
26 {"ethereal:crystal_spike", 2, 1},
27 {"ethereal:fire_flower", 2, 1},
28 {"mcl_torches:torch", 1, 1},
31 local skin_mod = nil
33 local modpath = minetest.get_modpath(minetest.get_current_modname())
34 local worldpath = minetest.get_worldpath()
35 local input = io.open(modpath.."/armor.conf", "r")
36 if input then
37 dofile(modpath.."/armor.conf")
38 input:close()
39 input = nil
40 end
41 input = io.open(worldpath.."/armor.conf", "r")
42 if input then
43 dofile(worldpath.."/armor.conf")
44 input:close()
45 input = nil
46 end
47 if not minetest.get_modpath("moreores") then
48 ARMOR_MATERIALS.mithril = nil
49 end
50 if not minetest.get_modpath("ethereal") then
51 ARMOR_MATERIALS.crystal = nil
52 end
54 armor = {
55 timer = 0,
56 elements = {"head", "torso", "legs", "feet"},
57 physics = {"jump","speed","gravity"},
58 formspec = "size[8,8.5]image[2,0.75;2,4;armor_preview]"
59 .."list[current_player;main;0,4.5;8,4;]"
60 .."list[current_player;craft;4,1;3,3;]"
61 .."list[current_player;craftpreview;7,2;1,1;]"
62 .."listring[current_player;main]"
63 .."listring[current_player;craft]",
64 textures = {},
65 default_skin = "character",
66 version = "0.4.6",
69 if minetest.get_modpath("skins") then
70 skin_mod = "skins"
71 elseif minetest.get_modpath("simple_skins") then
72 skin_mod = "simple_skins"
73 elseif minetest.get_modpath("u_skins") then
74 skin_mod = "u_skins"
75 elseif minetest.get_modpath("wardrobe") then
76 skin_mod = "wardrobe"
77 end
79 armor.def = {
80 state = 0,
81 count = 0,
84 armor.update_player_visuals = function(self, player)
85 if not player then
86 return
87 end
88 local name = player:get_player_name()
89 if self.textures[name] then
90 mcl_player.player_set_textures(player, {
91 self.textures[name].skin,
92 self.textures[name].armor,
93 self.textures[name].wielditem,
95 end
96 end
98 armor.set_player_armor = function(self, player)
99 local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
100 if not name then
101 return
103 local armor_texture = "3d_armor_trans.png"
104 local armor_level = 0
105 local armor_heal = 0
106 local armor_fire = 0
107 local armor_water = 0
108 local armor_radiation = 0
109 local state = 0
110 local items = 0
111 local elements = {}
112 local textures = {}
113 local physics_o = {speed=1,gravity=1,jump=1}
114 local material = {type=nil, count=1}
115 local preview = armor:get_preview(name) or "character_preview.png"
116 for _,v in ipairs(self.elements) do
117 elements[v] = false
119 for i=1, 6 do
120 local stack = player_inv:get_stack("armor", i)
121 local item = stack:get_name()
122 if stack:get_count() == 1 then
123 local def = stack:get_definition()
124 for k, v in pairs(elements) do
125 if v == false then
126 local level = def.groups["armor_"..k]
127 if level then
128 local texture = def.texture or item:gsub("%:", "_")
129 table.insert(textures, texture..".png")
130 preview = preview.."^"..texture.."_preview.png"
131 armor_level = armor_level + level
132 state = state + stack:get_wear()
133 items = items + 1
134 armor_heal = armor_heal + (def.groups["armor_heal"] or 0)
135 armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
136 armor_water = armor_water + (def.groups["armor_water"] or 0)
137 armor_radiation = armor_radiation + (def.groups["armor_radiation"] or 0)
138 for kk,vv in ipairs(self.physics) do
139 local o_value = def.groups["physics_"..vv]
140 if o_value then
141 physics_o[vv] = physics_o[vv] + o_value
144 local mat = string.match(item, "%:.+_(.+)$")
145 if material.type then
146 if material.type == mat then
147 material.count = material.count + 1
149 else
150 material.type = mat
152 elements[k] = true
158 if minetest.get_modpath("shields") then
159 armor_level = armor_level * 0.9
161 if material.type and material.count == #self.elements then
162 armor_level = armor_level * 1.1
164 armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
165 armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
166 armor_radiation = armor_radiation * ARMOR_RADIATION_MULTIPLIER
167 if #textures > 0 then
168 armor_texture = table.concat(textures, "^")
170 local armor_groups = {fleshy=100}
171 if armor_level > 0 then
172 armor_groups.level = math.floor(armor_level / 20)
173 armor_groups.fleshy = 100 - armor_level
174 armor_groups.radiation = 100 - armor_radiation
176 player:set_armor_groups(armor_groups)
177 -- Physics override intentionally removed because of possible conflicts
178 self.textures[name].armor = armor_texture
179 self.textures[name].preview = preview
180 self.def[name].state = state
181 self.def[name].count = items
182 self.def[name].level = armor_level
183 self.def[name].heal = armor_heal
184 self.def[name].jump = physics_o.jump
185 self.def[name].speed = physics_o.speed
186 self.def[name].gravity = physics_o.gravity
187 self.def[name].fire = armor_fire
188 self.def[name].water = armor_water
189 self.def[name].radiation = armor_radiation
190 self:update_player_visuals(player)
193 armor.update_armor = function(self, player)
194 -- Legacy support: Called when armor levels are changed
195 -- Other mods can hook on to this function, see hud mod for example
198 armor.get_player_skin = function(self, name)
199 local skin = nil
200 if skin_mod == "skins" or skin_mod == "simple_skins" then
201 skin = skins.skins[name]
202 elseif skin_mod == "u_skins" then
203 skin = u_skins.u_skins[name]
204 elseif skin_mod == "wardrobe" then
205 skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
207 return skin or armor.default_skin
210 armor.get_preview = function(self, name)
211 if skin_mod == "skins" then
212 return armor:get_player_skin(name).."_preview.png"
216 armor.get_armor_formspec = function(self, name)
217 if not armor.textures[name] then
218 minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
219 return ""
221 if not armor.def[name] then
222 minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
223 return ""
225 local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
226 formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
227 formspec = formspec:gsub("armor_level", armor.def[name].level)
228 formspec = formspec:gsub("armor_heal", armor.def[name].heal)
229 formspec = formspec:gsub("armor_fire", armor.def[name].fire)
230 formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
231 return formspec
234 armor.update_inventory = function(self, player)
237 armor.get_valid_player = function(self, player, msg)
238 msg = msg or ""
239 if not player then
240 minetest.log("error", "3d_armor: Player reference is nil "..msg)
241 return
243 local name = player:get_player_name()
244 if not name then
245 minetest.log("error", "3d_armor: Player name is nil "..msg)
246 return
248 local pos = player:get_pos()
249 local player_inv = player:get_inventory()
250 local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
251 if not pos then
252 minetest.log("error", "3d_armor: Player position is nil "..msg)
253 return
254 elseif not player_inv then
255 minetest.log("error", "3d_armor: Player inventory is nil "..msg)
256 return
257 elseif not armor_inv then
258 minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg)
259 return
261 return name, player_inv, armor_inv, pos
264 -- Register Player Model
266 mcl_player.player_register_model("3d_armor_character.b3d", {
267 animation_speed = 30,
268 textures = {
269 armor.default_skin..".png",
270 "3d_armor_trans.png",
271 "3d_armor_trans.png",
273 animations = {
274 stand = {x=0, y=79},
275 lay = {x=162, y=166},
276 walk = {x=168, y=187},
277 mine = {x=189, y=198},
278 walk_mine = {x=200, y=219},
279 sit = {x=81, y=160},
283 -- Register Callbacks
285 minetest.register_on_player_receive_fields(function(player, formname, fields)
286 local name = armor:get_valid_player(player, "[on_player_receive_fields]")
287 if not name then
288 return
290 if fields.armor then
291 return
293 for field, _ in pairs(fields) do
294 if string.find(field, "skins_set") then
295 minetest.after(0, function(name)
296 local player = minetest.get_player_by_name(name)
297 if not player then
298 return
300 local skin = armor:get_player_skin(name)
301 armor.textures[name].skin = skin..".png"
302 armor:set_player_armor(player)
303 end, player:get_player_name())
306 end)
308 minetest.register_on_joinplayer(function(player)
309 mcl_player.player_set_model(player, "3d_armor_character.b3d")
310 local name = player:get_player_name()
311 local player_inv = player:get_inventory()
312 local armor_inv = minetest.create_detached_inventory(name.."_armor", {
313 on_put = function(inv, listname, index, stack, player)
314 player:get_inventory():set_stack(listname, index, stack)
315 armor:set_player_armor(player)
316 armor:update_inventory(player)
317 end,
318 on_take = function(inv, listname, index, stack, player)
319 player:get_inventory():set_stack(listname, index, nil)
320 armor:set_player_armor(player)
321 armor:update_inventory(player)
322 end,
323 on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
324 local plaver_inv = player:get_inventory()
325 local stack = inv:get_stack(to_list, to_index)
326 player_inv:set_stack(to_list, to_index, stack)
327 player_inv:set_stack(from_list, from_index, nil)
328 armor:set_player_armor(player)
329 armor:update_inventory(player)
330 end,
331 allow_put = function(inv, listname, index, stack, player)
332 local iname = stack:get_name()
333 local g
334 local groupcheck
335 if index == 2 then
336 g = minetest.get_item_group(iname, "armor_head")
337 elseif index == 3 then
338 g = minetest.get_item_group(iname, "armor_torso")
339 elseif index == 4 then
340 g = minetest.get_item_group(iname, "armor_legs")
341 elseif index == 5 then
342 g = minetest.get_item_group(iname, "armor_feet")
344 -- Minor FIXME: If player attempts to place stack into occupied slot, this is rejected.
345 -- It would be better if 1 item is placed in exchanged for the item in the slot.
346 if g ~= 0 and g ~= nil and (inv:get_stack(listname, index):is_empty() or (inv:get_stack(listname, index):get_name() ~= stack:get_name()) and stack:get_count() <= 1) then
347 return 1
348 else
349 return 0
351 end,
352 allow_take = function(inv, listname, index, stack, player)
353 return stack:get_count()
354 end,
355 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
356 return 0
357 end,
358 }, name)
359 armor_inv:set_size("armor", 6)
360 player_inv:set_size("armor", 6)
361 for i=1, 6 do
362 local stack = player_inv:get_stack("armor", i)
363 armor_inv:set_stack("armor", i, stack)
364 end
365 armor.def[name] = {
366 state = 0,
367 count = 0,
368 level = 0,
369 heal = 0,
370 jump = 1,
371 speed = 1,
372 gravity = 1,
373 fire = 0,
374 water = 0,
375 radiation = 0,
377 armor.textures[name] = {
378 skin = armor.default_skin..".png",
379 armor = "3d_armor_trans.png",
380 wielditem = "3d_armor_trans.png",
381 preview = armor.default_skin.."_preview.png",
383 if skin_mod == "skins" then
384 local skin = skins.skins[name]
385 if skin and skins.get_type(skin) == skins.type.MODEL then
386 armor.textures[name].skin = skin..".png"
388 elseif skin_mod == "simple_skins" then
389 local skin = skins.skins[name]
390 if skin then
391 armor.textures[name].skin = skin..".png"
393 elseif skin_mod == "u_skins" then
394 local skin = u_skins.u_skins[name]
395 if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
396 armor.textures[name].skin = skin..".png"
398 elseif skin_mod == "wardrobe" then
399 local skin = wardrobe.playerSkins[name]
400 if skin then
401 armor.textures[name].skin = skin
404 if minetest.get_modpath("player_textures") then
405 local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
406 local f = io.open(filename..".png")
407 if f then
408 f:close()
409 armor.textures[name].skin = "player_"..name..".png"
412 for i=1, ARMOR_INIT_TIMES do
413 minetest.after(ARMOR_INIT_DELAY * i, function(name)
414 local player = minetest.get_player_by_name(name)
415 if not player then
416 return
418 armor:set_player_armor(player)
419 end, player:get_player_name())
421 end)
423 if ARMOR_DROP == true or ARMOR_DESTROY == true then
424 armor.drop_armor = function(pos, stack)
425 local obj = minetest.add_item(pos, stack)
426 if obj then
427 obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
430 minetest.register_on_dieplayer(function(player)
431 local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
432 if not name then
433 return
435 local drop = {}
436 for i=1, player_inv:get_size("armor") do
437 local stack = armor_inv:get_stack("armor", i)
438 if stack:get_count() > 0 then
439 table.insert(drop, stack)
440 armor_inv:set_stack("armor", i, nil)
441 player_inv:set_stack("armor", i, nil)
444 armor:set_player_armor(player)
445 if ARMOR_DESTROY == false then
446 minetest.after(ARMOR_BONES_DELAY, function(pos, drop)
447 local node = minetest.get_node(vector.round(pos))
448 if node then
449 if node.name ~= "bones:bones" then
450 pos.y = pos.y+1
451 node = minetest.get_node(vector.round(pos))
452 if node.name ~= "bones:bones" then
453 minetest.log("warning", "Failed to add armor to bones node.")
454 return
457 local meta = minetest.get_meta(vector.round(pos))
458 local owner = meta:get_string("owner")
459 local inv = meta:get_inventory()
460 for _,stack in ipairs(drop) do
461 if name == owner and inv:room_for_item("main", stack) then
462 inv:add_item("main", stack)
463 else
464 armor.drop_armor(pos, stack)
467 else
468 for _,stack in ipairs(drop) do
469 armor.drop_armor(pos, stack)
472 end, pos, drop)
474 end)
477 minetest.register_on_player_hpchange(function(player, hp_change)
478 local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
479 if name and hp_change < 0 then
481 -- used for insta kill tools/commands like /kill (doesnt damage armor)
482 if hp_change < -100 then
483 return hp_change
486 local heal_max = 0
487 local state = 0
488 local items = 0
489 for i=1, 6 do
490 local stack = player_inv:get_stack("armor", i)
491 if stack:get_count() > 0 then
492 local use = stack:get_definition().groups["armor_use"] or 0
493 local heal = stack:get_definition().groups["armor_heal"] or 0
494 local item = stack:get_name()
495 stack:add_wear(use)
496 armor_inv:set_stack("armor", i, stack)
497 player_inv:set_stack("armor", i, stack)
498 state = state + stack:get_wear()
499 items = items + 1
500 if stack:get_count() == 0 then
501 local desc = minetest.registered_items[item].description
502 if desc then
503 minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
505 armor:set_player_armor(player)
506 armor:update_inventory(player)
508 heal_max = heal_max + heal
511 armor.def[name].state = state
512 armor.def[name].count = items
513 heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
514 if heal_max > math.random(100) then
515 hp_change = 0
517 armor:update_armor(player)
519 return hp_change
520 end, true)
522 -- Fire Protection and water breating, added by TenPlus1
524 if ARMOR_FIRE_PROTECT == true then
525 -- override hot nodes so they do not hurt player anywhere but mod
526 for _, row in pairs(ARMOR_FIRE_NODES) do
527 if minetest.registered_nodes[row[1]] then
528 minetest.override_item(row[1], {damage_per_second = 0})
531 else
532 print ("[3d_armor] Fire Nodes disabled")
535 minetest.register_globalstep(function(dtime)
536 armor.timer = armor.timer + dtime
537 if armor.timer < ARMOR_UPDATE_TIME then
538 return
540 for _,player in pairs(minetest.get_connected_players()) do
541 local name = player:get_player_name()
542 local pos = player:get_pos()
543 local hp = player:get_hp()
544 -- water breathing
545 if name and armor.def[name].water > 0 then
546 if player:get_breath() < 10 then
547 player:set_breath(10)
550 -- fire protection
551 if ARMOR_FIRE_PROTECT == true
552 and name and pos and hp then
553 pos.y = pos.y + 1.4 -- head level
554 local node_head = minetest.get_node(pos).name
555 pos.y = pos.y - 1.2 -- feet level
556 local node_feet = minetest.get_node(pos).name
557 -- is player inside a hot node?
558 for _, row in pairs(ARMOR_FIRE_NODES) do
559 -- check fire protection, if not enough then get hurt
560 if row[1] == node_head or row[1] == node_feet then
561 if hp > 0 and armor.def[name].fire < row[2] then
562 hp = hp - row[3] * ARMOR_UPDATE_TIME
563 player:set_hp(hp)
564 break
570 armor.timer = 0
571 end)