version 0.21
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mods/3d_armor/3d_armor/armor.lua
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mods/3d_armor/3d_armor/armor.lua
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local time = 0
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local update_time = tonumber(minetest.setting_get("3d_armor_update_time"))
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if not update_time then
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update_time = 1
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minetest.setting_set("3d_armor_update_time", tostring(update_time))
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end
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armor = {
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player_hp = {},
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elements = {"head", "torso", "legs", "feet"},
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--[[formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
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.."list[current_player;main;0,4.5;8,4;]"
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.."list[detached:player_name_armor;armor_head;3,0;1,1;]"
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.."list[detached:player_name_armor;armor_torso;3,1;1,1;]"
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.."list[detached:player_name_armor;armor_legs;3,2;1,1;]"
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.."list[detached:player_name_armor;armor_feet;3,3;1,1;]",]]
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}
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armor.def = {
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state = 0,
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count = 0
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}
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armor.set_player_armor = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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local player_inv = player:get_inventory()
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local armor_texture = uniskins.default_texture
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local armor_level = 0
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local state = 0
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local items = 0
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local textures = {}
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for _,v in ipairs(self.elements) do
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local stack = player_inv:get_stack("armor_"..v, 1)
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local level = stack:get_definition().groups["armor_"..v]
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if level then
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local item = stack:get_name()
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table.insert(textures, item:gsub("%:", "_")..".png")
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armor_level = armor_level + level
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state = state + stack:get_wear()
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items = items+1
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end
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end
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if table.getn(textures) > 0 then
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armor_texture = table.concat(textures, "^")
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end
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local armor_groups = {fleshy=100}
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if armor_level > 0 then
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armor_groups.level = math.floor(armor_level / 20)
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armor_groups.fleshy = 100 - armor_level
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end
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player:set_armor_groups(armor_groups)
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uniskins.armor[name] = armor_texture
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uniskins:update_player_visuals(player)
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armor.def[name].state = state
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armor.def[name].count = items
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end
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armor.update_armor = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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local hp = player:get_hp() or 0
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if hp == 0 or hp == self.player_hp[name] then
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return
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end
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if self.player_hp[name] > hp then
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local player_inv = player:get_inventory()
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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if not armor_inv then
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return
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end
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local heal_max = 0
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local state = 0
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local items = 0
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for _,v in ipairs(self.elements) do
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local stack = armor_inv:get_stack("armor_"..v, 1)
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if stack:get_count() > 0 then
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local use = stack:get_definition().groups["armor_use"] or 0
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local heal = stack:get_definition().groups["armor_heal"] or 0
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local item = stack:get_name()
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stack:add_wear(use)
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armor_inv:set_stack("armor_"..v, 1, stack)
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player_inv:set_stack("armor_"..v, 1, stack)
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state = state + stack:get_wear()
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items = items+1
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if stack:get_count() == 0 then
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local desc = minetest.registered_items[item].description
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if desc then
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minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
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end
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self:set_player_armor(player)
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end
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heal_max = heal_max + heal
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end
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end
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armor.def[name].state = state
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armor.def[name].count = items
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if heal_max > math.random(100) then
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player:set_hp(self.player_hp[name])
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return
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end
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end
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self.player_hp[name] = hp
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end
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-- Register Callbacks
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = player:get_player_name()
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if fields.armor then
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local formspec = armor.formspec:gsub("player_name", name)
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inventory_plus.set_inventory_formspec(player, formspec)
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return
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end
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for field, _ in pairs(fields) do
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if string.sub(field,0,string.len("skins_set_")) == "skins_set_" then
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minetest.after(0, function(player)
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uniskins.skin[name] = skins.skins[name]..".png"
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uniskins:update_player_visuals(player)
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end, player)
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end
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end
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end)
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minetest.register_on_joinplayer(function(player)
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--inventory_plus.register_button(player,"armor", "Armor")
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local player_inv = player:get_inventory()
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local name = player:get_player_name()
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local armor_inv = minetest.create_detached_inventory(name.."_armor",{
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on_put = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, stack)
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armor:set_player_armor(player)
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end,
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on_take = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, nil)
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armor:set_player_armor(player)
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end,
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allow_put = function(inv, listname, index, stack, player)
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if inv:is_empty(listname) then
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return 1
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end
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return 0
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end,
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allow_take = function(inv, listname, index, stack, player)
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return stack:get_count()
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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return 0
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end,
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})
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for _,v in ipairs(armor.elements) do
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local list = "armor_"..v
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player_inv:set_size(list, 1)
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armor_inv:set_size(list, 1)
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armor_inv:set_stack(list, 1, player_inv:get_stack(list, 1))
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end
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armor.player_hp[name] = 0
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armor.def[name] = {
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state = 0,
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count = 0
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}
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minetest.after(0, function(player)
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armor:set_player_armor(player)
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end, player)
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end)
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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if time > update_time then
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for _,player in ipairs(minetest.get_connected_players()) do
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armor:update_armor(player)
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end
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time = 0
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end
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end)
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