changes to accomodate 3d_armor

This commit is contained in:
Duane 2016-07-16 05:26:12 -05:00
parent 39a38703a8
commit 89627afc78
4 changed files with 241 additions and 185 deletions

View file

@ -1,4 +1,5 @@
local elixir_duration = 3600
local armor_mod = minetest.get_modpath("3d_armor") and armor and armor.set_player_armor
local elixir_ingredients = {
@ -133,7 +134,6 @@ if count > 15 then
'mobs_slimes:green_slimeball',
'group:elixir_ingredient',
'group:elixir_ingredient',
'group:elixir_ingredient',
"vessels:glass_bottle",
},
})
@ -230,67 +230,14 @@ if fun_caves.register_status and fun_caves.set_status then
end
local player_name = player:get_player_name()
if not (player_name and type(player_name) == 'string' and player_name ~= '') then
return
end
minetest.chat_send_player(player_name, minetest.colorize('#FF0000', 'You feel weaker...'))
fun_caves.db.status[player_name].damage_elixir = nil
end,
})
fun_caves.register_status({
name = 'armor_elixir',
terminate = function(player)
if not (player and fun_caves.db.status and fun_caves.display_armor) then
return
end
local player_name = player:get_player_name()
if not (player_name and type(player_name) == 'string' and player_name ~= '') then
return
end
local armor_elixir = fun_caves.db.status[player_name].armor_elixir
local factor = armor_elixir.factor
local armor = player:get_armor_groups()
if not (armor and armor.fleshy) then
return
end
armor.fleshy = math.min(100, math.max(1, math.ceil(armor.fleshy / factor)))
player:set_armor_groups(armor)
minetest.chat_send_player(player_name, minetest.colorize('#FF0000', 'Your skin feels softer...'))
fun_caves.db.status[player_name].armor_elixir = nil
fun_caves.display_armor(player)
end,
})
if fun_caves.expire_elixir_on_death then
minetest.register_on_dieplayer(function(player)
if not (player and fun_caves.db.status and fun_caves.display_armor) then
return
end
local player_name = player:get_player_name()
if not (player_name and type(player_name) == 'string' and player_name ~= '') then
return
end
if fun_caves.db.status[player_name] and fun_caves.db.status[player_name].armor_elixir then
local factor = fun_caves.db.status[player_name].armor_elixir.factor
local armor = player:get_armor_groups()
if not (armor and armor.fleshy) then
return
end
armor.fleshy = math.min(100, math.max(1, math.ceil(armor.fleshy / factor)))
player:set_armor_groups(armor)
fun_caves.db.status[player_name].armor_elixir = nil
fun_caves.display_armor(player)
end
end)
end
local function increase_damage(user, bonus)
if not (user and fun_caves.set_status) then
return
@ -305,94 +252,6 @@ if fun_caves.register_status and fun_caves.set_status then
fun_caves.set_status(player_name, 'damage_elixir', elixir_duration, {bonus = bonus})
end
local function armor(user, factor)
if not (user and fun_caves.db.status and fun_caves.display_armor and fun_caves.set_status) then
return
end
local player_name = user:get_player_name()
if not (player_name and type(player_name) == 'string' and player_name ~= '') then
return
end
local armor = user:get_armor_groups()
if not (armor and armor.fleshy) then
return
end
if fun_caves.db.status[player_name].armor_elixir then
local old_factor = fun_caves.db.status[player_name].armor_elixir.factor
armor.fleshy = math.min(100, math.max(1, math.ceil(armor.fleshy / old_factor)))
end
armor.fleshy = math.min(100, math.max(1, math.ceil(armor.fleshy * factor)))
user:set_armor_groups(armor)
minetest.chat_send_player(player_name, 'Your skin feels harder...')
fun_caves.set_status(player_name, 'armor_elixir', elixir_duration, {factor = factor})
fun_caves.display_armor(user)
end
local descs = {
{'wood', 0.95, 'group:wood'},
{'stone', 0.9, 'group:stone'},
{'steel', 0.8, 'default:steel_ingot'},
{'copper', 0.85, 'default:copper_ingot'},
{'bronze', 0.7, 'default:bronze_ingot'},
{'gold', 0.6, 'default:gold_ingot'},
{'diamond', 0.5, 'default:diamond'},
{'silver', 0.4, 'fun_caves:silver_ingot'},
{'mese', 0.3, 'default:mese_crystal'},
--{'', 0.2, ''},
--{'adamant', 0.1, 'fun_caves:adamant'},
}
if fun_caves.elixir_armor then
for _, desc in pairs(descs) do
local name = desc[1]
local value = desc[2]
local cap = name:gsub('^%l', string.upper)
minetest.register_craftitem("fun_caves:liquid_"..name, {
description = 'Dr Robertson\'s Patented Liquid '..cap..' Elixir',
drawtype = "plantlike",
paramtype = "light",
tiles = {'fun_caves_liquid_'..name..'.png'},
inventory_image = 'fun_caves_liquid_'..name..'.png',
groups = {dig_immediate = 3, vessel = 1},
sounds = default.node_sound_glass_defaults(),
on_use = function(itemstack, user, pointed_thing)
if not (itemstack and user) then
return
end
armor(user, value)
itemstack:take_item()
return itemstack
end,
})
minetest.register_craft({
type = "shapeless",
output = 'fun_caves:liquid_'..name,
recipe = {
'mobs_slimes:green_slimeball',
desc[3],
"vessels:glass_bottle",
},
})
minetest.register_craft({
type = "shapeless",
output = 'fun_caves:liquid_'..name,
recipe = {
'fun_caves:syrup',
desc[3],
},
})
end
end
local descs = {
{'boar', 2, 'fun_caves:meteorite'},
{'lion', 4, 'fun_caves:eternal_ice_crystal'},
@ -446,4 +305,173 @@ if fun_caves.register_status and fun_caves.set_status then
})
end
end
fun_caves.reconcile_armor = function(elixir_armor, worn_armor)
if elixir_armor < worn_armor then
return elixir_armor
end
return worn_armor
end
-- set_armor assumes any armor mods have already set the normal armor values.
local function set_armor(player, value, delay)
if not (player and fun_caves.reconcile_armor) then
return
end
local armor = player:get_armor_groups()
if not (armor and armor.fleshy and armor.fleshy ~= value) then
return
end
if armor_mod then
armor.fleshy = fun_caves.reconcile_armor(value, armor.fleshy)
else
armor.fleshy = value
end
player:set_armor_groups(armor)
if fun_caves.display_armor then
if delay then
-- Delay display, in case of lag.
minetest.after(delay, function()
fun_caves.display_armor(player)
end)
else
fun_caves.display_armor(player)
end
end
return true
end
-- called only by armor elixirs
local function ingest_armor_elixir(player, value)
if not (player and fun_caves.set_status) then
return
end
-- support for 3d_armor
-- This may or may not work with all versions.
if armor_mod then
armor:set_player_armor(player)
end
if not set_armor(player, value) then
return
end
local player_name = player:get_player_name()
if not (player_name and type(player_name) == 'string' and player_name ~= '') then
return
end
minetest.chat_send_player(player_name, 'Your skin feels harder...')
fun_caves.set_status(player_name, 'armor_elixir', elixir_duration, {value = value})
end
-- called on joinplayer and every time an armor mod updates
fun_caves.load_armor_elixir = function(player)
if not (player and fun_caves.db.status) then
return
end
local player_name = player:get_player_name()
if not (player_name and type(player_name) == 'string' and player_name ~= '') then
return
end
if fun_caves.db.status[player_name] and fun_caves.db.status[player_name].armor_elixir then
local value = fun_caves.db.status[player_name].armor_elixir.value
set_armor(player, value, 3)
end
end
fun_caves.register_status({
name = 'armor_elixir',
terminate = function(player)
if not player then
return
end
player:set_armor_groups({fleshy = 100})
-- support for 3d_armor
-- This may or may not work with all versions.
if armor_mod then
minetest.after(1, function()
armor:set_player_armor(player)
end)
end
local player_name = player:get_player_name()
if not (player_name and type(player_name) == 'string' and player_name ~= '') then
return
end
minetest.chat_send_player(player_name, minetest.colorize('#FF0000', 'Your skin feels softer...'))
end,
})
local descs = {
{'wood', 95, 'group:wood'},
{'stone', 90, 'group:stone'},
{'steel', 80, 'default:steel_ingot'},
{'copper', 85, 'default:copper_ingot'},
{'bronze', 70, 'default:bronze_ingot'},
{'gold', 60, 'default:gold_ingot'},
{'diamond', 50, 'default:diamond'},
{'silver', 40, 'fun_caves:silver_ingot'},
{'mese', 30, 'default:mese_crystal'},
--{'', 20, ''},
--{'adamant', 10, 'fun_caves:adamant'},
}
if fun_caves.elixir_armor then
for _, desc in pairs(descs) do
local name = desc[1]
local value = desc[2]
local cap = name:gsub('^%l', string.upper)
minetest.register_craftitem("fun_caves:liquid_"..name, {
description = 'Dr Robertson\'s Patented Liquid '..cap..' Elixir',
drawtype = "plantlike",
paramtype = "light",
tiles = {'fun_caves_liquid_'..name..'.png'},
inventory_image = 'fun_caves_liquid_'..name..'.png',
groups = {dig_immediate = 3, vessel = 1},
sounds = default.node_sound_glass_defaults(),
on_use = function(itemstack, user, pointed_thing)
if not (itemstack and user) then
return
end
ingest_armor_elixir(user, value)
itemstack:take_item()
return itemstack
end,
})
minetest.register_craft({
type = "shapeless",
output = 'fun_caves:liquid_'..name,
recipe = {
'mobs_slimes:green_slimeball',
desc[3],
"vessels:glass_bottle",
},
})
minetest.register_craft({
type = "shapeless",
output = 'fun_caves:liquid_'..name,
recipe = {
'fun_caves:syrup',
desc[3],
},
})
end
end
end