function recalculate_armor(player)
if not player or (player and not player:is_player()) then return end
local inv = player:get_inventory()
- local meta = player:get_meta()
- local player_skin = meta:get_string("skin")
+
+ local player_skin = minetest.get_skin(player)
local armor_skin = "blank_skin.png"
local stack = inv:get_stack("armor_head",1):get_name()
- stack = stack:gsub("_item.png","")
- stack = stack:gsub("armor:","")
+ if stack ~= "" and minetest.get_item_group(stack,"helmet") > 0 then
+ local skin_element = minetest.get_itemdef(stack, "wearing_texture")
+ player_skin = player_skin.."^"..skin_element
+ end
+
+ stack = inv:get_stack("armor_torso",1):get_name()
+ if stack ~= "" and minetest.get_item_group(stack,"chestplate") > 0 then
+ local skin_element = minetest.get_itemdef(stack, "wearing_texture")
+ armor_skin = armor_skin.."^"..skin_element
+ end
+
+ stack = inv:get_stack("armor_legs",1):get_name()
+ if stack ~= "" and minetest.get_item_group(stack,"leggings") > 0 then
+ local skin_element = minetest.get_itemdef(stack, "wearing_texture")
+ armor_skin = armor_skin.."^"..skin_element
+ end
+
+ stack = inv:get_stack("armor_feet",1):get_name()
+ if stack ~= "" and minetest.get_item_group(stack,"boots") > 0 then
+ local skin_element = minetest.get_itemdef(stack, "wearing_texture")
+ armor_skin = armor_skin.."^"..skin_element
+ end
+ player:set_properties({textures = {player_skin,armor_skin}})
+end
+
+function calculate_armor_absorbtion(player)
+ if not player or (player and not player:is_player()) then return end
+
+ local inv = player:get_inventory()
+ local armor_absorbtion = 0
+
+ local stack = inv:get_stack("armor_head",1):get_name()
if stack ~= "" then
- player_skin = player_skin.."^"..stack..".png"
+ local level = minetest.get_item_group(stack,"armor_level")
+ local defense = minetest.get_item_group(stack,"armor_defense")
+ armor_absorbtion = armor_absorbtion + (level*defense)
end
stack = inv:get_stack("armor_torso",1):get_name()
- stack = stack:gsub("_item.png","")
- stack = stack:gsub("armor:","")
if stack ~= "" then
- armor_skin = armor_skin.."^"..stack..".png"
+ local level = minetest.get_item_group(stack,"armor_level")
+ local defense = minetest.get_item_group(stack,"armor_defense")
+ armor_absorbtion = armor_absorbtion + (level*defense)
end
stack = inv:get_stack("armor_legs",1):get_name()
- stack = stack:gsub("_item.png","")
- stack = stack:gsub("armor:","")
if stack ~= "" then
- armor_skin = armor_skin.."^"..stack..".png"
+ local level = minetest.get_item_group(stack,"armor_level")
+ local defense = minetest.get_item_group(stack,"armor_defense")
+ armor_absorbtion = armor_absorbtion + (level*defense)
end
stack = inv:get_stack("armor_feet",1):get_name()
- stack = stack:gsub("_item.png","")
- stack = stack:gsub("armor:","")
if stack ~= "" then
- armor_skin = armor_skin.."^"..stack..".png"
+ local level = minetest.get_item_group(stack,"armor_level")
+ local defense = minetest.get_item_group(stack,"armor_defense")
+ armor_absorbtion = armor_absorbtion + (level*defense)
end
- player:set_properties({textures = {player_skin,armor_skin}})
+ if armor_absorbtion > 0 then
+ armor_absorbtion = math.ceil(armor_absorbtion/4)
+ end
+ return(armor_absorbtion)
+end
+
+function set_armor_gui(player)
+ if not player or (player and not player:is_player()) then return end
+ local meta = player:get_meta()
+ local level = calculate_armor_absorbtion(player)
+ local hud = meta:get_int("armor_bar")
+ player:hud_change(hud, "number", level)
end
-minetest.register_on_joinplayer(function(player)
+
+function damage_armor(player,damage)
+ if not player or (player and not player:is_player()) then return end
+
local inv = player:get_inventory()
+
+ local recalc = false
+
+ local stack = inv:get_stack("armor_head",1)
+ local name = stack:get_name()
+ if name ~= "" then
+ local wear_level = ((9-minetest.get_item_group(name,"armor_level"))*8)*(5-minetest.get_item_group(name,"armor_type"))*damage
+ stack:add_wear(wear_level)
+ inv:set_stack("armor_head", 1, stack)
+ local new_stack = inv:get_stack("armor_head",1):get_name()
+ if new_stack == "" then
+ recalc = true
+ end
+ end
+
+ stack = inv:get_stack("armor_torso",1)
+ name = stack:get_name()
+ if name ~= "" then
+ local wear_level = ((9-minetest.get_item_group(name,"armor_level"))*4)*(5-minetest.get_item_group(name,"armor_type"))*damage
+ stack:add_wear(wear_level)
+ inv:set_stack("armor_torso", 1, stack)
+ local new_stack = inv:get_stack("armor_torso",1):get_name()
+ if new_stack == "" then
+ recalc = true
+ end
+ end
+ stack = inv:get_stack("armor_legs",1)
+ name = stack:get_name()
+ if name ~= "" then
+ local wear_level = ((9-minetest.get_item_group(name,"armor_level"))*6)*(5-minetest.get_item_group(name,"armor_type"))*damage
+ stack:add_wear(wear_level)
+ inv:set_stack("armor_legs", 1, stack)
+ local new_stack = inv:get_stack("armor_legs",1):get_name()
+ if new_stack == "" then
+ recalc = true
+ end
+ end
+
+ stack = inv:get_stack("armor_feet",1)
+ name = stack:get_name()
+ if name ~= "" then
+ local wear_level = ((9-minetest.get_item_group(name,"armor_level"))*10)*(5-minetest.get_item_group(name,"armor_type"))*damage
+ stack:add_wear(wear_level)
+ inv:set_stack("armor_feet", 1, stack)
+ local new_stack = inv:get_stack("armor_feet",1):get_name()
+ if new_stack == "" then
+ recalc = true
+ end
+ end
+
+ if recalc == true then
+ minetest.sound_play("armor_break",{to_player=player:get_player_name(),gain=1,pitch=math.random(80,100)/100})
+ recalculate_armor(player)
+ set_armor_gui(player)
+ --do particles too
+ end
+end
+
+
+minetest.register_on_joinplayer(function(player)
+ local meta = player:get_meta()
+ player:hud_add({
+ hud_elem_type = "statbar",
+ position = {x = 0.5, y = 1},
+ text = "armor_icon_bg.png",
+ number = 20,
+ --direction = 1,
+ size = {x = 24, y = 24},
+ offset = {x = (-10 * 24) - 25, y = -(48 + 50 + 39)},
+ })
+ local armor_bar = player:hud_add({
+ hud_elem_type = "statbar",
+ position = {x = 0.5, y = 1},
+ text = "armor_icon.png",
+ number = calculate_armor_absorbtion(player),--meta:get_int("hunger"),
+ --direction = 1,
+ size = {x = 24, y = 24},
+ offset = {x = (-10 * 24) - 25, y = -(48 + 50 + 39)},
+ })
+ meta:set_int("armor_bar", armor_bar)
+
+ local inv = player:get_inventory()
inv:set_size("armor_head" ,1)
inv:set_size("armor_torso",1)
inv:set_size("armor_legs" ,1)
end)
end)
+minetest.register_on_dieplayer(function(player)
+ set_armor_gui(player)
+end)
+
minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)
if inventory_info.from_list == "armor_head" or inventory_info.from_list == "armor_torso" or inventory_info.from_list == "armor_legs" or inventory_info.from_list == "armor_feet" or
inventory_info.to_list == "armor_head" or inventory_info.to_list == "armor_torso" or inventory_info.to_list == "armor_legs" or inventory_info.to_list == "armor_feet" then
minetest.after(0,function()
recalculate_armor(player)
+ set_armor_gui(player)
end)
end
end)
end
end)
-local armor_type = {["helmet"]=2,["chestplate"]=5,["leggings"]=3,["boots"]=2}
-local materials = {["iron"]=2,["chain"]=4,["gold"]=3,["diamond"]=7}
+local materials = {["iron"]=4,["chain"]=6,["gold"]=2,["diamond"]=8} --max 8
+local armor_type = {["helmet"]=2,["chestplate"]=4,["leggings"]=3,["boots"]=1} --max 4
local function bool_int(state)
if state == true then return(1) end
for material_id,material in pairs(materials) do
for armor_id,armor in pairs(armor_type) do
- print(material_id,material,"|",armor_id,armor)
+ --print(material_id,material,"|",armor_id,armor)
minetest.register_tool("armor:"..material_id.."_"..armor_id,{
description = material_id:gsub("^%l", string.upper).." "..armor_id:gsub("^%l", string.upper),
},
inventory_image = material_id.."_"..armor_id.."_item.png",
stack_max = 1,
+ wearing_texture = material_id.."_"..armor_id..".png",
tool_capabilities = {
full_punch_interval = 0,
max_drop_level = 0,
{"main:"..material_id, "", "main:"..material_id}
}
})
+ minetest.register_node("armor:"..material_id.."_"..armor_id.."particletexture", {
+ description = "NIL",
+ tiles = {material_id.."_"..armor_id.."_item.png"},
+ groups = {},
+ drop = "",
+ drawtype = "allfaces",
+ on_construct = function(pos)
+ minetest.remove_node(pos)
+ end,
+ })
end
end