milan2018_v3.2
Milan2018 2 years ago
parent eaf68ede9d
commit a93cc7d75f

@ -1,14 +0,0 @@
name: integration-test
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- name: integration-test
run: ./integration-test.sh

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name: luacheck
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- name: apt
run: sudo apt-get install -y luarocks
- name: luacheck install
run: luarocks install --local luacheck
- name: luacheck run
run: $HOME/.luarocks/bin/luacheck ./

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## Generic ignorable patterns and files
*~
.*.swp
*bak*
tags
*.vim
armor.conf
## Eclipse project files & directories
.project
.settings

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unused_args = false
globals = {
"wieldview",
"armor",
"inventory_plus"
}
read_globals = {
-- Stdlib
string = {fields = {"split"}},
table = {fields = {"copy", "getn"}},
-- Minetest
"vector", "ItemStack",
"dump", "VoxelArea",
-- deps
"default",
"minetest",
"unified_inventory",
"wardrobe",
"player_monoids",
"armor_monoid",
"sfinv",
"ARMOR_MATERIALS",
"ARMOR_FIRE_NODES",
"pova",
"skins",
"u_skins"
}

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[mod] 3d Armor [3d_armor]
=========================
License Source Code
-------------------
License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
Copyright (C) 2012-2019 stujones11, Stuart Jones <stujones111@gmail.com>
License Textures: Copyright (C) 2017 davidthecreator - CC-BY-SA 3.0
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
https://github.com/daviddoesminetest/3d-armors-new-textures
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
License Textures
----------------
Copyright (C) 2017-2019 davidthecreator - CC-BY-SA 3.0

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# [mod] Visible Player Armor [3d_armor]
| | | | |
|--|--|--|--|
|-[Overview](#overview) |||-[API](#api)
|-[Armor Configuration](#armor-configuration) |||- - [3d_Armor Item Storage](#3d_armor-item-storage)
|- - [disable_specific_materials](#to-disable-individual-armor-materials) |||- - [Armor Registration](#armor-registration)
|- - [armor_init_delay](#initialization-glitches-when-a-player-first-joins) |||- - [Registering Armor Groups](#registering-armor-groups)
|- - [armor_init_times](#number-of-initialization-attempts) |||- - [Groups used by 3d_Armor](#groups-used-by-3d_armor)
|- - [armor_bones_delay](#armor-not-in-bones-due-to-server-lag) |||- - - [Elements](#elements)
|- - [armor_update_time](#how-often-player-armor-items-are-updated) |||- - - [Attributes](#attributes)
|- - [armor_drop](#drop-armor-when-a-player-dies) |||- - - [Physics](#physics)
|- - [armor_destroy](#destroy-armor-when-a-player-dies) |||- - - [Durability](#durability)
|- - [armor_level_multiplier](#armor-level-multiplyer) |||- - - [Armor Material](#armor-material)
|- - [armor_heal_multiplier](#armor-healing-multiplyer) |||- - [Armour Functions](#armor-functions)
|- - [armor_set_elements](#allows-the-customisation-of-armor-set) |||- - - [armor:set_player_armor](#armor-set_player_armor)
|- - [armor_set_bonus](#armor-set-bonus-multiplier) |||- - - [armor:punch](#armor-punch)
|- - [armor_water_protect](#enable-water-protection) |||- - - [armor:damage](#armor-damage)
|- - [armor_fire_protect](#enable-fire-protection) |||- - - [armor:remove_all](#armor-remove_all)
|- - [armor_punch_damage](#enable-punch-damage-effects) |||- - - [armor:equip](#armor-equip)
|- - [armor_migrate_old_inventory](#migration-of-old-armor-inventories) |||- - - [armor:unequip](#armor-unequip)
|- - [wieldview_update_time](#how-often-player-wield-items-are-updated) |||- - - [armor:update_skin](#armor-update_skin)
|-[Credits](#credits) |||- - [Callbacks](#Callbacks)
| |||- - - [Item callbacks](#item-callbacks)
| |||- - - [Global callbacks](#global-callbacks)
# Overview
**Depends:** default
**Recommends:** sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
**Supports:** player_monoids, armor_monoid and POVA
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
Overall level is boosted by 10% when wearing a full matching set.
# Armor Configuration
Change the following default settings by going to Main Menu>>Settings(Tab)>>All Settings(Button)>>Mods>>minetest-3d_Armor>>3d_Armor
### To disable individual armor materials
**set the below to false**
armor_material_wood = true
armor_material_cactus = true
armor_material_steel = true
armor_material_bronze = true
armor_material_diamond = true
armor_material_gold = true
armor_material_mithril = true
armor_material_crystal = true
### Initialization glitches when a player first joins
**Increase to prevent glitches**
armor_init_delay = 2
### Number of initialization attempts
**Increase to prevent glitches - Use in conjunction with armor_init_delay if initialization problems persist.**
armor_init_times = 10
### Armor not in bones due to server lag
**Increase to help resolve**
armor_bones_delay = 1
### How often player armor items are updated
**Number represents how often per second update is performed, higher value means less performance hit for servers but armor items maybe delayed in updating when switching.Fractional seconds also supported eg 0.1**
armor_update_time = 1
### Drop armor when a player dies
**Uses bones mod if present, otherwise items are dropped around the player when false.**
armor_drop = true
### Destroy armor when a player dies
**overrides armor_drop.**
armor_destroy = false
### Armor level multiplyer
**Increase to make armor more effective and decrease to make armor less effective**
**eg: level_multiplier = 0.5 will reduce armor level by half.**
armor_level_multiplier = 1
### Armor healing multiplyer
**Increase to make armor healing more effective and decrease to make healing less effective**
**eg: armor_heal_multiplier = 0 will disable healing altogether.**
armor_heal_multiplier = 1
### Allows the customisation of armor set
**Shields already configured as need to be worn to complete an armor set**
**These names come from [Element names](#groups-used-by-3d_armor), the second half of the element name only is used eg armor_head is head**
armor_set_elements = head torso legs feet shield
### Armor set bonus multiplier
**Set to 1 to disable set bonus**
armor_set_multiplier = 1.1
### Enable water protection
**periodically restores breath when activated**
armor_water_protect = true
### Enable fire protection
**defaults to true if using ethereal mod**
armor_fire_protect = false
### Fire protection enabled, disable torch fire damage
**when fire protection is enabled allows you to disable fire damage from torches**
**defaults to true if using ethereal mod**
armor_fire_protect_torch = false
### Enable punch damage effects
armor_punch_damage = true
### Migration of old armor inventories
armor_migrate_old_inventory = true
### How often player wield items are updated
**Number represents how often per second update is performed, higher value means less performance hit for servers but wield items maybe delayed in updating when switching. Fractional seconds also supported eg 0.1**
***Note this is MT engine functionality but included for completness***
wieldview_update_time = 1
# API
## 3d_Armor item storage
3d_Armor stores each armor piece a player currently has equiped in a ***detached*** inventory. The easiest way to access this inventory if needed is using this line of code
local _, armor_inv = armor:get_valid_player(player, "3d_armor")
**Example**
armor:register_on_equip(function(player, index, stack)
local _, armor_inv = armor:get_valid_player(player, "3d_armor")
for i = 1, 6 do
local stack = armor_inv:get_stack("armor", i)
if stack:get_name() == "3d_armor:chestplate_gold" then
minetest.chat_send_player(player:get_player_name(),"Got to love the Bling!!!")
end
end
end)
## Armor Registration
armor:register_armor(name, def)
Wrapper function for `minetest.register_tool`, which enables the easy registration of new armor items. While registering armor as a tool item is still supported, this may be deprecated in future so all armor items should be registered using *armor:register_armor(name,def)*.
### Additional fields supported by 3d_armor
texture = <filename>
preview = <filename>
armor_groups = <table>
damage_groups = <table>
reciprocate_damage = <bool>
on_equip = <function>
on_unequip = <function>
on_destroy = <function>
on_damage = <function>
on_punched = <function>
***Reciprocal tool*** damage will apply damage back onto the attacking tool/weapon, however this will only be done by the first armor inventory item with `reciprocate_damage = true`, damage does not stack.
**Example Simple:**
armor:register_armor("mod_name:chestplate_leather", {
description = "Leather Chestplate",
inventory_image = "mod_name_inv_chestplate_leather.png",
texture = "mod_name_leather_chestplate.png",
preview = "mod_name_leather_chestplate_preview.png",
groups = {armor_torso=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1}
})
*See ***armor.lua*** under **3d_armor>>3d_armor** for further examples*
**Extended functionality**
The values for ***texture*** and ***preview*** do not need to be included when registering armor if they follow the naming convention in the textures mod folder of:
***texture:*** *mod_name_leather_chestplate.png*
***preview:*** *mod_name_leather_chestplate_preview.png*
## Registering Armor Groups
3d armor has a built in armor group which is ***fleshy*** all players base vulnerability to being fleshy is ***100***.
3d armour allows for the easy registration/addition of new armor groups::
armor:register_armor_group(group, base)
***group:*** Is the name of the new armor group
***base*** Is the starting vulnerability that all players have to that new group. This dosent need to be 100.
**Example**
armor:register_armor_group("radiation", 100)
New armor group is registered called *radiation* and all players start off with a base vulnerability of *100* to radiation.
**Example** *Showing armor reg, new group usage and custom function*
armor:register_armor("mod_name:speed_boots", {
description = "Speed Boots",
inventory_image = "mod_name_speed_boots_inv.png",
texture = "mod_name_speed_boots.png",
preview = "mod_name_speed_boots_preview.png",
groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1},
armor_groups = {fleshy=10, radiation=10},
damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
reciprocate_damage = true,
on_destroy = function(player, index, stack)
local pos = player:get_pos()
if pos then
minetest.sound_play({
name = "mod_name_break_sound",
pos = pos,
gain = 0.5,
})
end
end,
})
### Tools/weapons and new armor groups
The above allows armor to block/prevent new damage types but you also need to assign the new damage group to a tool/weapon or even a node (see technic mod) to make wearing the armor item meaningful. Simply add the ***armor_groups*** name to the tool items ***damage_groups***.
**Example**
minetest.register_tool("mod_name:glowing_sword", {
description = "Glowing Sword",
inventory_image = "mod_name_tool_glowingsword.png",
tool_capabilities = {full_punch_interval = 1.2,max_drop_level=0,
groupcaps={
cracky = {times={[3]=1.60}, uses=10, maxlevel=1},},
damage_groups = {fleshy=10,radiation=20},
},
sound = {breaks = "default_tool_breaks"},
groups = {pickaxe = 1, flammable = 2}
})
## Groups used by 3d_Armor
3d_armor has many default groups already registered, these are categorized under 4 main headings
- **Elements:** armor_head, armor_torso, armor_legs, armor_feet
- **Attributes:** armor_heal, armor_fire, armor_water
- **Physics:** physics_jump, physics_speed, physics_gravity
- **Durability:** armor_use, flammable
***Note: for calculation purposes "Attributes" and "Physics" values stack***
### Elements
Additional armor elements can be added by dependant mods, for example shields adds the group armor_shield which has by default a limit that only 1 shield can be worn at a time.
Adding Elements is more complex but the below code can be used to add new elements;
if minetest.global_exists("armor") and armor.elements then
table.insert(armor.elements, "hands")
end
**1st line** not strictly needed but checks that the global table "armor" and subtable "elements" exists
**2nd line** adds a new value to the armor.elements table called "hands"
See ***init.lua*** under **3d_armor>>shields** for a further example
The new armor item can now be registered using the new element
**Example**
armor:register_armor("mod_name:gloves_wood", {
description = "Wood Gauntlets",
inventory_image = "mod_name_inv_gloves_wood.png",
texture = "mod_name_gloves_wood.png",
preview = "mod_name_gloves_wood_preview.png",
groups = {armor_hands=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
### Attributes
Three attributes are avaliable in 3d_armor these are armor_heal, armor_fire and armor_water. Although possible to add additional attributes they would do nothing as code needs to be provide to specifiy the behaviour this could be done in a dependant mod
#### Armor_heal
This isn't how much the armor will heal but relates to the chance the armor will completely block the damage. For each point of ***armor_heal*** there is a 1% chance that damage will be completely blocked, this value will stack between all armor pieces
**Example**
The below Diamond chestplate has a 12% chance to completely block all damage (armor_heal=12), however so do boots, helmet and trousers so if the player was wearing all 4 pieces they would have a 48% chance of blocking all damage each attack.
armor:register_armor("3d_armor:chestplate_diamond", {
description = S("Diamond Chestplate"),
inventory_image = "3d_armor_inv_chestplate_diamond.png",
groups = {armor_torso=1, armor_heal=12, armor_use=200},
armor_groups = {fleshy=20},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_fire
***"Armor_fire"*** provides 5 levels of fire protection
- level 1 protects against torches
- level 2 protects against crystal spike (Ethereal mod)
- level 3 protects against fire
- level 4 unused
- level 5 protects against lava
**Example**
armor:register_armor("mod_name:fire_proof_jacket", {
description = "Fire Proof Jacket",
inventory_image = "mod_name_inv_fire_proof_jacket.png",
groups = {armor_torso=1, armor_fire=3, armor_use=1000},
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_water
***"Armor_water"*** will periodically restore a players breath when underwater. This only has one level or state, which is armor_water=1
**Example**
armor:register_armor("mod_name:helmet_underwater_breath", {
description = "Helmet of Underwater Breathing",
inventory_image = "mod_name_inv_helmet_underwater_breath.png",
groups = {armor_head=1, armor_water=1, armor_use=1000},
armor_groups = {fleshy=5},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
### Physics
The physics attributes supported by 3d_armor are ***physics_jump, physics_speed and physics_gravity***. Although 3d_armor supports the use of this with no other mods it is recommended that the mod [player_monoids](https://forum.minetest.net/viewtopic.php?t=14895) is used to help with intermod compatability.
***physics_jump*** - Will increase/decrease the jump strength of the player so they can jump more/less. The base number is "1" and any value is added or subtracted, supports fractional so "physics_jump=1" will increase jump strength by 100%. "physics_jump= -0.5" will decrease jump by 50%.
***physics_speed*** - Will increase/decrease the walk speed of the player so they walk faster/slower. The base number is "1" and any value is added or subtracted, supports fractional so "physics_speed=1.5" will increase speed by 150%, "physics_speed= -0.5" will decrease speed by 50%.
***physics_gravity*** - Will increase/decrease gravity the player experiences so it's higher/lower. The base number is "1" and any value is added or subtracted, supports fractional so "physics_gravity=2" will increase gravity by 200%, "physics_gravity= -1" will decrease gravity by 100%.
*Note: The player physics modifications won't be applied via `set_physics_override` if `player_physics_locked` is set to 1 in the respective player's meta.*
### Durability
Durability is determined by the value assigned to the group ***armor_use***. The higher the ***armor_use*** value the faster/more quickly it is damaged/degrades. This is calculated using the formula:
Total uses = approx(65535/armor_use)
**Example**
All wood armor items have an ***armor_use=2000***;
65535/2000 = 32.76 (32)
After 32 uses(hits) the armor item will break.
All diamond armor items have an ***armor_use=200***;
65535/2000 = 327.6 (327)
After 327 uses(hits) the armor item will break.
### Armor Material
The material the armor is made from is defined by adding the material to the end of registered armor item name. It is very important the material is the last item in the registered item name and it is preceeded by an "_" eg "_materialname".
The material name is what 3d_armor uses to determine if a player is wearing a set of armor. To recieve the set bonus all items worn must be made of the same material.
So to get a set bonus under the default set settings the players armor items listed below must be made of the same material:
* head - Helmet
* torso - Chestplate
* legs - Leggings
* feet - Boots
* shield - Shields
If all of the above were made of material "wood" the player would recieve an ***armor_set_bonus*** of armor_level * 1.1, essentially +10%
**Example One**
armor:register_armor("3d_armor:helmet_bronze", {
description = S("Bronze Helmet"),
inventory_image = "3d_armor_inv_helmet_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=400, physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
**Example Two**
armor:register_armor("new_mod:helmet_spartan_bronze", {
description = S("Spartan Helmet"),
inventory_image = "new_mod_inv_helmet_spartan_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=350, physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=12},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
***Note: At the moment an armor item can only be made of one material***
## Armor Functions
### armor set_player_armor
armor:set_player_armor(player)
Primarily an internal function but can be called externally to apply any
changes that might not otherwise get handled.
### armor punch
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
Used to apply damage to all equipped armor based on the damage groups of
each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities`
are optional but should be valid if included.
### armor damage
armor:damage(player, index, stack, use)
Adds wear to a single armor itemstack, triggers `on_damage` callbacks and
updates the necessary inventories. Also handles item destruction callbacks
and so should NOT be called from `on_unequip` to avoid an infinite loop.
### armor remove_all
armor:remove_all(player)
Removes all armors from the player's inventory without triggering any callback.
### armor equip
armor:equip(player, armor_name)
Equip the armor, removing the itemstack from the main inventory if there's one.
### armor unequip
armor:unequip(player, armor_name)
Unequip the armor, adding the itemstack to the main inventory.
### armor update_skin
armor:update_skin(player_name)
Triggers a skin update with the same action as if a field with `skins_set` was submitted.
## Callbacks
### Item Callbacks
In all of the below when armor is destroyed `stack` will contain a copy of the previous stack.
*unsure what this note means may apply to all item callbacks or just on_punched*
Return `false` to override armor damage effects.
#### on_equip
on_equip = func(player, index, stack)
#### on_unequip
on_unequip = func(player, index, stack)
#### on_destroy
on_destroy = func(player, index, stack)
#### on_damage
on_damage = func(player, index, stack)
#### on_punched
on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
`on_punched` is called every time a player is punched or takes damage, `hitter`, `time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the case of fall damage.
When fire protection is enabled, hitter == "fire" in the event of fire damage.
### Global Callbacks
#### armor register_on_update
armor:register_on_update(function(player))
#### armor register_on_equip
armor:register_on_equip(function(player, index, stack))
#### armor register_on_unequip
armor:register_on_unequip(function(player, index, stack))
#### armor register_on_destroy
armor:register_on_destroy(function(player, index, stack))
**Example**
armor:register_on_update(function(player)
print(player:get_player_name().." armor updated!")
end)
# Credits
### The below have added too, tested or in other ways contributed to the development and ongoing support of 3d_Armor
|Stu |Stujones11 |Stu |Github Ghosts |
|:---------------:|:---------------:|:---------------:|:---------------:|
|Pavel_S |BlockMen |Tenplus1 |donat-b |
|JPRuehmann |BrandonReese |Megaf |Zeg9 |
|poet.nohit |Echoes91 |Adimgar |Khonkhortisan |
|VanessaE |CraigyDavi |proller |Thomasrudin |
|Byakuren |kilbith (jp) |afflatus |G1ov4 |
|Thomas-S |Dragonop |Napiophelios |Emojigit |
|rubenwardy |daviddoesminetest|bell07 |OgelGames |
|tobyplowy |crazyginger72 |fireglow |bhree |
|Lone_Wolf(HT) |Wuzzy(2) |numberZero |Monte48 |
|AntumDeluge |Terumoc |runsy |Dacmot |
|codexp |davidthecreator |SmallJoker |orbea |
|BuckarooBanzay |daret |Exeterdad |Calinou |
|Pilcrow182 |indriApollo |HybridDog |CraigyDavi |
|Paly-2 |Diogogomes | | |
*Note: Names gathered from 3d_armor forum thread and github, I may have missed some people, apologises if I have - S01*

@ -0,0 +1,191 @@
[mod] Visible Player Armor [3d_armor]
=====================================
Depends: default
Recommends: sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
Supports: player_monoids and armor_monoid
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
Overall level is boosted by 10% when wearing a full matching set.
Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
Armor Configuration
-------------------
Override the following default settings by adding them to your minetest.conf file.
-- Set false to disable individual armor materials.
armor_material_wood = true
armor_material_cactus = true
armor_material_steel = true
armor_material_bronze = true
armor_material_diamond = true
armor_material_gold = true
armor_material_mithril = true
armor_material_crystal = true
-- Increase this if you get initialization glitches when a player first joins.
armor_init_delay = 1
-- Number of initialization attempts.
-- Use in conjunction with armor_init_delay if initialization problems persist.
armor_init_times = 1
-- Increase this if armor is not getting into bones due to server lag.
armor_bones_delay = 1
-- How often player armor items are updated.
armor_update_time = 1
-- Drop armor when a player dies.
-- Uses bones mod if present, otherwise items are dropped around the player.
armor_drop = true
-- Pulverise armor when a player dies, overrides armor_drop.
armor_destroy = false
-- You can use this to increase or decrease overall armor effectiveness,
-- eg: level_multiplier = 0.5 will reduce armor level by half.
armor_level_multiplier = 1
-- You can use this to increase or decrease overall armor healing,
-- eg: armor_heal_multiplier = 0 will disable healing altogether.
armor_heal_multiplier = 1
-- Enable water protection (periodically restores breath when activated)
armor_water_protect = true
-- Enable fire protection (defaults true if using ethereal mod)
armor_fire_protect = false
-- Enable punch damage effects.
armor_punch_damage = true
-- Enable migration of old armor inventories
armor_migrate_old_inventory = true
API
---
Armor Registration:
armor:register_armor(name, def)
Wrapper function for `minetest.register_tool`, while registering armor as
a tool item is still supported, this may be deprecated in future so new code
should use this method.
Additional fields supported by 3d_armor:
texture = <filename>
preview = <filename>
armor_groups = <table>
damage_groups = <table>
reciprocate_damage = <bool>
on_equip = <function>
on_unequip = <function>
on_destroy = <function>
on_damage = <function>
on_punched = <function>
armor:register_armor_group(group, base)
Example:
armor:register_armor_group("radiation", 100)
armor:register_armor("mod_name:speed_boots", {
description = "Speed Boots",
inventory_image = "mod_name_speed_boots_inv.png",
texture = "mod_name_speed_boots.png",
preview = "mod_name_speed_boots_preview.png",
groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1},
armor_groups = {fleshy=10, radiation=10},
damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
reciprocate_damage = true,
on_destroy = function(player, index, stack)
local pos = player:getpos()
if pos then
minetest.sound_play({
name = "mod_name_break_sound",
pos = pos,
gain = 0.5,
})
end
end,
})
See armor.lua, technic_armor and shields mods for more examples.
Default groups:
Elements: armor_head, armor_torso, armor_legs, armor_feet
Attributes: armor_heal, armor_fire, armor_water
Physics: physics_jump, physics_speed, physics_gravity
Durability: armor_use, flammable
Notes:
Elements may be modified by dependent mods, eg shields adds armor_shield.
Attributes and physics values are 'stackable', durability is determined
by the level of armor_use, total uses == approx (65535/armor_use), non-fleshy
damage groups need to be defined in the tool/weapon used against the player.
Reciprocal tool damage will be done only by the first armor inventory item
with `reciprocate_damage = true`
Armor Functions:
armor:set_player_armor(player)
Primarily an internal function but can be called externally to apply any
changes that might not otherwise get handled.
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
Used to apply damage to all equipped armor based on the damage groups of
each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities`
are optional but should be valid if included.
armor:damage(player, index, stack, use)
Adds wear to a single armor itemstack, triggers `on_damage` callbacks and
updates the necessary inventories. Also handles item destruction callbacks
and so should NOT be called from `on_unequip` to avoid an infinite loop.
Item Callbacks:
on_equip = func(player, index, stack)
on_unequip = func(player, index, stack)
on_destroy = func(player, index, stack)
on_damage = func(player, index, stack)
on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
Notes:
`on_punched` is called every time a player is punched or takes damage, `hitter`,
`time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the
case of fall damage, etc. When fire protection is enabled, hitter == "fire"
in the event of fire damage. Return `false` to override armor damage effects.
When armor is destroyed `stack` will contain a copy of the previous stack.
Global Callbacks:
armor:register_on_update(func(player))
armor:register_on_equip(func(player, index, stack))
armor:register_on_unequip(func(player, index, stack))
armor:register_on_destroy(func(player, index, stack))
Global Callback Example:
armor:register_on_update(function(player)
print(player:get_player_name().." armor updated!")
end)

@ -1,5 +1,5 @@
-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
local S = armor_i18n.gettext
local skin_previews = {}
local use_player_monoids = minetest.global_exists("player_monoids")
@ -74,8 +74,7 @@ armor = {
on_destroy = {},
},
migrate_old_inventory = true,
version = "0.4.13",
get_translator = S
version = "0.4.12",
}
armor.config = {
@ -95,38 +94,14 @@ armor.config = {
material_gold = true,
material_mithril = true,
material_crystal = true,
set_elements = "head torso legs feet shield",
set_multiplier = 1.1,
water_protect = true,
fire_protect = minetest.get_modpath("ethereal") ~= nil,
fire_protect_torch = minetest.get_modpath("ethereal") ~= nil,
punch_damage = true,
}
-- Armor Registration
armor.register_armor = function(self, name, def)
def.on_secondary_use = function(itemstack, player)
return armor:equip(player, itemstack)
end
def.on_place = function(itemstack, player, pointed_thing)
if pointed_thing.type == "node" and player and not player:get_player_control().sneak then
local node = minetest.get_node(pointed_thing.under)
local ndef = minetest.registered_nodes[node.name]
if ndef and ndef.on_rightclick then
return ndef.on_rightclick(pointed_thing.under, node, player, itemstack, pointed_thing)
end
end
return armor:equip(player, itemstack)
end
-- The below is a very basic check to try and see if a material name exists as part
-- of the item name. However this check is very simple and just checks theres "_something"
-- at the end of the item name and logging an error to debug if not.
local check_mat_exists = string.match(name, "%:.+_(.+)$")
if check_mat_exists == nil then
minetest.log("warning:[3d_armor] Registered armor "..name..
" does not have \"_material\" specified at the end of the item registration name")
end
minetest.register_tool(name, def)
end
@ -207,16 +182,15 @@ armor.set_player_armor = function(self, player)
end
local state = 0
local count = 0
local material = {count=1}
local preview = armor:get_preview(name)
local texture = "3d_armor_trans.png"
local textures = {}
local physics = {}
local attributes = {}
local levels = {}
local groups = {}
local change = {}
local set_worn = {}
local armor_multi = 0
local worn_armor = armor:get_weared_armor_elements(player)
for _, phys in pairs(self.physics) do
physics[phys] = 1
end
@ -270,38 +244,21 @@ armor.set_player_armor = function(self, player)
local value = def.groups["armor_"..attr] or 0
attributes[attr] = attributes[attr] + value
end
end
end
-- The following code compares player worn armor items against requirements
-- of which armor pieces are needed to be worn to meet set bonus requirements
for loc,item in pairs(worn_armor) do
local item_mat = string.match(item, "%:.+_(.+)$")
local worn_key = item_mat or "unknown"
-- Perform location checks to ensure the armor is worn correctly
for k,set_loc in pairs(armor.config.set_elements)do
if set_loc == loc then
if set_worn[worn_key] == nil then
set_worn[worn_key] = 0
set_worn[worn_key] = set_worn[worn_key] + 1
else
set_worn[worn_key] = set_worn[worn_key] + 1
local mat = string.match(item, "%:.+_(.+)$")
if material.name then
if material.name == mat then
material.count = material.count + 1
end
else
material.name = mat
end
end
end
-- Apply the armor multiplier only if the player is wearing a full set of armor
for mat_name,arm_piece_num in pairs(set_worn) do
if arm_piece_num == #armor.config.set_elements then
armor_multi = armor.config.set_multiplier
end
end
for group, level in pairs(levels) do
if level > 0 then
level = level * armor.config.level_multiplier
if armor_multi ~= 0 then
level = level * armor.config.set_multiplier
if material.name and material.count == #self.elements then
level = level * 1.1
end
end
local base = self.registered_groups[group]
@ -322,11 +279,6 @@ armor.set_player_armor = function(self, player)
if use_armor_monoid then
armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
else
-- Preserve immortal group (damage disabled for player)
local immortal = player:get_armor_groups().immortal
if immortal and immortal ~= 0 then
groups.immortal = 1
end
player:set_armor_groups(groups)
end
if use_player_monoids then
@ -345,10 +297,7 @@ armor.set_player_armor = function(self, player)
})
pova.do_override(player)
else
local player_physics_locked = player:get_meta():get_int("player_physics_locked")
if player_physics_locked == nil or player_physics_locked == 0 then
player:set_physics_override(physics)
end
player:set_physics_override(physics)
end
self.textures[name].armor = texture
self.textures[name].preview = preview
@ -363,8 +312,6 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
if not name then
return
end
local set_state
local set_count
local state = 0
local count = 0
local recip = true
@ -372,8 +319,8 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
local list = armor_inv:get_list("armor")
for i, stack in pairs(list) do
if stack:get_count() == 1 then
local itemname = stack:get_name()
local use = minetest.get_item_group(itemname, "armor_use") or 0
local name = stack:get_name()
local use = minetest.get_item_group(name, "armor_use") or 0
local damage = use > 0
local def = stack:get_definition() or {}
if type(def.on_punched) == "function" then
@ -386,9 +333,6 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
local groupcaps = tool_capabilities.groupcaps or {}
local uses = 0
damage = false
if next(groupcaps) == nil then
damage = true
end
for group, caps in pairs(groupcaps) do
local maxlevel = caps.maxlevel or 0
local diff = maxlevel - level
@ -424,33 +368,21 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
end
end
if damage == true and hitter == "fire" then
damage = minetest.get_item_group(itemname, "flammable") > 0
damage = minetest.get_item_group(name, "flammable") > 0
end
if damage == true then
self:damage(player, i, stack, use)
set_state = self.def[name].state
set_count = self.def[name].count
end
state = state + stack:get_wear()
count = count + 1
end
end
if set_count and set_count ~= count then
state = set_state or state
count = set_count or count
end
self.def[name].state = state
self.def[name].count = count
end
armor.damage = function(self, player, index, stack, use)
local old_stack = ItemStack(stack)
local worn_armor = armor:get_weared_armor_elements(player)
local armor_worn_cnt = 0
for k,v in pairs(worn_armor) do
armor_worn_cnt = armor_worn_cnt + 1
end
use = math.ceil(use/armor_worn_cnt)
stack:add_wear(use)
self:run_callbacks("on_damage", player, index, stack)
self:set_inventory_stack(player, index, stack)
@ -461,66 +393,6 @@ armor.damage = function(self, player, index, stack, use)
end
end
armor.get_weared_armor_elements = function(self, player)
local name, inv = self:get_valid_player(player, "[get_weared_armor]")
local weared_armor = {}
if not name then
return
end
for i=1, inv:get_size("armor") do
local item_name = inv:get_stack("armor", i):get_name()
local element = self:get_element(item_name)
if element ~= nil then
weared_armor[element] = item_name
end
end
return weared_armor
end
armor.equip = function(self, player, itemstack)
local name, armor_inv = self:get_valid_player(player, "[equip]")
local weared_armor = self:get_weared_armor_elements(player)
local armor_element = self:get_element(itemstack:get_name())
if name and armor_element then
if weared_armor[armor_element] ~= nil then
self:unequip(player, armor_element)
end
armor_inv:add_item("armor", itemstack:take_item())
self:set_player_armor(player)
self:save_armor_inventory(player)
end
return itemstack
end
armor.unequip = function(self, player, armor_element)
local name, armor_inv = self:get_valid_player(player, "[unequip]")
local weared_armor = self:get_weared_armor_elements(player)
if not name or not weared_armor[armor_element] then
return
end
local itemstack = armor_inv:remove_item("armor", ItemStack(weared_armor[armor_element]))
minetest.after(0, function()
local inv = player:get_inventory()
if inv:room_for_item("main", itemstack) then
inv:add_item("main", itemstack)
else
minetest.add_item(player:get_pos(), itemstack)
end
end)
self:set_player_armor(player)
self:save_armor_inventory(player)
end
armor.remove_all = function(self, player)
local name, inv = self:get_valid_player(player, "[remove_all]")
if not name then
return
end
inv:set_list("armor", {})
self:set_player_armor(player)
self:save_armor_inventory(player)
end
armor.get_player_skin = function(self, name)
if (self.skin_mod == "skins" or self.skin_mod == "simple_skins") and skins.skins[name] then
return skins.skins[name]..".png"
@ -532,16 +404,6 @@ armor.get_player_skin = function(self, name)
return armor.default_skin..".png"
end
armor.update_skin = function(self, name)
minetest.after(0, function()
local pplayer = minetest.get_player_by_name(name)
if pplayer then
self.textures[name].skin = self:get_player_skin(name)
self:set_player_armor(pplayer)
end
end)
end
armor.add_preview = function(self, preview)
skin_previews[preview] = true
end
@ -604,8 +466,7 @@ end
armor.load_armor_inventory = function(self, player)
local _, inv = self:get_valid_player(player, "[load_armor_inventory]")
if inv then
local meta = player:get_meta()
local armor_list_string = meta:get_string("3d_armor_inventory")
local armor_list_string = player:get_attribute("3d_armor_inventory")
if armor_list_string then
inv:set_list("armor",
self:deserialize_inventory_list(armor_list_string))
@ -617,8 +478,7 @@ end
armor.save_armor_inventory = function(self, player)
local _, inv = self:get_valid_player(player, "[save_armor_inventory]")
if inv then
local meta = player:get_meta()
meta:set_string("3d_armor_inventory",
player:set_attribute("3d_armor_inventory",
self:serialize_inventory_list(inv:get_list("armor")))
end
end
@ -638,19 +498,17 @@ end
armor.get_valid_player = function(self, player, msg)
msg = msg or ""
if not player then
minetest.log("warning", ("3d_armor%s: Player reference is nil"):format(msg))
minetest.log("warning", S("3d_armor: Player reference is nil @1", msg))
return
end
local name = player:get_player_name()
if not name then
minetest.log("warning", ("3d_armor%s: Player name is nil"):format(msg))
minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
return
end
local inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not inv then
-- This check may fail when called inside `on_joinplayer`
-- in that case, the armor will be initialized/updated later on
minetest.log("warning", ("3d_armor%s: Detached armor inventory is nil"):format(msg))
minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
return
end
return name, inv
@ -661,7 +519,7 @@ armor.drop_armor = function(pos, stack)
if node then
local obj = minetest.add_item(pos, stack)
if obj then
obj:set_velocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
end
end
end

@ -1,5 +1,5 @@
-- support for i18n
local S = armor.get_translator
local S = armor_i18n.gettext
armor:register_armor("3d_armor:helmet_admin", {
description = S("Admin Helmet"),
@ -79,19 +79,6 @@ if armor.materials.wood then
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
groups = {armor_feet=1, armor_heal=0, armor_use=2000, flammable=1},
})
local wood_armor_fuel = {
helmet = 6,
chestplate = 8,
leggings = 7,
boots = 5
}
for armor, burn in pairs(wood_armor_fuel) do
minetest.register_craft({
type = "fuel",
recipe = "3d_armor:" .. armor .. "_wood",
burntime = burn,
})
end
end
if armor.materials.cactus then
@ -123,19 +110,6 @@ if armor.materials.cactus then
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
})
local cactus_armor_fuel = {
helmet = 14,
chestplate = 16,
leggings = 15,
boots = 13
}
for armor, burn in pairs(cactus_armor_fuel) do
minetest.register_craft({
type = "fuel",
recipe = "3d_armor:" .. armor .. "_cactus",
burntime = burn,
})
end
end
if armor.materials.steel then

@ -5,4 +5,4 @@ pova?
fire?
ethereal?
bakedclay?
moreores?
intllib?

@ -5,17 +5,15 @@ local last_punch_time = {}
local pending_players = {}
local timer = 0
dofile(modpath.."/api.lua")
-- support for i18n
armor_i18n = { }
armor_i18n.gettext, armor_i18n.ngettext = dofile(modpath.."/intllib.lua")
-- local functions
local S = armor_i18n.gettext
local F = minetest.formspec_escape
local S = armor.get_translator
-- integration test
if minetest.settings:get_bool("enable_3d_armor_integration_test") then
dofile(modpath.."/integration_test.lua")
end
dofile(modpath.."/api.lua")
-- Legacy Config Support
@ -23,11 +21,13 @@ local input = io.open(modpath.."/armor.conf", "r")
if input then
dofile(modpath.."/armor.conf")
input:close()
input = nil
end
input = io.open(worldpath.."/armor.conf", "r")
if input then
dofile(worldpath.."/armor.conf")
input:close()
input = nil
end
for name, _ in pairs(armor.config) do
local global = "ARMOR_"..name:upper()
@ -48,8 +48,6 @@ for name, config in pairs(armor.config) do
local setting = minetest.settings:get("armor_"..name)
if type(config) == "number" then
setting = tonumber(setting)
elseif type(config) == "string" then
setting = tostring(setting)
elseif type(config) == "boolean" then
setting = minetest.settings:get_bool("armor_"..name)
end
@ -64,26 +62,11 @@ for material, _ in pairs(armor.materials) do
end
end
-- Convert set_elements to a Lua table splitting on blank spaces
local t_set_elements = armor.config.set_elements
armor.config.set_elements = string.split(t_set_elements, " ")
-- Remove torch damage if fire_protect_torch == false
if armor.config.fire_protect_torch == false and armor.config.fire_protect == true then
for k,v in pairs(armor.fire_nodes) do
for k2,v2 in pairs(v) do
if string.find (v2,"torch") then
armor.fire_nodes[k] = nil
end
end
end
end
-- Mod Compatibility
if minetest.get_modpath("technic") then
armor.formspec = armor.formspec..
"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
armor:register_armor_group("radiation")
end
local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
@ -112,37 +95,26 @@ dofile(modpath.."/armor.lua")
armor.formspec = armor.formspec..
"label[5,1;"..F(S("Level"))..": armor_level]"..
"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
if armor.config.fire_protect then
armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
end
armor:register_on_damage(function(player, index, stack)
local name = player:get_player_name()
local def = stack:get_definition()
if name and def and def.description and stack:get_wear() > 60100 then
minetest.chat_send_player(name, S("Your @1 is almost broken!", def.description))
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
end
end)
armor:register_on_destroy(function(player, index, stack)
local name = player:get_player_name()
local def = stack:get_definition()
if name and def and def.description then
minetest.chat_send_player(name, S("Your @1 got destroyed!", def.description))
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
end
end)
local function validate_armor_inventory(player)
-- Workaround for detached inventory swap exploit
local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
local pos = player:get_pos()
if not inv then
return
end
local armor_prev = {}
local attribute_meta = player:get_meta() -- I know, the function's name is weird but let it be like that. ;)
local armor_list_string = attribute_meta:get_string("3d_armor_inventory")
local armor_list_string = player:get_attribute("3d_armor_inventory")
if armor_list_string then
local armor_list = armor:deserialize_inventory_list(armor_list_string)
for i, stack in ipairs(armor_list) do
@ -168,7 +140,6 @@ local function validate_armor_inventory(player)
elements[element] = true;
else
inv:remove_item("armor", stack)
minetest.item_drop(stack, player, pos)
-- The following code returns invalid items to the player's main
-- inventory but could open up the possibity for a hacked client
-- to receive items back they never really had. I am not certain
@ -187,9 +158,9 @@ local function validate_armor_inventory(player)
end
end
local function init_player_armor(initplayer)
local name = initplayer:get_player_name()
local pos = initplayer:get_pos()
local function init_player_armor(player)
local name = player:get_player_name()
local pos = player:getpos()
if not name or not pos then
return false
end
@ -210,9 +181,6 @@ local function init_player_armor(initplayer)
armor:set_player_armor(player)
end,
allow_put = function(inv, listname, index, put_stack, player)
if player:get_player_name() ~= name then
return 0
end
local element = armor:get_element(put_stack:get_name())
if not element then
return 0
@ -228,33 +196,27 @@ local function init_player_armor(initplayer)
return 1
end,
allow_take = function(inv, listname, index, stack, player)
if player:get_player_name() ~= name then
return 0
end
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if player:get_player_name() ~= name then
return 0
end
return count
end,
}, name)
armor_inv:set_size("armor", 6)
if not armor:load_armor_inventory(initplayer) and armor.migrate_old_inventory then
local player_inv = initplayer:get_inventory()
if not armor:load_armor_inventory(player) and armor.migrate_old_inventory then
local player_inv = player:get_inventory()
player_inv:set_size("armor", 6)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
armor:save_armor_inventory(initplayer)
armor:save_armor_inventory(player)
player_inv:set_size("armor", 0)
end
for i=1, 6 do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
armor:run_callbacks("on_equip", initplayer, i, stack)
armor:run_callbacks("on_equip", player, i, stack)
end
end
armor.def[name] = {
@ -290,7 +252,7 @@ local function init_player_armor(initplayer)
end
end
end
armor:set_player_armor(initplayer)
armor:set_player_armor(player)
return true
end
@ -318,25 +280,24 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
if not name then
return
end
local player_name = player:get_player_name()
for field, _ in pairs(fields) do
if string.find(field, "skins_set") then
armor:update_skin(player_name)
minetest.after(0, function(player)
local skin = armor:get_player_skin(name)
armor.textures[name].skin = skin
armor:set_player_armor(player)
end, player)
end
end
end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.b3d")
local player_name = player:get_player_name()
minetest.after(0, function()
-- TODO: Added in 7566ecc - What's the prupose?
local pplayer = minetest.get_player_by_name(player_name)
if pplayer and init_player_armor(pplayer) == false then
pending_players[pplayer] = 0
minetest.after(0, function(player)
if init_player_armor(player) == false then
pending_players[player] = 0
end
end)
end, player)
end)
minetest.register_on_leaveplayer(function(player)
@ -365,12 +326,12 @@ if armor.config.drop == true or armor.config.destroy == true then
end
armor:save_armor_inventory(player)
armor:set_player_armor(player)
local pos = player:get_pos()
local pos = player:getpos()
if pos and armor.config.destroy == false then
minetest.after(armor.config.bones_delay, function()
local meta = nil
local maxp = vector.add(pos, 16)
local minp = vector.subtract(pos, 16)
local maxp = vector.add(pos, 8)
local minp = vector.subtract(pos, 8)
local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
for _, p in pairs(bones) do
local m = minetest.get_meta(p)
@ -396,29 +357,21 @@ if armor.config.drop == true or armor.config.destroy == true then
end)
end
end)
else -- reset un-dropped armor and it's effects
minetest.register_on_respawnplayer(function(player)
armor:set_player_armor(player)
end)
end
if armor.config.punch_damage == true then
minetest.register_on_punchplayer(function(player, hitter,
time_from_last_punch, tool_capabilities)
local name = player:get_player_name()
local hit_ip = hitter:is_player()
if name and hit_ip and minetest.is_protected(player:get_pos(), "") then
return
elseif name then
if name then
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
last_punch_time[name] = minetest.get_gametime()
end