Improve player model hanlding and update to version 0.4.0

This commit is contained in:
stujones11
2013-11-12 21:22:52 +00:00
parent 9dbf76d013
commit 0b3deea513
29 changed files with 208 additions and 149 deletions

View File

@@ -14,36 +14,64 @@ armor = {
.."list[detached:player_name_armor;armor_torso;3,1;1,1;]"
.."list[detached:player_name_armor;armor_legs;3,2;1,1;]"
.."list[detached:player_name_armor;armor_feet;3,3;1,1;]",
textures = {},
default_skin = "character.png",
}
-- armor.def - Added by BlockMen for HUD integration
armor.def = {
state = 0,
count = 0
count = 0,
}
armor.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
if self.textures[name] then
default.player_set_textures(player, {
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
})
end
end
armor.set_player_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_texture = uniskins.default_texture
local armor_texture = "3d_armor_trans.png"
local armor_level = 0
local state = 0
local items = 0
local textures = {}
for _,v in ipairs(self.elements) do
local elements = {}
for i, v in ipairs(self.elements) do
local stack = player_inv:get_stack("armor_"..v, 1)
local level = stack:get_definition().groups["armor_"..v]
local item = stack:get_name()
elements[i] = string.match(item, "%:.+_(.+)$")
if level then
local item = stack:get_name()
table.insert(textures, item:gsub("%:", "_")..".png")
armor_level = armor_level + level
state = state + stack:get_wear()
items = items+1
end
items = items + 1
end
end
if table.getn(textures) > 0 then
if minetest.get_modpath("shields") then
armor_level = armor_level * 0.9
end
if elements[1] == elements[2] and
elements[1] == elements[3] and
elements[1] == elements[4] then
armor_level = armor_level * 1.1
end
if #textures > 0 then
armor_texture = table.concat(textures, "^")
end
local armor_groups = {fleshy=100}
@@ -52,10 +80,10 @@ armor.set_player_armor = function(self, player)
armor_groups.fleshy = 100 - armor_level
end
player:set_armor_groups(armor_groups)
uniskins.armor[name] = armor_texture
uniskins:update_player_visuals(player)
armor.def[name].state = state
armor.def[name].count = items
self.textures[name].armor = armor_texture
self.def[name].state = state
self.def[name].count = items
self:update_player_visuals(player)
end
armor.update_armor = function(self, player)
@@ -86,27 +114,46 @@ armor.update_armor = function(self, player)
armor_inv:set_stack("armor_"..v, 1, stack)
player_inv:set_stack("armor_"..v, 1, stack)
state = state + stack:get_wear()
items = items+1
items = items + 1
if stack:get_count() == 0 then
local desc = minetest.registered_items[item].description
if desc then
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
end
end
self:set_player_armor(player)
end
heal_max = heal_max + heal
end
end
armor.def[name].state = state
armor.def[name].count = items
self.def[name].state = state
self.def[name].count = items
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
end
end
end
self.player_hp[name] = hp
end
-- Register Player Model
default.player_register_model("3d_armor_character.x", {
animation_speed = 30,
textures = {
armor.default_skin,
"3d_armor_trans.png",
"3d_armor_trans.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
},
})
-- Register Callbacks
minetest.register_on_player_receive_fields(function(player, formname, fields)
@@ -117,16 +164,17 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
return
end
for field, _ in pairs(fields) do
if string.sub(field,0,string.len("skins_set_")) == "skins_set_" then
if string.find(field, "^skins_set_") then
minetest.after(0, function(player)
uniskins.skin[name] = skins.skins[name]..".png"
uniskins:update_player_visuals(player)
armor.textures[name].skin = skins.skins[name]..".png"
armor:update_player_visuals(player)
end, player)
end
end
end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.x")
inventory_plus.register_button(player,"armor", "Armor")
local player_inv = player:get_inventory()
local name = player:get_player_name()
@@ -158,14 +206,33 @@ minetest.register_on_joinplayer(function(player)
armor_inv:set_size(list, 1)
armor_inv:set_stack(list, 1, player_inv:get_stack(list, 1))
end
armor.player_hp[name] = 0
armor.player_hp[name] = 0
armor.def[name] = {
state = 0,
count = 0
state = 0,
count = 0,
}
armor.textures[name] = {
skin = armor.default_skin,
armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
}
if minetest.get_modpath("skins") then
local skin = skins.skins[name]
if skin and skins.get_type(skin) == skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
end
if minetest.get_modpath("player_textures") then
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
local f = io.open(filename..".png")
if f then
f:close()
armor.textures[name].skin = "player_"..name..".png"
end
end
minetest.after(0, function(player)
armor:set_player_armor(player)
end, player)
end, player)
end)
minetest.register_globalstep(function(dtime)