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function mcl_armor . play_equip_sound ( stack , obj , pos , unequip )
local def = stack : get_definition ( )
local estr = " equip "
if unequip then
estr = " unequip "
end
local snd = def.sounds and def.sounds [ " _mcl_armor_ " .. estr ]
if not snd then
-- Fallback sound
snd = { name = " mcl_armor_ " .. estr .. " _generic " }
end
if snd then
local dist = 8
if pos then
dist = 16
end
minetest.sound_play ( snd , { object = obj , pos = pos , gain = 0.5 , max_hear_distance = dist } , true )
end
end
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function mcl_armor . on_equip ( itemstack , obj )
local def = itemstack : get_definition ( )
mcl_armor.play_equip_sound ( itemstack , obj )
if def._on_equip then
def._on_equip ( obj , itemstack )
end
mcl_armor.update ( obj )
end
function mcl_armor . on_unequip ( itemstack , obj )
local def = itemstack : get_definition ( )
mcl_armor.play_equip_sound ( itemstack , obj , nil , true )
if def._on_unequip then
def._on_unequip ( obj , itemstack )
end
mcl_armor.update ( obj )
end
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function mcl_armor . equip ( itemstack , obj , swap )
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local def = itemstack : get_definition ( )
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if not def then
return itemstack
end
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local inv = mcl_util.get_inventory ( obj , true )
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if not inv or inv : get_size ( " armor " ) == 0 then
return itemstack
end
local element = mcl_armor.elements [ def._mcl_armor_element or " " ]
if element then
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local old_stack = inv : get_stack ( " armor " , element.index )
if swap or old_stack : is_empty ( ) then
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local new_stack
if swap then
new_stack = itemstack
itemstack = old_stack
else
new_stack = itemstack : take_item ( )
end
inv : set_stack ( " armor " , element.index , new_stack )
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mcl_armor.on_equip ( new_stack , obj )
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end
end
return itemstack
end
function mcl_armor . equip_on_use ( itemstack , player , pointed_thing )
if not player or not player : is_player ( ) then
return itemstack
end
local new_stack = mcl_util.call_on_rightclick ( itemstack , player , pointed_thing )
if new_stack then
return new_stack
end
return mcl_armor.equip ( itemstack , player )
end
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local function get_armor_texture ( textures , name , modname , itemname , itemstring )
local core_texture = textures [ name ] or modname .. " _ " .. itemname .. " .png "
if type ( core_texture ) == " function " then return core_texture end
mcl_armor.trims . core_textures [ itemstring ] = core_texture
local func = function ( obj , itemstack )
local overlay = itemstack : get_meta ( ) : get_string ( " mcl_armor:trim_overlay " )
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local core_armor_texture
local stack_name = mcl_grindstone.remove_enchant_name ( itemstack ) -- gets original itemstring if enchanted, no need to store (nearly) identical values
local core_armor_texture = mcl_armor.trims . core_textures [ stack_name ]
if mcl_enchanting.is_enchanted ( itemstack : get_name ( ) ) then -- working with the original stack to know wether to apply enchanting overlay or not
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-- Far, Far in the future we may no longer _enchanted itemstrings...
-- To fix this code, simply put the unmodified itemstring in stack_name's place
-- DO NOT REMOVE THIS if UNLESS YOU KNOW WHAT YOU'RE TRYING TO ACHIEVE!
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core_armor_texture = core_armor_texture .. mcl_enchanting.overlay
end
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if overlay == " " then return core_armor_texture end -- key not present; armor not trimmed
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return core_armor_texture .. overlay
end
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return func
end
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function mcl_armor . register_set ( def )
local modname = minetest.get_current_modname ( )
local S = minetest.get_translator ( modname )
local descriptions = def.descriptions or { }
local groups = def.groups or { }
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local on_equip_callbacks = def.on_equip_callbacks or { }
local on_unequip_callbacks = def.on_unequip_callbacks or { }
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local on_break_callbacks = def.on_break_callbacks or { }
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local textures = def.textures or { }
local durabilities = def.durabilities or { }
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local element_groups = def.element_groups or { }
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for name , element in pairs ( mcl_armor.elements ) do
local itemname = element.name .. " _ " .. def.name
local itemstring = modname .. " : " .. itemname
local groups = table.copy ( groups )
groups [ " armor_ " .. name ] = 1
groups [ " combat_armor_ " .. name ] = 1
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groups [ " armor_ " .. def.name ] = 1
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groups.armor = 1
groups.combat_armor = 1
groups.mcl_armor_points = def.points [ name ]
groups.mcl_armor_toughness = def.toughness
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groups.mcl_armor_uses = ( durabilities [ name ] or math.floor ( def.durability * element.durability ) ) + 1
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groups.enchantability = def.enchantability
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for k , v in pairs ( element_groups ) do
groups [ k ] = v
end
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local upgrade_item = nil
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if def._mcl_upgradable and def._mcl_upgrade_item_material then
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upgrade_item = itemstring : gsub ( " _[%l%d]*$ " , def._mcl_upgrade_item_material )
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end
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minetest.register_tool ( itemstring , {
description = S ( def.description .. " " .. ( descriptions [ name ] or element.description ) ) ,
_doc_items_longdesc = mcl_armor.longdesc ,
_doc_items_usagehelp = mcl_armor.usage ,
inventory_image = modname .. " _inv_ " .. itemname .. " .png " ,
_repair_material = def.repair_material or def.craft_material ,
groups = groups ,
sounds = {
_mcl_armor_equip = def.sound_equip or modname .. " _equip_ " .. def.name ,
_mcl_armor_unequip = def.sound_unequip or modname .. " _unequip_ " .. def.name ,
} ,
on_place = mcl_armor.equip_on_use ,
on_secondary_use = mcl_armor.equip_on_use ,
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_on_equip = on_equip_callbacks [ name ] or def.on_equip ,
_on_unequip = on_unequip_callbacks [ name ] or def.on_unequip ,
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_on_break = on_break_callbacks [ name ] or def.on_break ,
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_mcl_armor_element = name ,
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_mcl_armor_texture = get_armor_texture ( textures , name , modname , itemname , itemstring ) ,
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_mcl_upgradable = def._mcl_upgradable ,
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_mcl_upgrade_item = upgrade_item
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} )
if def.craft_material then
minetest.register_craft ( {
output = itemstring ,
recipe = element.craft ( def.craft_material ) ,
} )
end
if def.cook_material then
minetest.register_craft ( {
type = " cooking " ,
output = def.cook_material ,
recipe = itemstring ,
cooktime = 10 ,
} )
end
end
end
mcl_armor.protection_enchantments = {
flags = { } ,
types = { } ,
wildcard = { } ,
}
function mcl_armor . register_protection_enchantment ( def )
local prot_def = { id = def.id , factor = def.factor }
if def.damage_flag then
local tbl = mcl_armor.protection_enchantments . flags [ def.damage_flag ] or { }
table.insert ( tbl , prot_def )
mcl_armor.protection_enchantments . flags = tbl
elseif def.damage_type then
local tbl = mcl_armor.protection_enchantments . types [ def.damage_type ] or { }
table.insert ( tbl , prot_def )
mcl_armor.protection_enchantments . types = tbl
else
table.insert ( mcl_armor.protection_enchantments . wildcard , prot_def )
end
mcl_enchanting.enchantments [ def.id ] = {
name = def.name ,
max_level = def.max_level or 4 ,
primary = def.primary or { combat_armor = true } ,
secondary = { } ,
disallow = { } ,
incompatible = def.incompatible or { } ,
weight = def.weight or 5 ,
description = def.description ,
curse = false ,
on_enchant = function ( ) end ,
requires_tool = false ,
treasure = def.treasure or false ,
power_range_table = def.power_range_table ,
inv_combat_tab = true ,
inv_tool_tab = false ,
}
end
function mcl_armor . update ( obj )
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local info = { points = 0 , view_range_factors = { } }
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local inv = mcl_util.get_inventory ( obj )
if inv then
for i = 2 , 5 do
local itemstack = inv : get_stack ( " armor " , i )
local itemname = itemstack : get_name ( )
if minetest.registered_aliases [ itemname ] then
itemname = minetest.registered_aliases [ itemname ]
end
if not itemstack : is_empty ( ) then
local def = itemstack : get_definition ( )
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local texture = def._mcl_armor_texture
if texture then
if type ( texture ) == " function " then
texture = texture ( obj , itemstack )
end
if texture then
info.texture = " ( " .. texture .. " ) " .. ( info.texture and " ^ " .. info.texture or " " )
end
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end
info.points = info.points + minetest.get_item_group ( itemname , " mcl_armor_points " )
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local mob_range_mob = def._mcl_armor_mob_range_mob
if mob_range_mob then
local factor = info.view_range_factors [ mob_range_mob ]
if factor then
if factor > 0 then
info.view_range_factors [ mob_range_mob ] = factor * def._mcl_armor_mob_range_factor
end
else
info.view_range_factors [ mob_range_mob ] = def._mcl_armor_mob_range_factor
end
end
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end
end
end
info.texture = info.texture or " blank.png "
if obj : is_player ( ) then
mcl_armor.update_player ( obj , info )
else
local luaentity = obj : get_luaentity ( )
if luaentity.update_armor then
luaentity : update_armor ( info )
end
end
end
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function mcl_armor . trim ( itemstack , overlay , color_string )
local def = itemstack : get_definition ( )
if not def._mcl_armor_texture and not mcl_armor.trims . blacklisted [ itemstack : get_name ( ) ] then return end
local meta = itemstack : get_meta ( )
local piece_overlay = overlay
local inv_overlay = " "
local piece_type = def._mcl_armor_element
if piece_type == " head " then --helmet
inv_overlay = " ^(helmet_trim.png "
piece_overlay = piece_overlay .. " _helmet "
elseif piece_type == " torso " then --chestplate
inv_overlay = " ^(chestplate_trim.png "
piece_overlay = piece_overlay .. " _chestplate "
elseif piece_type == " legs " then --leggings
inv_overlay = " ^(leggings_trim.png "
piece_overlay = piece_overlay .. " _leggings "
elseif piece_type == " feet " then --boots
inv_overlay = " ^(boots_trim.png "
piece_overlay = piece_overlay .. " _boots "
end
local color = mcl_armor.trims . colors [ color_string ]
inv_overlay = inv_overlay .. " ^[colorize: " .. color .. " :150) "
piece_overlay = piece_overlay .. " .png "
piece_overlay = " ^( " .. piece_overlay .. " ^[colorize: " .. color .. " :150) "
meta : set_string ( " mcl_armor:trim_overlay " , piece_overlay ) -- set textures to render on the player, will work for clients below 5.8 as well
meta : set_string ( " mcl_armor:inv " , inv_overlay ) -- make 5.8+ clients display the fancy inv image, older ones will see no change in the *inventory* image
meta : set_string ( " inventory_image " , def.inventory_image .. inv_overlay ) -- dont use reload_inv_image as it's a one liner in this enviorment
end
function mcl_armor . reload_trim_inv_image ( itemstack )
local meta = itemstack : get_meta ( )
local inv_overlay = meta : get_string ( " mcl_armor:inv " )
local def = itemstack : get_definition ( )
if inv_overlay == " " then return end
meta : set_string ( " inventory_image " , def.inventory_image .. inv_overlay )
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end
tt.register_snippet ( function ( itemstring , toolcaps , stack )
if not stack then return nil end
local meta = stack : get_meta ( )
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if not mcl_armor.is_trimmed ( stack ) then return nil end
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-- we need to get the part of the overlay image between the overlay begin ( and the trim name end _
-- we COULD easily store this info in meta, but that would bloat the meta storage, as the same few values would be stored over and over again on every trimmed item
-- this is fine here as this code gets only executed when you put armor and a trim in a smithing table
local full_overlay = meta : get_string ( " mcl_armor:trim_overlay " )
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local trim_name = full_overlay : match ( " %((.-)%_ " )
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return " Upgrade: \n " .. trim_name : gsub ( " ^%l " , string.upper ) .. " Armor Trim "
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end )
function mcl_armor . is_trimmed ( itemstack )
-- this meta value will be there for every trimmed armor piece
-- remember, get_string returns "" if the key doesn't exist
return itemstack : get_meta ( ) : get_string ( " mcl_armor:trim_overlay " ) ~= " "
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end