industrialtest/tools/quantum_suit.lua

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-- IndustrialTest
-- Copyright (C) 2024 mrkubax10
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- 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 General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
local S=minetest.get_translator("industrialtest")
local quantumSuit={}
quantumSuit.helmetBreathRefillOpPower=1000
quantumSuit.leggingsSpeedOpPower=125
quantumSuit.leggingsSpeedMaxVel=4
quantumSuit.bootsJumpOpPower=50
quantumSuit.bootsFallDamageReductionOpPower=900
local playerPositions={}
local playerLeggingsSpeedEnabled={}
local playerBootsJumpEnabled={}
local function registerQuantumSuitPart(config)
config.groups=config.groups or {}
config.groups._industrialtest_nanoSuit=1
if config.element=="head" then
config.groups.armor_head=1
elseif config.element=="torso" then
config.groups.armor_torso=1
elseif config.element=="legs" then
config.groups.armor_legs=1
elseif config.element=="feet" then
config.groups.armor_feet=1
end
local definition={
description=config.displayName,
inventory_image="industrialtest_"..config.name.."_inv.png",
groups=config.groups,
_industrialtest_powerStorage=true,
_industrialtest_powerCapacity=10000000,
_industrialtest_powerFlow=industrialtest.api.ivPowerFlow,
_industrialtest_damageReduction=config.damageReduction,
_industrialtest_powerPerDamage=30
}
if config.customKeys then
for k,v in pairs(config.customKeys) do
definition[k]=v
end
end
if industrialtest.mtgAvailable then
definition.groups.armor_heal=0
armor:register_armor("industrialtest:"..config.name,definition)
elseif industrialtest.mclAvailable then
definition.groups.armor=1
definition.groups.non_combat_armor=1
definition.sounds={
_mcl_armor_equip="mcl_armor_equip_iron",
_mcl_armor_unequip="mcl_armor_unequip_iron"
}
definition.on_place=mcl_armor.equip_on_use
definition.on_secondary_use=mcl_armor.equip_on_use
definition._mcl_armor_element=config.element
definition._mcl_armor_texture=(config.element=="feet" and "industrialtest_mcl_" or "industrialtest_")..config.name..".png"
minetest.register_tool("industrialtest:"..config.name,definition)
end
end
local function findInPlayerArmorList(player,itemname)
local inv
if industrialtest.mclAvailable then
inv=player:get_inventory()
elseif industrialtest.mtgAvailable then
_,inv=armor:get_valid_player(player,"")
end
local armorList=inv:get_list("armor")
for i,stack in ipairs(armorList) do
if stack:get_name()==itemname then
return i,stack,inv
end
end
end
quantumSuit.tryFly=function(itemstack)
local meta=itemstack:get_meta()
if meta:get_int("industrialtest.powerAmount")<10 then
return false
end
industrialtest.api.addPowerToItem(itemstack,-10)
return true
end
registerQuantumSuitPart({
name="quantum_helmet",
displayName=S("Quantum Helmet"),
element="head",
damageReduction=0.15
})
minetest.register_craft({
type="shaped",
output="industrialtest:quantum_helmet",
recipe={
{"industrialtest:reinforced_glass","industrialtest:nano_helmet","industrialtest:reinforced_glass"},
{"industrialtest:iridium_plate","industrialtest:lapotron_crystal","industrialtest:iridium_plate"},
{"industrialtest:advanced_electronic_circuit","industrialtest:empty_cell","industrialtest:advanced_electronic_circuit"}
}
})
registerQuantumSuitPart({
name="quantum_bodyarmor",
displayName=S("Quantum Bodyarmor"),
element="torso",
damageReduction=0.4,
groups={
_industrialtest_jetpack=1
},
customKeys={
_industrialtest_tryFly=quantumSuit.tryFly
}
})
minetest.register_craft({
type="shaped",
output="industrialtest:quantum_bodyarmor",
recipe={
{"industrialtest:advanced_alloy","industrialtest:nano_bodyarmor","industrialtest:advanced_alloy"},
{"industrialtest:iridium_plate","industrialtest:lapotron_crystal","industrialtest:iridium_plate"},
{"industrialtest:iridium_plate","industrialtest:electric_jetpack","industrialtest:iridium_plate"}
}
})
registerQuantumSuitPart({
name="quantum_leggings",
displayName=S("Quantum Leggings"),
element="legs",
damageReduction=0.30
})
minetest.register_craft({
type="shaped",
output="industrialtest:quantum_leggings",
recipe={
{"industrialtest:machine_block","industrialtest:lapotron_crystal","industrialtest:machine_block"},
{"industrialtest:iridium_plate","industrialtest:nano_leggings","industrialtest:iridium_plate"},
{industrialtest.elementKeys.yellowDust,"",industrialtest.elementKeys.yellowDust}
}
})
registerQuantumSuitPart({
name="quantum_boots",
displayName=S("Quantum Boots"),
element="feet",
damageReduction=0.15
})
minetest.register_craft({
type="shaped",
output="industrialtest:quantum_boots",
recipe={
{"industrialtest:iridium_plate","industrialtest:nano_boots","industrialtest:iridium_plate"},
{industrialtest.elementKeys.ironBoots,"industrialtest:lapotron_crystal",industrialtest.elementKeys.ironBoots}
}
})
minetest.register_globalstep(function(dtime)
local players=minetest.get_connected_players()
for _,player in ipairs(players) do
local control=player:get_player_control()
local playerName=player:get_player_name()
if playerLeggingsSpeedEnabled[playerName] then
local shouldStopSpeed=true
if control.up and control.aux1 then
local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_leggings")
if index and stack and inv then
local meta=stack:get_meta()
local requiredPower=vector.distance(player:get_pos(),playerPositions[playerName])*quantumSuit.leggingsSpeedOpPower
if meta:get_int("industrialtest.powerAmount")>=requiredPower then
industrialtest.api.addPowerToItem(stack,-requiredPower)
inv:set_stack("armor",index,stack)
shouldStopSpeed=false
end
end
end
if shouldStopSpeed then
player:set_physics_override({
speed=1
})
playerLeggingsSpeedEnabled[playerName]=false
end
elseif control.up and control.aux1 then
local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_leggings")
if index and stack and inv then
local meta=stack:get_meta()
local requiredPower=vector.distance(player:get_pos(),playerPositions[playerName])*quantumSuit.leggingsSpeedOpPower
if meta:get_int("industrialtest.powerAmount")>=requiredPower then
player:set_physics_override({
speed=quantumSuit.leggingsSpeedMaxVel
})
playerLeggingsSpeedEnabled[playerName]=true
end
end
end
if playerBootsJumpEnabled[playerName] then
local shouldStopJump=not control.aux1
if control.jump and control.aux1 then
local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_boots")
if index and stack and inv then
local meta=stack:get_meta()
if meta:get_int("industrialtest.powerAmount")>=quantumSuit.bootsJumpOpPower then
industrialtest.api.addPowerToItem(stack,-quantumSuit.bootsJumpOpPower)
inv:set_stack("armor",index,stack)
shouldStopJump=false
end
end
end
if shouldStopJump then
player:set_physics_override({
jump=1
})
playerBootsJumpEnabled[playerName]=false
end
elseif control.aux1 then
local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_boots")
if index and stack and inv then
local meta=stack:get_meta()
local requiredPower=vector.distance(player:get_pos(),playerPositions[playerName])*quantumSuit.leggingsSpeedOpPower
if meta:get_int("industrialtest.powerAmount")>=quantumSuit.bootsJumpOpPower then
player:set_physics_override({
jump=2
})
playerBootsJumpEnabled[playerName]=true
end
end
end
if player:get_breath()<10 then
local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_helmet")
if index and stack and inv then
local meta=stack:get_meta()
local refilled=math.min(9-player:get_breath(),math.floor(meta:get_int("industrialtest.powerAmount")/quantumSuit.helmetBreathRefillOpPower))
if refilled>0 then
player:set_breath(player:get_breath()+refilled)
industrialtest.api.addPowerToItem(stack,-refilled*quantumSuit.helmetBreathRefillOpPower)
inv:set_stack("armor",index,stack)
end
end
end
playerPositions[playerName]=player:get_pos()
end
end)
minetest.register_on_player_hpchange(function(player,hpChange,reason)
if reason.type~="fall" then
return hpChange
end
local index,stack,inv=findInPlayerArmorList(player,"industrialtest:quantum_boots")
if not index or not stack or not inv then
return hpChange
end
local damage=math.abs(hpChange)
local meta=stack:get_meta()
local reducedDamage=math.min(damage,math.floor(meta:get_int("industrialtest.powerAmount")/(damage*quantumSuit.bootsFallDamageReductionOpPower)))
industrialtest.api.addPowerToItem(stack,-reducedDamage*quantumSuit.bootsFallDamageReductionOpPower)
inv:set_stack("armor",index,stack)
return hpChange+reducedDamage
end,true)