Implement Static Boots

This item allows for charging equipped electric tools via walking. Walking
distance of 5 blocks charges 1 EU to first found tool in armor inventory.
This commit is contained in:
mrkubax10 2024-01-14 16:56:50 +01:00
parent 8446793413
commit 56c08f1f76
3 changed files with 129 additions and 0 deletions

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@ -538,6 +538,7 @@ if industrialtest.mclAvailable then
industrialtest.elementKeys.copperBlock="mcl_copper:block" industrialtest.elementKeys.copperBlock="mcl_copper:block"
industrialtest.elementKeys.stoneWithCopper="mcl_copper:stone_with_copper" industrialtest.elementKeys.stoneWithCopper="mcl_copper:stone_with_copper"
industrialtest.elementKeys.ironPickaxe="mcl_tools:pick_iron" industrialtest.elementKeys.ironPickaxe="mcl_tools:pick_iron"
industrialtest.elementKeys.ironBoots="mcl_armor:boots_iron"
industrialtest.elementKeys.lavaSource="mcl_core:lava_source" industrialtest.elementKeys.lavaSource="mcl_core:lava_source"
industrialtest.elementKeys.waterSource="mcl_core:water_source" industrialtest.elementKeys.waterSource="mcl_core:water_source"
industrialtest.elementKeys.sugarCane="mcl_core:reeds" industrialtest.elementKeys.sugarCane="mcl_core:reeds"
@ -763,6 +764,7 @@ elseif industrialtest.mtgAvailable then
industrialtest.elementKeys.stoneWithTin="default:stone_with_tin" industrialtest.elementKeys.stoneWithTin="default:stone_with_tin"
industrialtest.elementKeys.bronzeBlock="default:bronzeblock" industrialtest.elementKeys.bronzeBlock="default:bronzeblock"
industrialtest.elementKeys.ironPickaxe="default:pick_steel" industrialtest.elementKeys.ironPickaxe="default:pick_steel"
industrialtest.elementKeys.ironBoots="3d_armor:boots_steel"
industrialtest.elementKeys.lavaSource="default:lava_source" industrialtest.elementKeys.lavaSource="default:lava_source"
industrialtest.elementKeys.waterSource="default:water_source" industrialtest.elementKeys.waterSource="default:water_source"
industrialtest.elementKeys.sugarCane="default:papyrus" industrialtest.elementKeys.sugarCane="default:papyrus"

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@ -58,6 +58,7 @@ dofile(modpath.."/tools/electric_drill.lua")
dofile(modpath.."/tools/electric_hoe.lua") dofile(modpath.."/tools/electric_hoe.lua")
dofile(modpath.."/tools/electric_saber.lua") dofile(modpath.."/tools/electric_saber.lua")
dofile(modpath.."/tools/jetpack.lua") dofile(modpath.."/tools/jetpack.lua")
dofile(modpath.."/tools/static_boots.lua")
dofile(modpath.."/tools/treetap.lua") dofile(modpath.."/tools/treetap.lua")
dofile(modpath.."/tools/wrench.lua") dofile(modpath.."/tools/wrench.lua")

126
tools/static_boots.lua Normal file
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@ -0,0 +1,126 @@
-- 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 updateDelta=0
local playerPositions={}
local function onGlobalStep(player,inv,stack)
if stack:get_name()~="industrialtest:static_boots" then
return false
end
local playerPos=player:get_pos()
playerPos.y=0
if not playerPositions[player:get_player_name()] then
playerPositions[player:get_player_name()]=playerPos
return true
end
if vector.distance(playerPos,playerPositions[player:get_player_name()])<5 then
return true
end
playerPositions[player:get_player_name()]=playerPos
local armorList=inv:get_list("armor")
for i=1,#armorList do
local meta=armorList[i]:get_meta()
if industrialtest.api.hasPowerStorage(meta) and not industrialtest.api.isFullyCharged(meta) then
industrialtest.api.addPowerToItem(armorList[i],1)
inv:set_stack("armor",i,armorList[i])
break
end
end
return true
end
if industrialtest.mtgAvailable then
armor:register_armor("industrialtest:static_boots",{
description=S("Static Boots"),
inventory_image="industrialtest_static_boots_inv.png",
groups={
armor_feet=1,
armor_heal=0
}
})
elseif industrialtest.mclAvailable then
minetest.register_tool("industrialtest:static_boots",{
description=S("Static Boots"),
inventory_image="industrialtest_static_boots_inv.png",
groups={
armor=1,
non_combat_armor=1,
armor_feet=1,
non_combat_feet=1
},
sounds={
_mcl_armor_equip="mcl_armor_equip_iron",
_mcl_armor_unequip="mcl_armor_unequip_iron"
},
on_place=mcl_armor.equip_on_use,
on_secondary_use=mcl_armor.equip_on_use,
_mcl_armor_element="feet",
_mcl_armor_texture="industrialtest_static_boots.png"
})
end
minetest.register_craft({
type="shaped",
output="industrialtest:static_boots",
recipe={
{industrialtest.elementKeys.ironIngot,"",industrialtest.elementKeys.ironIngot},
{industrialtest.elementKeys.ironIngot,industrialtest.elementKeys.whiteWool,industrialtest.elementKeys.ironIngot},
{"industrialtest:insulated_copper_cable","industrialtest:insulated_copper_cable","industrialtest:insulated_copper_cable"}
}
})
minetest.register_craft({
type="shaped",
output="industrialtest:static_boots",
recipe={
{"",industrialtest.elementKeys.ironBoots,""},
{"",industrialtest.elementKeys.whiteWool,""},
{"industrialtest:insulated_copper_cable","industrialtest:insulated_copper_cable","industrialtest:insulated_copper_cable"}
}
})
minetest.register_on_leaveplayer(function(player)
playerPositions[player:get_player_name()]=nil
end)
minetest.register_globalstep(function(dtime)
updateDelta=updateDelta+dtime
if updateDelta<industrialtest.updateDelay then
return
end
updateDelta=0
local players=minetest.get_connected_players()
for _,player in ipairs(players) do
if industrialtest.mtgAvailable then
local _,inv=armor:get_valid_player(player,"")
if inv then
local armorList=inv:get_list("armor")
assert(armorList)
for i=1,#armorList do
local stack=armorList[i]
if onGlobalStep(player,inv,stack) then
break
end
end
end
elseif industrialtest.mclAvailable then
local inv=player:get_inventory()
local stack=inv:get_stack("armor",5)
onGlobalStep(player,inv,stack)
end
end
end)