Refactor Static Boots
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@ -15,65 +15,45 @@
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-- along with this program. If not, see <http://www.gnu.org/licenses/>.
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local S=minetest.get_translator("industrialtest")
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industrialtest.StaticBoots=table.copy(industrialtest.GearTool)
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local image=(industrialtest.mtgAvailable and "industrialtest_static_boots.png" or "industrialtest_mcl_static_boots.png")
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industrialtest.internal.unpackTableInto(industrialtest.StaticBoots,{
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name="industrialtest:static_boots",
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description=S("Static Boots"),
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inventoryImage="industrialtest_static_boots_inv.png",
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part="feet",
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modelImage=image
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})
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local updateDelta=0
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local playerPositions={}
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local function onGlobalStep(player,inv,stack)
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if stack:get_name()~="industrialtest:static_boots" then
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return false
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end
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function industrialtest.StaticBoots.update(self,player,inv,itemstack,dtime)
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local playerPos=player:get_pos()
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playerPos.y=0
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if not playerPositions[player:get_player_name()] then
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playerPositions[player:get_player_name()]=playerPos
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return true
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return false
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end
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if vector.distance(playerPos,playerPositions[player:get_player_name()])<5 then
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return true
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return false
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end
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playerPositions[player:get_player_name()]=playerPos
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local armorList=inv:get_list("armor")
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for i=1,#armorList do
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local meta=armorList[i]:get_meta()
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for i,armorItemstack in ipairs(armorList) do
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local meta=armorItemstack:get_meta()
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if industrialtest.api.hasPowerStorage(meta) and not industrialtest.api.isFullyCharged(meta) then
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industrialtest.api.addPowerToItem(armorList[i],1)
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inv:set_stack("armor",i,armorList[i])
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industrialtest.api.addPowerToItem(armorItemstack,1)
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inv:set_stack("armor",i,armorItemstack)
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break
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end
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end
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return true
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return false
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end
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if industrialtest.mtgAvailable then
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armor:register_armor("industrialtest:static_boots",{
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description=S("Static Boots"),
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inventory_image="industrialtest_static_boots_inv.png",
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groups={
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armor_feet=1,
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armor_heal=0
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}
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})
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elseif industrialtest.mclAvailable then
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minetest.register_tool("industrialtest:static_boots",{
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description=S("Static Boots"),
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inventory_image="industrialtest_static_boots_inv.png",
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groups={
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armor=1,
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non_combat_armor=1,
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armor_feet=1,
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non_combat_feet=1
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},
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sounds={
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_mcl_armor_equip="mcl_armor_equip_iron",
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_mcl_armor_unequip="mcl_armor_unequip_iron"
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},
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on_place=mcl_armor.equip_on_use,
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on_secondary_use=mcl_armor.equip_on_use,
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_mcl_armor_element="feet",
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_mcl_armor_texture="industrialtest_mcl_static_boots.png"
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})
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end
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industrialtest.StaticBoots:register()
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minetest.register_craft({
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type="shaped",
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output="industrialtest:static_boots",
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@ -83,6 +63,7 @@ minetest.register_craft({
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{"industrialtest:insulated_copper_cable","industrialtest:insulated_copper_cable","industrialtest:insulated_copper_cable"}
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}
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})
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minetest.register_craft({
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type="shaped",
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output="industrialtest:static_boots",
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@ -96,31 +77,3 @@ minetest.register_craft({
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minetest.register_on_leaveplayer(function(player)
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playerPositions[player:get_player_name()]=nil
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end)
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minetest.register_globalstep(function(dtime)
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updateDelta=updateDelta+dtime
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if updateDelta<industrialtest.updateDelay then
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return
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end
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updateDelta=0
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local players=minetest.get_connected_players()
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for _,player in ipairs(players) do
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if industrialtest.mtgAvailable then
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local _,inv=armor:get_valid_player(player,"")
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if inv then
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local armorList=inv:get_list("armor")
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assert(armorList)
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for i=1,#armorList do
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local stack=armorList[i]
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if onGlobalStep(player,inv,stack) then
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break
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end
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end
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end
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elseif industrialtest.mclAvailable then
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local inv=player:get_inventory()
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local stack=inv:get_stack("armor",5)
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onGlobalStep(player,inv,stack)
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end
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end
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end)
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