Refactor Nano Suit
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6e1d0b5229
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1
init.lua
1
init.lua
@ -66,6 +66,7 @@ dofile(modpath.."/machines/wind_mill.lua")
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dofile(modpath.."/tools/common.lua")
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dofile(modpath.."/tools/item.lua")
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dofile(modpath.."/tools/electric_item.lua")
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dofile(modpath.."/tools/electric_armor.lua")
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dofile(modpath.."/tools/fluid_container_item.lua")
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dofile(modpath.."/tools/tool.lua")
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dofile(modpath.."/tools/gear_tool.lua")
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116
tools/electric_armor.lua
Normal file
116
tools/electric_armor.lua
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@ -0,0 +1,116 @@
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-- IndustrialTest
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-- Copyright (C) 2025 mrkubax10
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-- This program is free software: you can redistribute it and/or modify
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-- it under the terms of the GNU General Public License as published by
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-- the Free Software Foundation, either version 3 of the License, or
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-- (at your option) any later version.
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-- GNU General Public License for more details.
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-- You should have received a copy of the GNU General Public License
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-- along with this program. If not, see <http://www.gnu.org/licenses/>.
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industrialtest.ElectricArmor={
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prepare=industrialtest.ElectricItem.prepare
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}
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function industrialtest.ElectricArmor.createDefinitionTableForElement(self,element)
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local def={
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description=element.description,
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inventory_image=element.inventoryImage,
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groups={
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_industrialtest_electricArmor=1,
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["armor_"..element.element]=1
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},
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_industrialtest_self=self
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}
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if industrialtest.mclAvailable then
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def.groups.armor=1
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def.groups.non_combat_armor=1
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def.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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def.on_place=mcl_armor.armor_on_use
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def.on_secondary_use=mcl_armor.armor_on_use
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def._mcl_armor_element=element.element
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if type(element.texture)=="string" then
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def._mcl_armor_texture=element.texture
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else
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def._mcl_armor_texture=element.texture[2] or element.texture[1]
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end
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end
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return def
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end
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function industrialtest.ElectricArmor.register(self)
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for _,element in ipairs(self.elements) do
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local def=self:createDefinitionTableForElement(element)
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local name=self.name.."_"..element.name
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if industrialtest.mtgAvailable then
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armor:register_armor(name,def)
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elseif industrialtest.mclAvailable then
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minetest.register_tool(name,def)
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end
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end
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end
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function industrialtest.ElectricArmor.tryReduceDamage(self,itemstack,hpChange)
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local meta=itemstack:get_meta()
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local targetReducedDamage=math.floor(math.abs(hpChange)*self:getReducedDamageForItem(itemstack))
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local powerPerDamage=self:getPowerPerDamageForItem(itemstack)
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local requiredPower=targetReducedDamage*powerPerDamage
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local availablePower=math.min(meta:get_int("industrialtest.powerAmount"),requiredPower)
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return math.floor(availablePower/powerPerDamage)
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end
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function industrialtest.ElectricArmor.getReducedDamageForItem(self,itemstack)
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-- dummy function
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return 0
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end
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function industrialtest.ElectricArmor.getPowerPerDamageForItem(self,itemstack)
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-- dummy function
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return 0
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end
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minetest.register_on_player_hpchange(function(player,hpChange)
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if hpChange>0 or not player:is_player() then
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return hpChange
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end
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local inv
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if industrialtest.mtgAvailable then
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_,inv=armor:get_valid_player(player,"")
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if not inv then
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return hpChange
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end
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elseif industrialtest.mclAvailable then
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inv=player:get_inventory()
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end
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local armorList=inv:get_list("armor")
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assert(armorList)
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local result=hpChange
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for i=1,#armorList do
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local itemstack=armorList[i]
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local def=itemstack:get_definition()
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if def.groups and def.groups._industrialtest_electricArmor and def._industrialtest_self then
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local reducedDamage=def._industrialtest_self:tryReduceDamage(itemstack,hpChange)
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minetest.debug(reducedDamage)
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if reducedDamage>0 then
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result=result+reducedDamage
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industrialtest.api.addPowerToItem(itemstack,-reducedDamage*def._industrialtest_self:getPowerPerDamageForItem(itemstack))
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inv:set_stack("armor",i,itemstack)
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end
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end
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end
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return result
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end,true)
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@ -15,62 +15,66 @@
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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.NanoSuit=table.copy(industrialtest.ElectricArmor)
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industrialtest.internal.unpackTableInto(industrialtest.NanoSuit,{
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name="industrialtest:nano",
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elements={
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{
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name="helmet",
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description=S("Nano Helmet"),
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element="head",
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inventoryImage="industrialtest_nano_helmet_inv.png",
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texture="industrialtest_nano_helmet.png"
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},
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{
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name="bodyarmor",
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description=S("Nano Bodyarmor"),
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element="torso",
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inventoryImage="industrialtest_nano_bodyarmor_inv.png",
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texture="industrialtest_nano_bodyarmor.png"
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},
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{
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name="leggings",
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description=S("Nano Leggings"),
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element="legs",
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inventoryImage="industrialtest_nano_leggings_inv.png",
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texture="industrialtest_nano_leggings.png"
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},
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{
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name="boots",
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description=S("Nano Boots"),
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element="feet",
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inventoryImage="industrialtest_nano_boots_inv.png",
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texture={
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"industrialtest_nano_boots.png",
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"industrialtest_mcl_nano_boots.png"
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}
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}
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},
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capacity=1000000,
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flow=industrialtest.api.evPowerFlow
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})
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local function registerNanoSuitPart(config)
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local groups={
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_industrialtest_nanoSuit=1
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}
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if config.element=="head" then
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groups.armor_head=1
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elseif config.element=="torso" then
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groups.armor_torso=1
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elseif config.element=="legs" then
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groups.armor_legs=1
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elseif config.element=="feet" then
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groups.armor_feet=1
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end
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if industrialtest.mtgAvailable then
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groups.armor_heal=0
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armor:register_armor("industrialtest:"..config.name,{
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description=config.displayName,
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inventory_image="industrialtest_"..config.name.."_inv.png",
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groups=groups,
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_industrialtest_powerStorage=true,
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_industrialtest_powerCapacity=1000000,
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_industrialtest_powerFlow=industrialtest.api.evPowerFlow,
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_industrialtest_damageReduction=config.damageReduction,
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industrialtest_powerPerDamage=5000
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})
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elseif industrialtest.mclAvailable then
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groups.armor=1
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groups.non_combat_armor=1
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minetest.register_tool("industrialtest:"..config.name,{
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description=config.displayName,
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inventory_image="industrialtest_"..config.name.."_inv.png",
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groups=groups,
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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=config.element,
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_mcl_armor_texture=(config.element=="feet" and "industrialtest_mcl_" or "industrialtest_")..config.name..".png",
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_industrialtest_powerStorage=true,
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_industrialtest_powerCapacity=1000000,
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_industrialtest_powerFlow=industrialtest.api.evPowerFlow,
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_industrialtest_damageReduction=config.damageReduction,
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_industrialtest_powerPerDamage=5000
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})
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function industrialtest.NanoSuit.getReducedDamageForItem(self,itemstack)
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local def=itemstack:get_definition()
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if def.groups.armor_head then
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return 0.12
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elseif def.groups.armor_torso then
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return 0.32
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elseif def.groups.armor_legs then
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return 0.3
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elseif def.groups.armor_feet then
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return 0.24
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end
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return 0
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end
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registerNanoSuitPart({
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name="nano_helmet",
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displayName=S("Nano Helmet"),
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element="head",
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damageReduction=0.12
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})
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function industrialtest.NanoSuit.getPowerPerDamageForItem(self,itemstack)
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return 5000
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end
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industrialtest.NanoSuit:register()
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minetest.register_craft({
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type="shaped",
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output="industrialtest:nano_helmet",
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@ -80,12 +84,6 @@ minetest.register_craft({
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}
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})
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registerNanoSuitPart({
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name="nano_bodyarmor",
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displayName=S("Nano Bodyarmor"),
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element="torso",
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damageReduction=0.32
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})
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minetest.register_craft({
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type="shaped",
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output="industrialtest:nano_bodyarmor",
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@ -96,12 +94,6 @@ minetest.register_craft({
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}
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})
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registerNanoSuitPart({
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name="nano_leggings",
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displayName=S("Nano Leggings"),
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element="legs",
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damageReduction=0.3
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})
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minetest.register_craft({
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type="shaped",
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output="industrialtest:nano_leggings",
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@ -112,12 +104,6 @@ minetest.register_craft({
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}
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})
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registerNanoSuitPart({
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name="nano_boots",
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displayName=S("Nano Boots"),
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element="feet",
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damageReduction=0.24
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})
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minetest.register_craft({
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type="shaped",
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output="industrialtest:nano_boots",
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@ -126,41 +112,3 @@ minetest.register_craft({
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{"industrialtest:carbon_plate","industrialtest:energy_crystal","industrialtest:carbon_plate"}
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}
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})
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minetest.register_on_player_hpchange(function(player,hpChange)
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if hpChange>0 or not player:is_player() then
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return hpChange
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end
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local inv
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if industrialtest.mtgAvailable then
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_,inv=armor:get_valid_player(player,"")
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if not inv then
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return hpChange
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end
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elseif industrialtest.mclAvailable then
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inv=player:get_inventory()
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end
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local armorList=inv:get_list("armor")
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assert(armorList)
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local result=hpChange
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for i=1,#armorList do
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local stack=armorList[i]
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local def=stack:get_definition()
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if def.groups and def.groups._industrialtest_nanoSuit then
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local meta=stack:get_meta()
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local targetReducedDamage=math.floor(math.abs(hpChange)*def._industrialtest_damageReduction)
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local requiredPower=targetReducedDamage*def._industrialtest_powerPerDamage
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local availablePower=math.min(meta:get_int("industrialtest.powerAmount"),requiredPower)
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local reducedDamage=math.floor(availablePower/def._industrialtest_powerPerDamage)
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if reducedDamage>0 then
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result=result+reducedDamage
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industrialtest.api.addPowerToItem(stack,-reducedDamage*def._industrialtest_powerPerDamage)
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inv:set_stack("armor",i,stack)
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end
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end
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end
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return result
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end,true)
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