Refactor Nano Suit
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116
tools/electric_armor.lua
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116
tools/electric_armor.lua
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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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