added player_effects mod for stacking physics overrides

This commit is contained in:
kaadmy 2015-10-23 17:03:12 -07:00
parent c95921c0b0
commit 9aefb69043
3 changed files with 194 additions and 0 deletions

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Player effects mod
==================
By Kaadmy, for Pixture
Adds functions to handle multiple physics overrides at the same time
Source license: WTFPL

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--
-- Player effects mod
-- By Kaadmy, for Pixture
--
player_effects = {}
player_effects.effects = {}
player_effects.registered_effects = {}
local update_time = 1 -- update every second
local timer = 10
local effects_file = minetest.get_worldpath() .. "/player_effects"
local function save_effects()
local f = io.open(effects_file, "w")
f:write(minetest.serialize(player_effects.effects))
io.close(f)
end
local function load_effects()
local f = io.open(effects_file, "r")
if f then
player_effects.effects = minetest.deserialize(f:read("*all"))
io.close(f)
else
save_effects()
end
end
function player_effects.register_effect(name, def)
local rd = {
title = def.title or name, -- good-looking name of the effect
description = def.description or "The " .. name .. " effect", -- description of what the effect does
duration = def.duration or 1, -- how long the effect lasts, <0 is infinite and has to be disabled manually
additive = def.additive or false, -- if the same effect can be applied multiple times for a longer duration
physics = def.physics or {} -- physics overrides for the player
}
player_effects.registered_effects[name] = rd
end
function player_effects.apply_effect(player, ename)
local effect = player_effects.registered_effects[ename]
if player_effects.effects[player:get_player_name()][ename] == nil then
local phys = player:get_physics_override()
if effect.physics.speed ~= nil then
phys.speed = phys.speed * effect.physics.speed
end
if effect.physics.jump ~= nil then
phys.jump = phys.jump * effect.physics.jump
end
if effect.physics.gravity ~= nil then
phys.gravity = phys.gravity * effect.physics.gravity
end
player:set_physics_override(phys)
end
if effect.duration >= 0 then
player_effects.effects[player:get_player_name()][ename] = minetest.get_gametime() + effect.duration
else
player_effects.effects[player:get_player_name()][ename] = -1
end
save_effects()
end
function player_effects.remove_effect(player, ename)
if player_effects.effects[player:get_player_name()][ename] == nil then return end
local phys = player:get_physics_override()
local effect = player_effects.registered_effects[ename]
if effect.physics.speed ~= nil then
phys.speed = phys.speed / effect.physics.speed
end
if effect.physics.jump ~= nil then
phys.jump = phys.jump / effect.physics.jump
end
if effect.physics.gravity ~= nil then
phys.gravity = phys.gravity / effect.physics.gravity
end
player:set_physics_override(phys)
player_effects.effects[player:get_player_name()][ename] = nil
save_effects()
end
function player_effects.clear_effects(player)
-- call this if you want to clear all effects, it's faster and more efficient
player:set_physics_override({speed = 1, jump = 1, gravity = 1})
player_effects.effects[player:get_player_name()] = nil
save_effects()
end
local function step(dtime)
timer = timer + dtime
if timer > update_time then
local gt = minetest.get_gametime()
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
for ename, endtime in pairs(player_effects.effects[name]) do
if endtime > 0 then
local timeleft = endtime - gt
print(timeleft)
if timeleft <= 0 then
player_effects.remove_effect(player, ename)
end
end
end
end
timer = 0
end
end
local function on_joinplayer(player)
local name = player:get_player_name()
load_effects()
if player_effects.effects[name] == nil then
player_effects.effects[name] = {}
end
save_effects()
player_effects.apply_effect(player, "lowgravity")
end
local function on_leaveplayer(player)
save_effects()
end
local function on_dieplayer(player)
player_effects.clear_effects(player)
end
minetest.register_globalstep(step)
minetest.register_on_joinplayer(on_joinplayer)
minetest.register_on_leaveplayer(on_leaveplayer)
minetest.register_on_dieplayer(on_dieplayer)
minetest.register_chatcommand(
"player_effects",
{
description = "Show current player effects",
func = function(name, param)
local s = "Current player effects:\n"
local ea = 0
for ename, endtime in pairs(player_effects.effects[name]) do
if endtime < 0 then
s = s .. " " .. player_effects.registered_effects[ename].title .. ": unlimited\n"
else
s = s .. " " .. player_effects.registered_effects[ename].title .. ": " .. (endtime - minetest.get_gametime()) .. " seconds remaining\n"
end
ea = ea + 1
end
if ea > 0 then
minetest.chat_send_player(name, s)
else
minetest.chat_send_player(name, "You currently have no effects")
end
end
})
default.log("mod:player_effects", "loaded")