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