-- -- 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 = core.get_worldpath() .. "/player_effects" local function save_effects() local f = io.open(effects_file, "w") f:write(core.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 = core.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 physics = def.physics or {} -- physics overrides for the player } player_effects.registered_effects[name] = rd end function player_effects.get_registered_effect(ename) local e = player_effects.registered_effects[ename] if not e then default.log("[mod:player_effects] Cannot find registered player effect " .. ename, "error") return nil end return e end function player_effects.apply_effect(player, ename) local effect = player_effects.get_registered_effect(ename) if effect.duration >= 0 then player_effects.effects[player:get_player_name()][ename] = core.get_gametime() + effect.duration else player_effects.effects[player:get_player_name()][ename] = -1 end local phys = {speed = 1, jump = 1, gravity = 1} for en, _ in pairs(player_effects.effects[player:get_player_name()]) do local effect = player_effects.get_registered_effect(en) 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 end player:set_physics_override(phys) 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 = {speed = 1, jump = 1, gravity = 1} for en, _ in pairs(player_effects.effects[player:get_player_name()]) do if en ~= ename then local effect = player_effects.get_registered_effect(en) 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 end end player:set_physics_override(phys) player_effects.effects[player:get_player_name()][ename] = nil save_effects() end function player_effects.refresh_effects(player) local phys = {speed = 1, jump = 1, gravity = 1} for en, _ in pairs(player_effects.effects[player:get_player_name()]) do local effect = player_effects.get_registered_effect(en) 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 end player:set_physics_override(phys) 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()] = {} save_effects() end local function step(dtime) timer = timer + dtime if timer > update_time then local gt = core.get_gametime() for _, player in pairs(core.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 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 player_effects.refresh_effects(player) save_effects() end local function on_leaveplayer(player) save_effects() end local function on_dieplayer(player) player_effects.clear_effects(player) end core.register_globalstep(step) core.register_on_joinplayer(on_joinplayer) core.register_on_leaveplayer(on_leaveplayer) core.register_on_dieplayer(on_dieplayer) core.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 - core.get_gametime()) .. " seconds remaining\n" end ea = ea + 1 end if ea > 0 then core.chat_send_player(name, s) else core.chat_send_player(name, "You currently have no effects") end end }) player_effects.register_effect( "uberspeed", { title = "Uberspeed", description = "If you can go really fast", duration = -1, physics = { speed = 8, } }) player_effects.register_effect( "uberspeed_cinematic", { title = "Cinematic", description = "Cinematic fast movement", duration = -1, physics = { speed = 2, } }) core.register_privilege("uberspeed", "Can use /uberspeed command") core.register_chatcommand( "uberspeed", { params = "[on|off|cinematic]", description = "Set Uberspeed", privs = {uberspeed = true}, func = function(name, param) local player=core.get_player_by_name(name) if param == "on" then player_effects.apply_effect(player, "uberspeed") elseif param == "cinematic" then player_effects.apply_effect(player, "uberspeed_cinematic") elseif param == "off" then player_effects.remove_effect(player, "uberspeed") player_effects.remove_effect(player, "uberspeed_cinematic") else core.chat_send_player(name, "Bad param for /uberspeed; type /help uberspeed") end end }) default.log("mod:player_effects", "loaded")