-- -- Player effects mod -- By Kaadmy, for Pixture -- local S = minetest.get_translator("player_effects") local DISPLAY_ICONS = true player_effects = {} player_effects.effects = {} player_effects.registered_effects = {} local effects_file = minetest.get_worldpath() .. "/player_effects.dat" local timer_interval = 1 -- update every second local timer = 10 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 local huds = {} local function display_effect_icons(player) if not DISPLAY_ICONS then return end local name = player:get_player_name() for _,h in pairs(huds[name]) do player:hud_remove(h) end huds[name] = {} local i = 0 for en, _ in pairs(player_effects.effects[name]) do local effect = player_effects.get_registered_effect(en) if effect.icon then local id = player:hud_add({ hud_elem_type = "image", position = { x = 1, y = 0 }, offset = { x = -52 - i*52, y = 270 }, text = effect.icon, scale = { x = 3, y = 3 }, size = { x = 16, y = 16 }, alignment = { x = 1, y = 1 }, }) table.insert(huds[name], id) i = i + 1 end 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 S("The @1 effect", name), -- 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 icon = def.icon, -- effect icon for HUD } 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] = minetest.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) display_effect_icons(player) 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 display_effect_icons(player) 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) display_effect_icons(player) 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()] = {} display_effect_icons(player) save_effects() end local function step(dtime) timer = timer + dtime if timer < timer_interval then return end timer = 0 local gt = minetest.get_gametime() if player_effects.effects == nil then return end 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 if timeleft <= 0 then player_effects.remove_effect(player, ename) end end end 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 huds[name] = {} 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 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 = S("Show your current player effects"), func = function(name, param) local s = S("Current player effects:").."\n" local ea = 0 for ename, endtime in pairs(player_effects.effects[name]) do if endtime < 0 then s = s .. " " .. S("@1: unlimited", player_effects.registered_effects[ename].title) .. "\n" else s = s .. " " .. S("@1: @2 s remaining", player_effects.registered_effects[ename].title, (endtime - minetest.get_gametime())) .. "\n" end ea = ea + 1 end if ea > 0 then return true, s else return true, S("You currently have no effects.") end end }) default.log("mod:player_effects", "loaded")