Camas/mods/player_effects/init.lua
2020-04-07 14:39:05 +02:00

290 lines
7.4 KiB
Lua

--
-- Player effects mod
-- By Kaadmy, for Pixture
--
local S = minetest.get_translator("player_effects")
local DISPLAY_ICONS = false
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 },
z_index = 10,
})
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 (optional)
save = def.save, -- if true, effect will be preserved after server shutdown (default: true)
}
if rd.save == nil then
rd.save = true
end
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}
local clear = {}
local name = player:get_player_name()
for en, _ in pairs(player_effects.effects[name]) do
local effect = player_effects.get_registered_effect(en)
if effect.save == false then
table.insert(clear, en)
else
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
for e=1, #clear do
player_effects.effects[name][clear[e]] = nil
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")