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--[=[ Main tables ]=]
playereffects = {}
--[[ table containing the groups (experimental) ]]
playereffects.groups = {}
--[[ table containing all the effect types ]]
playereffects.effect_types = {}
--[[ table containing all the active effects ]]
playereffects.effects = {}
--[[ table (indexed by player names) containing tables containing the active HUD IDs for players
Example: { ["Player 1"] = {1,2,3}, ["Player 2"] = {2}, ["Player 3"] = {} }
]]
playereffects.hudids = {}
-- Variable for counting the effect_id
playereffects.last_effect_id = 0
function playereffects.next_effect_id()
playereffects.last_effect_id = playereffects.last_effect_id + 1
return playereffects.last_effect_id
end
--[=[ API functions ]=]
function playereffects.register_effect_type(name, description, groups, apply, cancel)
effect_type = {}
effect_type.description = description
effect_type.apply = apply
effect_type.groups = groups
if cancel ~= nil then
effect_type.cancel = cancel
else
effect_type.cancel = function() end
end
playereffects.effect_types[name] = effect_type
minetest.log("action", "Effect type "..name.." registered!")
end
function playereffects.apply_effect_type(effect_type_id, duration, player)
local start_time = os.time()
local playername = player:get_player_name()
local groups = playereffects.effect_types[effect_type_id].groups
for k,v in pairs(groups) do
playereffects.cancel_effect_group(v, playername)
end
local effect_id = playereffects.next_effect_id()
local hudid = playereffects.hud_effect(effect_type_id, player, #playereffects.get_player_effects(playername))
local effect = {
playername = playername,
effect_id = effect_id,
effect_type_id = effect_type_id,
start_time = start_time,
time_left = duration,
hudid = hudid
}
playereffects.effects[effect_id] = effect
playereffects.effect_types[effect_type_id].apply(player)
minetest.log("action", "Effect type "..effect_type_id.." applied to player "..playername.."!")
minetest.after(duration, function(effect_id) playereffects.cancel_effect(effect_id) end, effect_id)
end
-- TODO
function playereffects.cancel_effect_type(effect_type_id, playername)
end
function playereffects.cancel_effect_group(groupname, playername)
local effects = playereffects.get_player_effects(playername)
for e=1,#effects do
local effect = effects[e]
local thesegroups = playereffects.effect_types[effect.effect_type_id].groups
minetest.log("action", "thesegroups = "..dump(thesegroups))
minetest.log("action", "groupname = "..dump(groupname))
local delete = false
for g=1,#thesegroups do
if(thesegroups[g] == groupname) then
playereffects.cancel_effect(effect.effect_id)
break
end
end
end
end
function playereffects.cancel_effect(effect_id)
local effect = playereffects.effects[effect_id]
if(effect ~= nil) then
local player = minetest.get_player_by_name(effect.playername)
player:hud_remove(effect.hudid)
playereffects.effect_types[effect.effect_type_id].cancel(effect)
playereffects.effects[effect_id] = nil
end
minetest.log("action", "Effect type "..effect.effect_type_id.." cancelled from player "..effect.playername.."!")
end
function playereffects.get_player_effects(playername)
if(minetest.get_player_by_name(playername) ~= nil) then
local effects = {}
for k,v in pairs(playereffects.effects) do
if(v.playername == playername) then
table.insert(effects, v)
end
end
return effects
else
return {}
end
end
--[=[ Callbacks ]=]
--[[ Cancel all effects on player death ]]
minetest.register_on_dieplayer(function(player)
local effects = playereffects.get_player_effects(player:get_player_name())
for e=1,#effects do
playereffects.cancel_effect(effects[e].effect_id)
end
end)
--[[
minetest.register_on_leaveplayer(function(player)
playereffects.hud_clear(player)
playereffects.hudids[player:get_player_name()] = nil
end)
minetest.register_on_joinplayer(function(player)
playereffects.hud_update(player)
end)
minetest.register_on_shutdown(function()
end)
]]
--[=[ HUD ]=]
function playereffects.hud_update(player)
playereffects.hud_clear(player)
local effects = playereffects.get_player_effects(player:get_player_name())
for e=1,#effects do
playereffects.hud_effect(effects[e], player, e-1)
end
end
function playereffects.hud_clear(player)
local playername = player:get_player_name()
local effects = playereffects.get_player_effects(playername)
if(effects ~= nil) then
for i=1,#effects do
player:hud_remove(effects[i].hudid)
end
end
end
function playereffects.hud_effect(effect_type_id, player, pos)
local id
id = player:hud_add({
hud_elem_type = "text",
position = { x = 0.95, y = 0.3 },
name = "effect_"..effect_type_id,
text = playereffects.effect_types[effect_type_id].description,
scale = { x = 20, y = 100},
alignment = 1,
direction = 1,
number = 0xFFFFFF,
offset = { x = 0, y = pos*20 }
})
local playername = player:get_player_name()
return id
end
----- EXAMPLE EFFECT TYPES -----
playereffects.register_effect_type("high_speed", "high speed", {"speed"},
function(player)
player:set_physics_override(4,nil,nil)
end,
function(effect)
local player = minetest.get_player_by_name(effect.playername)
player:set_physics_override(1,nil,nil)
end
)
playereffects.register_effect_type("low_speed", "low speed", {"speed"},
function(player)
player:set_physics_override(0.25,nil,nil)
end,
function(effect)
local player = minetest.get_player_by_name(effect.playername)
player:set_physics_override(1,nil,nil)
end
)
playereffects.register_effect_type("highjump", "greater jump height", {"jump"},
function(player)
player:set_physics_override(nil,2,nil)
end,
function(effect)
local player = minetest.get_player_by_name(effect.playername)
player:set_physics_override(nil,1,nil)
end
)
minetest.register_chatcommand("fast", {
params = "",
description = "Makes you fast for a short time.",
privs = {},
func = function(name, param)
playereffects.apply_effect_type("high_speed", 10, minetest.get_player_by_name(name))
end,
})
minetest.register_chatcommand("slow", {
params = "",
description = "Makes you slow for a short time.",
privs = {},
func = function(name, param)
playereffects.apply_effect_type("low_speed", 10, minetest.get_player_by_name(name))
end,
})
minetest.register_chatcommand("highjump", {
params = "",
description = "Makes you jump higher for a short time.",
privs = {},
func = function(name, param)
playereffects.apply_effect_type("highjump", 20, minetest.get_player_by_name(name))
end,
})
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