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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 containing all the inactive effects.
Effects become inactive if a player leaves an become active again if they join again. ]]
playereffects.inactive_effects = {}
-- Variable for counting the effect_id
playereffects.last_effect_id = 0
--[=[ Include settings ]=]
dofile(minetest.get_modpath("playereffects").."/settings.lua")
--[=[ Load inactive_effects and last_effect_id from playereffects.mt, if this file exists ]=]
do
local filepath = minetest.get_worldpath().."/playereffects.mt"
local file = io.open(filepath, "r")
local string
if file then
minetest.log("action", "[playereffects] playereffects.mt opened.")
local string = file:read()
io.close(file)
if(string ~= nil) then
savetable = minetest.deserialize(string)
playereffects.inactive_effects = savetable.inactive_effects
minetest.debug("[playereffects] playereffects.mt successfully read.")
minetest.debug("[playereffects] inactive_effects = "..dump(playereffects.inactive_effects))
playereffects.last_effect_id = savetable.last_effect_id
minetest.debug("[playereffects] last_effect_id = "..dump(playereffects.last_effect_id))
end
end
end
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, icon, groups, apply, cancel)
effect_type = {}
effect_type.description = description
effect_type.apply = apply
effect_type.groups = groups
effect_type.icon = icon
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 effects = playereffects.get_player_effects(playername)
local smallest_hudpos
local biggest_hudpos = -1
local free_hudpos
for e=1,#effects do
local hudpos = effects[e].hudpos
if(hudpos > biggest_hudpos) then
biggest_hudpos = hudpos
end
if(smallest_hudpos == nil) then
smallest_hudpos = hudpos
elseif(hudpos < smallest_hudpos) then
smallest_hudpos = hudpos
end
end
if(smallest_hudpos == nil) then
free_hudpos = 0
elseif(smallest_hudpos >= 0) then
free_hudpos = smallest_hudpos - 1
else
free_hudpos = biggest_hudpos + 1
end
local hudids
--[[ show no more than 20 effects on the screen, so that hud_update does not need to be called so often ]]
if(free_hudpos <= 20) then
hudids = playereffects.hud_effect(effect_type_id, player, free_hudpos, duration)
else
hudids = {text_id=nil, icon_id=nil}
end
local effect = {
playername = playername,
effect_id = effect_id,
effect_type_id = effect_type_id,
start_time = start_time,
time_left = duration,
hudids = hudids,
hudpos = free_hudpos,
}
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
function playereffects.cancel_effect_type(effect_type_id, cancel_all, playername)
local effects = playereffects.get_player_effects(playername)
if(cancel_all==nil) then all = false end
for e=1, #effects do
if(effects[e].effect_type_id == effect_type_id) then
playereffects.cancel_effect(effects[e].effect_id)
if(cancel_all==false) then
return
end
end
end
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)
if(effect.hudids.text_id~=nil) then
player:hud_remove(effect.hudids.text_id)
end
if(effect.hudids.icon_id~=nil) then
player:hud_remove(effect.hudids.icon_id)
end
playereffects.effect_types[effect.effect_type_id].cancel(effect)
playereffects.effects[effect_id] = nil
minetest.log("action", "Effect type "..effect.effect_type_id.." cancelled from player "..effect.playername.."!")
end
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)
local leave_time = os.time()
local playername = player:get_player_name()
local effects = playereffects.get_player_effects(playername)
playereffects.hud_clear(player)
if(playereffects.inactive_effects[playername] == nil) then
playereffects.inactive_effects[playername] = {}
end
for e=1,#effects do
local new_duration = effects[e].time_left - os.difftime(leave_time, effects[e].start_time)
local new_effect = effects[e]
new_effect.time_left = new_duration
table.insert(playereffects.inactive_effects[playername], new_effect)
playereffects.cancel_effect(effects[e].effect_id)
end
end)
minetest.register_on_shutdown(function()
minetest.log("action", "[playereffects] Server shuts down. Rescuing data into playereffects.mt")
local shutdown_time = os.time()
local savetable = {}
local effects = playereffects.effects
local inactive_effects = playereffects.inactive_effects
for id,effect in pairs(effects) do
local new_duration = effect.time_left - os.difftime(shutdown_time, effect.start_time)
local new_effect = effect
new_effect.time_left = new_duration
if(inactive_effects[effect.playername] == nil) then
inactive_effects[effect.playername] = {}
end
table.insert(inactive_effects[effect.playername], new_effect)
playereffects.cancel_effect(effect.effect_id)
end
savetable.inactive_effects = inactive_effects
savetable.last_effect_id = playereffects.last_effect_id
savestring = minetest.serialize(savetable)
local filepath = minetest.get_worldpath().."/playereffects.mt"
local file = io.open(filepath, "w")
if file then
file:write(savestring)
io.close(file)
minetest.log("action", "[playereffects] Wrote playereffects data into "..filepath..".")
else
minetest.log("error", "[playereffects] Failed to write playereffects data into "..filepath..".")
end
end)
minetest.register_on_joinplayer(function(player)
local playername = player:get_player_name()
-- load all the effects again (if any)
if(playereffects.inactive_effects[playername] ~= nil) then
for i=1,#playereffects.inactive_effects[playername] do
local effect = playereffects.inactive_effects[playername][i]
playereffects.apply_effect_type(effect.effect_type_id, effect.time_left, player)
end
playereffects.inactive_effects[playername] = nil
end
end)
playereffects.globalstep_timer = 0
minetest.register_globalstep(function(dtime)
playereffects.globalstep_timer = playereffects.globalstep_timer + dtime
if(playereffects.globalstep_timer < 1) then
return
end
playereffects.globalstep_timer = 0
local players = minetest.get_connected_players()
for p=1,#players do
playereffects.hud_update(players[p])
end
end)
--[=[ HUD ]=]
function playereffects.hud_update(player)
if(playereffects.use_hud == true) then
local now = os.time()
local effects = playereffects.get_player_effects(player:get_player_name())
for e=1,#effects do
local effect = effects[e]
if(effect.hudids.text_id ~= nil) then
local description = playereffects.effect_types[effect.effect_type_id].description
local time_left = os.difftime(effect.start_time + effect.time_left, now)
player:hud_change(effect.hudids.text_id, "text", description .. " ("..tostring(time_left).." s)")
end
end
end
end
function playereffects.hud_clear(player)
if(playereffects.use_hud == true) then
local playername = player:get_player_name()
local effects = playereffects.get_player_effects(playername)
if(effects ~= nil) then
for e=1,#effects do
if(effects[e].hudids.text_id ~= nil) then
player:hud_remove(effects[e].hudids.text_id)
end
if(effects[e].hudids.icon_id ~= nil) then
player:hud_remove(effects[e].hudids.icon_id)
end
end
end
end
end
function playereffects.hud_effect(effect_type_id, player, pos, time_left)
local text_id, icon_id
if(playereffects.use_hud == true) then
text_id = player:hud_add({
hud_elem_type = "text",
position = { x = 1, y = 0.3 },
name = "effect_"..effect_type_id,
text = playereffects.effect_types[effect_type_id].description .. " ("..tostring(time_left).." s)",
scale = { x = 170, y = 20},
alignment = { x = -1, y = 0 },
direction = 1,
number = 0xFFFFFF,
offset = { x = -5, y = pos*20 }
})
if(playereffects.effect_types[effect_type_id].icon ~= nil) then
icon_id = player:hud_add({
hud_elem_type = "image",
scale = { x = 1, y = 1 },
position = { x = 1, y = 0.3 },
name = "effect_icon_"..effect_type_id,
text = playereffects.effect_types[effect_type_id].icon,
alignment = { x = -1, y=0 },
direction = 0,
offset = { x = -186, y = pos*20 },
})
end
else
text_id = nil
icon_id = nil
end
return { text_id = text_id, icon_id = icon_id }
end
-- LOAD EXAMPLES
dofile(minetest.get_modpath(minetest.get_current_modname()).."/examples.lua")
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