summaryrefslogtreecommitdiff
path: root/init.lua
blob: a20eb5cf31aa8e21194ca011072499015f36d22d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
--[=[ 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 = {}

--[[ 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 hudpos = #playereffects.get_player_effects(playername)
	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(hudids[h] < 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 hudid = playereffects.hud_effect(effect_type_id, player, free_hudpos)

	local effect = {
			playername = playername, 
			effect_id = effect_id,
			effect_type_id = effect_type_id,
			start_time = start_time,
			time_left = duration,
			hudid = hudid,
			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

-- 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
		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)
	playereffects.hudids[playername] = nil

	if(playereffects.inactive_effects[playername] == nil) then
		playereffects.inactive_effects[playername] = {}
	end
	for e=1,#effects do
		local start_time = effects[e].start_time
		local new_duration = os.difftime(leave_time, 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_joinplayer(function(player)
	minetest.after(0, playereffects.join0, player)
end)

function playereffects.join0(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

minetest.register_globalstep(function()
	local players = minetest.get_connected_players()
	for p=1,#players do
		playereffects.hud_update(players[p])
	end
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].effect_type_id, player, effects[e].hudpos)
	end
]]
	local now = os.time()
	local effects = playereffects.get_player_effects(player:get_player_name())
	for e=1,#effects do
		local effect = effects[e]
		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.hudid, "text", description .. " ("..tostring(time_left).." s)")
	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 e=1,#effects do
			player:hud_remove(effects[e].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 = 1, y = 0.3 },
		name = "effect_"..effect_type_id,
		text = playereffects.effect_types[effect_type_id].description,
		scale = { x = 120, y = 20},
		alignment = 1,
		direction = 1,
		number = 0xFFFFFF,
		offset = { x = -120, 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 long time.",
	privs = {},
	func = function(name, param)
		playereffects.apply_effect_type("low_speed", 120, 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,
})