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New effect type: repeating effects
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18
README.md
18
README.md
@ -46,7 +46,7 @@ When you paused the game in singleplayer mode, the effect timers just continue a
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## API documentation
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### Data types
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#### Effect type (`effect_type`)
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An effect type is a description of what is later to be concretely applied as an effect to a player. An effect type, however, is *not* assigned to a player.
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An effect type is a description of what is later to be concretely applied as an effect to a player. An effect type, however, is *not* assigned to a player. There are two kinds of effect types: Repeating and non-repeating. See the section on `effect` for more information.
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`effect_type` is a table with these fields:
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@ -57,6 +57,7 @@ An effect type is a description of what is later to be concretely applied as an
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* `icon`: This is optional. It can be the file name of a texture. Should have a size of 16px×16px. Will be exposed to the HUD, iff `hidden` is `false`.
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* `hidden`: Iff this is false, it will not be exposed to the HUD when this effect is active.
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* `cancel_on_death`: Iff this is true, the effect will be cancelled automatically when the player dies.
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* `repeat_interval` is an optional number. When specified, the effects of this type becomes a repeating effect. Repeating effects call `apply` an arbitrary number of times; non-repeating effects just call it once when the effect is created. The number specifies the interval in seconds between each call. Iff this parameter is `nil`, the effect type is a non-repeating effect.
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Normally you don’t need to read or edit fields of this table. Use `playereffects.register_effect_type` to add a new effect type to Player Effects.
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@ -70,7 +71,7 @@ The concept of groups may be changed or extended in the future.
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You can invent effect groups (like the groups in Minetest) on the fly. A group is just a string. Practically, you should use groups which other people use.
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#### Effect (`effect`)
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An effect is an current change of a player property (like speed, jump height, and so on). It is the realization of an effect type. All effects are temporary.
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An effect is an current change of a player property (like speed, jump height, and so on). It is the realization of an effect type. All effects are temporary. There are currently two types of effects: Repeating and non-repeating. Non-repeating effects call their `apply` callback once when they are created. Repeating effects call their apply callback multiple times with a specified interval. By default, effects are non-repeating.
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`effect` is a table with the following modding-relevant fields:
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@ -83,12 +84,13 @@ Internally, Player Effects also uses these fields:
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* `start_time`: The operating system time (from `os.time()`) of when the effect has been started.
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* `time_left`: The number of seconds left before the effect runs out. This number is only set when the effect starts or the effect is unfrozen because i.e. a player re-joins. You can’t use this field to blindly get the remaining time of the effect.
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* `repeat_interval_start_time` and `repeat_interval_time_left`: Same as `start_time` and `time_left`, but for repeating effects.
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You should normally not need to care about these internally used fields.
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### Functions
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#### `playereffects.register_effect_type(effect_type_id, description, icon, groups, apply, cancel, hidden, cancel_on_death)`
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#### `playereffects.register_effect_type(effect_type_id, description, icon, groups, apply, cancel, hidden, cancel_on_death, repeat_interval)`
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Adds a new effect type for the Player Effects mods, so it can be later be applied to players.
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##### Parameters
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@ -100,6 +102,7 @@ Adds a new effect type for the Player Effects mods, so it can be later be applie
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* `cancel`: See below.
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* `hidden` is an optional boolean value. Iff `true`, the effect description and icon will not be exposed to the player HUD. Otherwise, the effect is exposed. Default: `false`
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* `cancel_on_death` is an optional boolean value. Iff true, the effect will be cancelled automatically when the player dies. Default: `true`.
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* `repeat_interval` is an optional number. When specified, the effects of this type becomes a repeating effect. Repeating effects call `apply` an arbitrary number of times; non-repeating effects just call it once when the effect is created. The number specifies the interval in seconds between each call. Iff this parameter is `nil`, the effect type is a non-repeating effect.
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###### `apply` function
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@ -123,13 +126,14 @@ Player Effects does not care about the return value of this function.
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##### Return value
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Always `nil`.
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#### `playereffects.apply_effect_type(effect_type_id, duration, player)`
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Attempts to apply a new effect of a certain type for a certain duration to a certain player. This function can fail, although this should rarely happen.
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#### `playereffects.apply_effect_type(effect_type_id, duration, player, repeat_interval_time_left)`
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Attempts to apply a new effect of a certain type for a certain duration to a certain player. This function can fail, although this should rarely happen. This function handles non-repeating effects and repeating effects as well.
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##### Parameters
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* `effect_type_id`: The identifier of the effect type. This is the name which was used in `playereffects.register_effect_type` and always a string.
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* `duration`: How long the effect. Please use only positive values and only integers.
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* `duration`: How long the effect. Please use only positive values and only integers. If a repeating effect type is specified, this number specifies the number of repetitions; for non-repeating effects this number specifies the effect duration in seconds.
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* `player`: The player object to which the new effect should be applied to.
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* `repeat_interval_time_left`: This parameter is optional and only for repeating effects. If it is a number, it specifies the time until the first call of the `apply` callback fires. By default, a full repeat interval is waited until the first call.
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##### Return value
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The function either returns `false` or a number. Iff the function returns `false`, the effect was not successfully applied. The function may return `false` on these occasions:
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@ -202,6 +206,8 @@ These commands apply (or try to) apply an effect to you. You will get a response
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* `hfast`: Makes you faster for 10s. This is a hidden effect and is not exposed to the HUD.
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* `highjump`: Increases your jump height for 20s.
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* `fly`: Gives you the `fly` privilege for a minute. You keep the privilege even when you die. Better don’t mess around with this privilege manually when you use this.
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* `regen`: Gives you a half heart per second 10 times (5 hearts overall healing). This is an example of a repeating effect.
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* `slowregen`: Gives you a half heart every 15 seconds, 10 times (5 hearts overall healing). This is an example of a repeating effect.
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* `blind`: Tints the whole screen black for 5 seconds. This is highly experimental and will be drawn over many existing HUD elements. In other words, prepare your HUD to be messed up.
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* `null`: Tries to apply an effect which always fails. This demonstrates the failure of effects.
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38
examples.lua
38
examples.lua
@ -102,6 +102,23 @@ playereffects.register_effect_type("fly", "Fly mode available", "playereffects_e
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false -- do NOT cancel the effect on death
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)
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-- Repeating effect type: Adds 1 HP per second
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playereffects.register_effect_type("regen", "Regeneration", "heart.png", {"health"},
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function(player)
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player:set_hp(player:get_hp()+1)
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end,
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nil, nil, nil, 1
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)
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-- Repeating effect type: Adds 1 HP per 3 seconds
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playereffects.register_effect_type("slowregen", "Slow Regeneration", "heart.png", {"health"},
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function(player)
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player:set_hp(player:get_hp()+1)
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end,
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nil, nil, nil, 15
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)
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-- Dummy effect for the stree test
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playereffects.register_effect_type("stress", "Stress Test Effect", nil, {},
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function(player)
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@ -111,6 +128,7 @@ playereffects.register_effect_type("stress", "Stress Test Effect", nil, {},
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)
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------ Chat commands for the example effects ------
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-- Null effect (never succeeds)
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minetest.register_chatcommand("null", {
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@ -179,6 +197,26 @@ minetest.register_chatcommand("fly", {
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end,
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})
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minetest.register_chatcommand("regen", {
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params = "",
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description = "Gives you 1 half heart per second 10 times, healing you by 5 hearts in total.",
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privs = {},
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func = function(name, param)
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local ret = playereffects.apply_effect_type("regen", 10, minetest.get_player_by_name(name))
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notify(name, ret)
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end,
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})
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minetest.register_chatcommand("slowregen", {
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params = "",
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description = "Gives you 1 half heart every 3 seconds 10 times, healing you by 5 hearts in total.",
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privs = {},
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func = function(name, param)
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local ret = playereffects.apply_effect_type("slowregen", 10, minetest.get_player_by_name(name))
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notify(name, ret)
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end,
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})
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--[[
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Cancel all active effects
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]]
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96
init.lua
96
init.lua
@ -71,7 +71,7 @@ function playereffects.next_effect_id()
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end
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--[=[ API functions ]=]
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function playereffects.register_effect_type(effect_type_id, description, icon, groups, apply, cancel, hidden, cancel_on_death)
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function playereffects.register_effect_type(effect_type_id, description, icon, groups, apply, cancel, hidden, cancel_on_death, repeat_interval)
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effect_type = {}
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effect_type.description = description
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effect_type.apply = apply
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@ -92,12 +92,13 @@ function playereffects.register_effect_type(effect_type_id, description, icon, g
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else
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effect_type.cancel_on_death = true
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end
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effect_type.repeat_interval = repeat_interval
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playereffects.effect_types[effect_type_id] = effect_type
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minetest.log("action", "[playereffects] Effect type "..effect_type_id.." registered!")
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end
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function playereffects.apply_effect_type(effect_type_id, duration, player)
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function playereffects.apply_effect_type(effect_type_id, duration, player, repeat_interval_time_left)
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local start_time = os.time()
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local is_player = false
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if(type(player)=="userdata") then
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@ -118,16 +119,18 @@ function playereffects.apply_effect_type(effect_type_id, duration, player)
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playereffects.cancel_effect_group(v, playername)
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end
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local status = playereffects.effect_types[effect_type_id].apply(player)
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local metadata
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if(status == false) then
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minetest.log("action", "[playereffects] Attempt to apply effect type "..effect_type_id.." to player "..playername.." failed!")
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return false
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else
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metadata = status
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if(playereffects.effect_types[effect_type_id].repeat_interval == nil) then
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local status = playereffects.effect_types[effect_type_id].apply(player)
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if(status == false) then
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minetest.log("action", "[playereffects] Attempt to apply effect type "..effect_type_id.." to player "..playername.." failed!")
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return false
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else
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metadata = status
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end
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end
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local effect_id = playereffects.next_effect_id()
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local smallest_hudpos
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local biggest_hudpos = -1
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@ -154,10 +157,18 @@ function playereffects.apply_effect_type(effect_type_id, duration, player)
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else
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free_hudpos = biggest_hudpos + 1
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end
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local repeat_interval = playereffects.effect_types[effect_type_id].repeat_interval
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if(repeat_interval ~= nil) then
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if(repeat_interval_time_left == nil) then
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repeat_interval_time_left = repeat_interval
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end
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end
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--[[ show no more than 20 effects on the screen, so that hud_update does not need to be called so often ]]
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local text_id, icon_id
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if(free_hudpos <= 20) then
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text_id, icon_id = playereffects.hud_effect(effect_type_id, player, free_hudpos, duration)
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text_id, icon_id = playereffects.hud_effect(effect_type_id, player, free_hudpos, duration, repeat_interval_time_left)
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local hudinfo = {
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text_id = text_id,
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icon_id = icon_id,
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@ -173,18 +184,49 @@ function playereffects.apply_effect_type(effect_type_id, duration, player)
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effect_id = effect_id,
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effect_type_id = effect_type_id,
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start_time = start_time,
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repeat_interval_start_time = start_time,
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time_left = duration,
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repeat_interval_time_left = repeat_interval_time_left,
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metadata = metadata,
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}
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playereffects.effects[effect_id] = effect
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-- minetest.log("action", "[playereffects] Effect type "..effect_type_id.." applied to player "..playername.." (effect_id = "..effect_id..").")
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minetest.after(duration, function(effect_id) playereffects.cancel_effect(effect_id) end, effect_id)
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if(repeat_interval ~= nil) then
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minetest.after(repeat_interval_time_left, playereffects.repeater, effect_id, duration, player, playereffects.effect_types[effect_type_id].apply)
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else
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minetest.after(duration, function(effect_id) playereffects.cancel_effect(effect_id) end, effect_id)
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end
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return effect_id
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end
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function playereffects.repeater(effect_id, repetitions, player, apply)
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local effect = playereffects.effects[effect_id]
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if(effect ~= nil) then
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local repetitions = effect.time_left
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apply(player)
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repetitions = repetitions - 1
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effect.time_left = repetitions
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if(repetitions <= 0) then
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playereffects.cancel_effect(effect_id)
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else
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local repeat_interval = playereffects.effect_types[effect.effect_type_id].repeat_interval
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effect.repeat_interval_time_left = repeat_interval
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effect.repeat_interval_start_time = os.time()
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minetest.after(
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repeat_interval,
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playereffects.repeater,
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effect_id,
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repetitions,
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player,
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apply
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)
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end
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end
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end
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function playereffects.cancel_effect_type(effect_type_id, cancel_all, playername)
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local effects = playereffects.get_player_effects(playername)
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if(cancel_all==nil) then all = false end
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@ -272,12 +314,20 @@ function playereffects.save_to_file()
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end
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end
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for id,effect in pairs(playereffects.effects) do
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local new_duration = effect.time_left - os.difftime(save_time, effect.start_time)
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local new_duration, new_repeat_duration
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if(playereffects.effect_types[effect.effect_type_id].repeat_interval ~= nil) then
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new_duration = effect.time_left
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new_repeat_duration = effect.repeat_interval_time_left - os.difftime(save_time, effect.repeat_interval_start_time)
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else
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new_duration = effect.time_left - os.difftime(save_time, effect.start_time)
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end
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local new_effect = {
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effect_id = effect.effect_id,
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effect_type_id = effect.effect_type_id,
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time_left = new_duration,
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repeat_interval_time_left = new_repeat_duration,
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start_time = effect.start_time,
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repeat_interval_start_time = effect.repeat_interval_start_time,
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playername = effect.playername,
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metadata = effect.metadata
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}
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@ -346,7 +396,7 @@ minetest.register_on_joinplayer(function(player)
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if(playereffects.inactive_effects[playername] ~= nil) then
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for i=1,#playereffects.inactive_effects[playername] do
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local effect = playereffects.inactive_effects[playername][i]
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playereffects.apply_effect_type(effect.effect_type_id, effect.time_left, player)
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playereffects.apply_effect_type(effect.effect_type_id, effect.time_left, player, effect.repeat_interval_time_left)
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end
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playereffects.inactive_effects[playername] = nil
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end
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@ -388,8 +438,14 @@ function playereffects.hud_update(player)
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local effect = playereffects.effects[effect_id]
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if(effect ~= nil and hudinfo.text_id ~= nil) then
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local description = playereffects.effect_types[effect.effect_type_id].description
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local time_left = os.difftime(effect.start_time + effect.time_left, now)
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player:hud_change(hudinfo.text_id, "text", description .. " ("..tostring(time_left).." s)")
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local repeat_interval = playereffects.effect_types[effect.effect_type_id].repeat_interval
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if(repeat_interval ~= nil) then
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local repeat_interval_time_left = os.difftime(effect.repeat_interval_start_time + effect.repeat_interval_time_left, now)
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player:hud_change(hudinfo.text_id, "text", description .. " ("..tostring(effect.time_left).."/"..tostring(repeat_interval_time_left) .. "s )")
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else
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local time_left = os.difftime(effect.start_time + effect.time_left, now)
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player:hud_change(hudinfo.text_id, "text", description .. " ("..tostring(time_left).." s)")
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end
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end
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end
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end
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@ -415,7 +471,7 @@ function playereffects.hud_clear(player)
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end
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end
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function playereffects.hud_effect(effect_type_id, player, pos, time_left)
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function playereffects.hud_effect(effect_type_id, player, pos, time_left, repeat_interval_time_left)
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local text_id, icon_id
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local effect_type = playereffects.effect_types[effect_type_id]
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if(playereffects.use_hud == true and effect_type.hidden == false) then
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@ -425,11 +481,17 @@ function playereffects.hud_effect(effect_type_id, player, pos, time_left)
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else
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color = 0xF0BAFF
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end
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local description = playereffects.effect_types[effect_type_id].description
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if(repeat_interval_time_left ~= nil) then
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text = description .. " ("..tostring(time_left).."/"..tostring(repeat_interval_time_left) .. "s )"
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else
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text = description .. " ("..tostring(time_left).." s)"
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end
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text_id = player:hud_add({
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hud_elem_type = "text",
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position = { x = 1, y = 0.3 },
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name = "effect_"..effect_type_id,
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text = playereffects.effect_types[effect_type_id].description .. " ("..tostring(time_left).." s)",
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text = text,
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scale = { x = 170, y = 20},
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alignment = { x = -1, y = 0 },
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direction = 1,
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