--[=[ 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 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 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) 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] -- minetest.after(0, function(effect, player) -- playereffects.apply_effect_type(effect.effect_type_id, effect.time_left, player) end, -- effect, player) playereffects.apply_effect_type(effect.effect_type_id, effect.time_left, player) end playereffects.inactive_effects[playername] = nil 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], 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 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, })