7 Commits

Author SHA1 Message Date
9b3b4d1c32 Stop repeater effect if entity died 2019-02-22 04:30:18 +01:00
e24c55d0bd More refactoring for non-player entity support 2019-02-22 03:31:07 +01:00
08b2c5fd22 Can apply effects to non-player entities 2019-02-22 03:10:26 +01:00
f8d70283d1 This mod is finished 2019-02-22 01:42:50 +01:00
51547f2e70 Fix slowregen example 2017-08-06 16:40:01 +02:00
a043aadeff Add standadized group names 2017-08-06 16:15:29 +02:00
c87592a9cf Fix typo in examples.lua 2017-08-06 15:52:52 +02:00
3 changed files with 109 additions and 81 deletions

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@ -1,6 +1,6 @@
# Player Effects
## Summary
This is an framework for assigning temporary status effects to players. This mod is aimed to modders and maybe interested people. This framework is a work in progress and not finished.
This is an framework for assigning temporary status effects to players. This mod is aimed to modders and maybe interested people.
## Profile
* Name: Player Effects
@ -65,11 +65,19 @@ Normally you dont need to read or edit fields of this table. Use `playereffec
#### Effect group
An effect group is basically a concept. Any effect type can be member of any number of effect groups. The main point of effect groups is to find effects which affect the same property. For example, an effect which makes you faster and another effect which makes you slower both affect the same property: speed. The group for that then would be the string `"speed"`. See also `examples.lua`, which includes the effects `high_speed` and `low_speed`.
Currently, the main rule of Player Effects requires that there can only be one effect in place. Dont worry, Player Effects already does that job for you. Back to the example: it is possible to be fast and it is possible to be slow. But it is not possible to be fast `and` slow at the same time. Player Effects ensures that by cancelling all conflicting concepts before applying a new one.
Currently, the main rule of Player Effects requires that there can only be one effect in place. Player Effects already does that job for you. Back to the example: it is possible to be fast and it is possible to be slow. But it is not possible to be fast *and* slow at the same time. Player Effects ensures that by cancelling all conflicting concepts before applying a new one.
The concept of groups may be changed or extended in the future.
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.
The following effect group names have standardized meanings and should solely be used for their intended purpose:
* `speed`: Affects the player speed set by the `speed` value of `set_physics_override`
* `gravity`: Affects the player gravity set by the `gravity` value of `set_physics_override`
* `jump`: Affects the player jump strength set by the `jump` value of `set_physics_override`
* `health`: Affects the player health
* `breath`: Affects the player breath
You can also 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.
#### Effect (`effect`)
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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@ -115,11 +115,11 @@ playereffects.register_effect_type("slowregen", "Slow Regeneration", "heart.png"
function(player)
player:set_hp(player:get_hp()+1)
end,
nil, nil, nil, 15
nil, nil, nil, 3
)
-- Dummy effect for the stree test
-- Dummy effect for the stress test
playereffects.register_effect_type("stress", "Stress Test Effect", nil, {},
function(player)
end,

172
init.lua
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@ -98,32 +98,30 @@ function playereffects.register_effect_type(effect_type_id, description, icon, g
minetest.log("action", "[playereffects] Effect type "..effect_type_id.." registered!")
end
function playereffects.apply_effect_type(effect_type_id, duration, player, repeat_interval_time_left)
function playereffects.apply_effect_type(effect_type_id, duration, entity, repeat_interval_time_left)
local start_time = os.time()
local is_player = false
if(type(player)=="userdata") then
if(player.is_player ~= nil) then
if(player:is_player() == true) then
if(type(entity)=="userdata") then
if(entity.is_player ~= nil) then
if(entity:is_player() == true) then
is_player = true
end
end
end
if(is_player == false) then
minetest.log("error", "[playereffects] Attempted to apply effect type "..effect_type_id.." to a non-player!")
return false
end
local playername = player:get_player_name()
local playername = entity: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)
playereffects.cancel_effect_group(v, entity)
end
local metadata
if(playereffects.effect_types[effect_type_id].repeat_interval == nil) then
local status = playereffects.effect_types[effect_type_id].apply(player)
local status = playereffects.effect_types[effect_type_id].apply(entity)
if(status == false) then
minetest.log("action", "[playereffects] Attempt to apply effect type "..effect_type_id.." to player "..playername.." failed!")
if is_player then
minetest.log("action", "[playereffects] Attempt to apply effect type "..effect_type_id.." to player "..playername.." failed!")
end
return false
else
metadata = status
@ -132,32 +130,8 @@ function playereffects.apply_effect_type(effect_type_id, duration, player, repea
local effect_id = playereffects.next_effect_id()
local smallest_hudpos
local biggest_hudpos = -1
local free_hudpos
if(playereffects.hudinfos[playername] == nil) then
playereffects.hudinfos[playername] = {}
end
local hudinfos = playereffects.hudinfos[playername]
for effect_id, hudinfo in pairs(hudinfos) do
local hudpos = hudinfo.pos
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
-- repeat stuff
local repeat_interval = playereffects.effect_types[effect_type_id].repeat_interval
if(repeat_interval ~= nil) then
if(repeat_interval_time_left == nil) then
@ -165,18 +139,47 @@ function playereffects.apply_effect_type(effect_type_id, duration, player, repea
end
end
--[[ show no more than 20 effects on the screen, so that hud_update does not need to be called so often ]]
local text_id, icon_id
if(free_hudpos <= 20) then
text_id, icon_id = playereffects.hud_effect(effect_type_id, player, free_hudpos, duration, repeat_interval_time_left)
local hudinfo = {
text_id = text_id,
icon_id = icon_id,
pos = free_hudpos,
}
playereffects.hudinfos[playername][effect_id] = hudinfo
else
text_id, icon_id = nil, nil
-- Handle HUD
if is_player then
local smallest_hudpos
local biggest_hudpos = -1
local free_hudpos
if(playereffects.hudinfos[playername] == nil) then
playereffects.hudinfos[playername] = {}
end
local hudinfos = playereffects.hudinfos[playername]
for effect_id, hudinfo in pairs(hudinfos) do
local hudpos = hudinfo.pos
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
--[[ show no more than 20 effects on the screen, so that hud_update does not need to be called so often ]]
local text_id, icon_id
if(free_hudpos <= 20) then
text_id, icon_id = playereffects.hud_effect(effect_type_id, entity, free_hudpos, duration, repeat_interval_time_left)
local hudinfo = {
text_id = text_id,
icon_id = icon_id,
pos = free_hudpos,
}
playereffects.hudinfos[playername][effect_id] = hudinfo
else
text_id, icon_id = nil, nil
end
end
local effect = {
@ -193,7 +196,7 @@ function playereffects.apply_effect_type(effect_type_id, duration, player, repea
playereffects.effects[effect_id] = effect
if(repeat_interval ~= nil) then
minetest.after(repeat_interval_time_left, playereffects.repeater, effect_id, duration, player, playereffects.effect_types[effect_type_id].apply)
minetest.after(repeat_interval_time_left, playereffects.repeater, effect_id, duration, entity, playereffects.effect_types[effect_type_id].apply)
else
minetest.after(duration, function(effect_id) playereffects.cancel_effect(effect_id) end, effect_id)
end
@ -201,11 +204,11 @@ function playereffects.apply_effect_type(effect_type_id, duration, player, repea
return effect_id
end
function playereffects.repeater(effect_id, repetitions, player, apply)
function playereffects.repeater(effect_id, repetitions, entity, apply)
local effect = playereffects.effects[effect_id]
if(effect ~= nil) then
if(effect ~= nil and entity ~= nil and entity:get_luaentity() ~= nil) then
local repetitions = effect.time_left
apply(player)
apply(entity)
repetitions = repetitions - 1
effect.time_left = repetitions
if(repetitions <= 0) then
@ -219,15 +222,15 @@ function playereffects.repeater(effect_id, repetitions, player, apply)
playereffects.repeater,
effect_id,
repetitions,
player,
entity,
apply
)
end
end
end
function playereffects.cancel_effect_type(effect_type_id, cancel_all, playername)
local effects = playereffects.get_player_effects(playername)
function playereffects.cancel_effect_type(effect_type_id, cancel_all, entity_or_playername)
local effects = playereffects.get_player_effects(entity_or_playername)
if(cancel_all==nil) then cancel_all = false end
for e=1, #effects do
if(effects[e].effect_type_id == effect_type_id) then
@ -239,8 +242,8 @@ function playereffects.cancel_effect_type(effect_type_id, cancel_all, playername
end
end
function playereffects.cancel_effect_group(groupname, playername)
local effects = playereffects.get_player_effects(playername)
function playereffects.cancel_effect_group(groupname, entity_or_playername)
local effects = playereffects.get_player_effects(entity_or_playername)
for e=1,#effects do
local effect = effects[e]
local thesegroups = playereffects.effect_types[effect.effect_type_id].groups
@ -268,22 +271,35 @@ 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)
local hudinfo = playereffects.hudinfos[effect.playername][effect_id]
if(hudinfo ~= nil) then
if(hudinfo.text_id~=nil) then
player:hud_remove(hudinfo.text_id)
if player then
local hudinfo = playereffects.hudinfos[effect.playername][effect_id]
if(hudinfo ~= nil) then
if(hudinfo.text_id~=nil) then
player:hud_remove(hudinfo.text_id)
end
if(hudinfo.icon_id~=nil) then
player:hud_remove(hudinfo.icon_id)
end
playereffects.hudinfos[effect.playername][effect_id] = nil
end
if(hudinfo.icon_id~=nil) then
player:hud_remove(hudinfo.icon_id)
end
playereffects.hudinfos[effect.playername][effect_id] = nil
-- TODO: Implement cancellation for non-players
playereffects.effect_types[effect.effect_type_id].cancel(effect, player)
end
playereffects.effect_types[effect.effect_type_id].cancel(effect, player)
playereffects.effects[effect_id] = nil
end
end
function playereffects.get_player_effects(playername)
function playereffects.get_player_effects(entity_or_playername)
-- TODO: support entity
local playername = ""
if type(entity_or_playername) == "string" then
playername = entity_or_playername
elseif type(entity_or_playername) == "userdata" and entity_or_playername:is_player() then
playername = entity_or_playername:get_player_name()
else
return {}
end
if(minetest.get_player_by_name(playername) ~= nil) then
local effects = {}
for k,v in pairs(playereffects.effects) do
@ -297,8 +313,8 @@ function playereffects.get_player_effects(playername)
end
end
function playereffects.has_effect_type(playername, effect_type_id)
local pe = playereffects.get_player_effects(playername)
function playereffects.has_effect_type(entity_or_playername, effect_type_id)
local pe = playereffects.get_player_effects(entity_or_playername)
for i=1,#pe do
if pe[i].effect_type_id == effect_type_id then
return true
@ -314,11 +330,13 @@ function playereffects.save_to_file()
local inactive_effects = {}
for id,effecttable in pairs(playereffects.inactive_effects) do
local playername = id
if(inactive_effects[playername] == nil) then
inactive_effects[playername] = {}
end
for i=1,#effecttable do
table.insert(inactive_effects[playername], effecttable[i])
if playername ~= "" then
if(inactive_effects[playername] == nil) then
inactive_effects[playername] = {}
end
for i=1,#effecttable do
table.insert(inactive_effects[playername], effecttable[i])
end
end
end
for id,effect in pairs(playereffects.effects) do
@ -342,7 +360,9 @@ function playereffects.save_to_file()
if(inactive_effects[effect.playername] == nil) then
inactive_effects[effect.playername] = {}
end
table.insert(inactive_effects[effect.playername], new_effect)
if effect.playername ~= "" then
table.insert(inactive_effects[effect.playername], new_effect)
end
end
savetable.inactive_effects = inactive_effects