85fbd146b1
Hidden effects are effects which are not exposed to the player’s HUD.
349 lines
11 KiB
Lua
349 lines
11 KiB
Lua
--[=[ Main tables ]=]
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playereffects = {}
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--[[ table containing the groups (experimental) ]]
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playereffects.groups = {}
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--[[ table containing all the effect types ]]
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playereffects.effect_types = {}
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--[[ table containing all the active effects ]]
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playereffects.effects = {}
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--[[ table containing all the inactive effects.
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Effects become inactive if a player leaves an become active again if they join again. ]]
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playereffects.inactive_effects = {}
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-- Variable for counting the effect_id
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playereffects.last_effect_id = 0
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--[=[ Include settings ]=]
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dofile(minetest.get_modpath("playereffects").."/settings.lua")
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--[=[ Load inactive_effects and last_effect_id from playereffects.mt, if this file exists ]=]
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do
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local filepath = minetest.get_worldpath().."/playereffects.mt"
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local file = io.open(filepath, "r")
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local string
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if file then
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minetest.log("action", "[playereffects] playereffects.mt opened.")
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local string = file:read()
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io.close(file)
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if(string ~= nil) then
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savetable = minetest.deserialize(string)
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playereffects.inactive_effects = savetable.inactive_effects
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minetest.debug("[playereffects] playereffects.mt successfully read.")
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minetest.debug("[playereffects] inactive_effects = "..dump(playereffects.inactive_effects))
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playereffects.last_effect_id = savetable.last_effect_id
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minetest.debug("[playereffects] last_effect_id = "..dump(playereffects.last_effect_id))
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end
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end
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end
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function playereffects.next_effect_id()
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playereffects.last_effect_id = playereffects.last_effect_id + 1
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return playereffects.last_effect_id
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end
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--[=[ API functions ]=]
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function playereffects.register_effect_type(name, description, icon, groups, apply, cancel, hidden)
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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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effect_type.groups = groups
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effect_type.icon = icon
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if cancel ~= nil then
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effect_type.cancel = cancel
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else
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effect_type.cancel = function() end
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end
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if hidden ~= nil then
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effect_type.hidden = hidden
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else
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effect_type.hidden = false
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end
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playereffects.effect_types[name] = effect_type
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minetest.log("action", "Effect type "..name.." registered!")
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end
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function playereffects.apply_effect_type(effect_type_id, duration, player)
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local start_time = os.time()
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local playername = player:get_player_name()
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local groups = playereffects.effect_types[effect_type_id].groups
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for k,v in pairs(groups) do
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playereffects.cancel_effect_group(v, playername)
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end
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local effect_id = playereffects.next_effect_id()
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local effects = playereffects.get_player_effects(playername)
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local smallest_hudpos
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local biggest_hudpos = -1
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local free_hudpos
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for e=1,#effects do
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local hudpos = effects[e].hudpos
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if(hudpos > biggest_hudpos) then
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biggest_hudpos = hudpos
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end
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if(smallest_hudpos == nil) then
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smallest_hudpos = hudpos
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elseif(hudpos < smallest_hudpos) then
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smallest_hudpos = hudpos
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end
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end
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if(smallest_hudpos == nil) then
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free_hudpos = 0
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elseif(smallest_hudpos >= 0) then
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free_hudpos = smallest_hudpos - 1
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else
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free_hudpos = biggest_hudpos + 1
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end
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local hudids
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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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if(free_hudpos <= 20) then
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hudids = playereffects.hud_effect(effect_type_id, player, free_hudpos, duration)
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else
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hudids = {text_id=nil, icon_id=nil}
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end
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local effect = {
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playername = playername,
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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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time_left = duration,
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hudids = hudids,
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hudpos = free_hudpos,
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}
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playereffects.effects[effect_id] = effect
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playereffects.effect_types[effect_type_id].apply(player)
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minetest.log("action", "Effect type "..effect_type_id.." applied to player "..playername.."!")
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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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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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for e=1, #effects do
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if(effects[e].effect_type_id == effect_type_id) then
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playereffects.cancel_effect(effects[e].effect_id)
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if(cancel_all==false) then
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return
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end
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end
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end
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end
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function playereffects.cancel_effect_group(groupname, playername)
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local effects = playereffects.get_player_effects(playername)
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for e=1,#effects do
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local effect = effects[e]
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local thesegroups = playereffects.effect_types[effect.effect_type_id].groups
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minetest.log("action", "thesegroups = "..dump(thesegroups))
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minetest.log("action", "groupname = "..dump(groupname))
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local delete = false
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for g=1,#thesegroups do
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if(thesegroups[g] == groupname) then
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playereffects.cancel_effect(effect.effect_id)
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break
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end
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end
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end
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end
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function playereffects.cancel_effect(effect_id)
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local effect = playereffects.effects[effect_id]
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if(effect ~= nil) then
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local player = minetest.get_player_by_name(effect.playername)
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if(effect.hudids.text_id~=nil) then
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player:hud_remove(effect.hudids.text_id)
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end
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if(effect.hudids.icon_id~=nil) then
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player:hud_remove(effect.hudids.icon_id)
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end
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playereffects.effect_types[effect.effect_type_id].cancel(effect)
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playereffects.effects[effect_id] = nil
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minetest.log("action", "Effect type "..effect.effect_type_id.." cancelled from player "..effect.playername.."!")
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end
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end
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function playereffects.get_player_effects(playername)
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if(minetest.get_player_by_name(playername) ~= nil) then
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local effects = {}
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for k,v in pairs(playereffects.effects) do
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if(v.playername == playername) then
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table.insert(effects, v)
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end
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end
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return effects
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else
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return {}
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end
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end
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--[=[ Callbacks ]=]
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--[[ Cancel all effects on player death ]]
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minetest.register_on_dieplayer(function(player)
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local effects = playereffects.get_player_effects(player:get_player_name())
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for e=1,#effects do
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playereffects.cancel_effect(effects[e].effect_id)
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end
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end)
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minetest.register_on_leaveplayer(function(player)
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local leave_time = os.time()
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local playername = player:get_player_name()
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local effects = playereffects.get_player_effects(playername)
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playereffects.hud_clear(player)
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if(playereffects.inactive_effects[playername] == nil) then
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playereffects.inactive_effects[playername] = {}
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end
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for e=1,#effects do
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local new_duration = effects[e].time_left - os.difftime(leave_time, effects[e].start_time)
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local new_effect = effects[e]
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new_effect.time_left = new_duration
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table.insert(playereffects.inactive_effects[playername], new_effect)
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playereffects.cancel_effect(effects[e].effect_id)
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end
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end)
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minetest.register_on_shutdown(function()
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minetest.log("action", "[playereffects] Server shuts down. Rescuing data into playereffects.mt")
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local shutdown_time = os.time()
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local savetable = {}
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local effects = playereffects.effects
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local inactive_effects = playereffects.inactive_effects
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for id,effect in pairs(effects) do
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local new_duration = effect.time_left - os.difftime(shutdown_time, effect.start_time)
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local new_effect = effect
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new_effect.time_left = new_duration
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if(inactive_effects[effect.playername] == nil) then
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inactive_effects[effect.playername] = {}
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end
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table.insert(inactive_effects[effect.playername], new_effect)
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playereffects.cancel_effect(effect.effect_id)
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end
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savetable.inactive_effects = inactive_effects
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savetable.last_effect_id = playereffects.last_effect_id
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savestring = minetest.serialize(savetable)
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local filepath = minetest.get_worldpath().."/playereffects.mt"
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local file = io.open(filepath, "w")
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if file then
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file:write(savestring)
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io.close(file)
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minetest.log("action", "[playereffects] Wrote playereffects data into "..filepath..".")
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else
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minetest.log("error", "[playereffects] Failed to write playereffects data into "..filepath..".")
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end
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end)
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minetest.register_on_joinplayer(function(player)
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local playername = player:get_player_name()
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-- load all the effects again (if any)
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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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end
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playereffects.inactive_effects[playername] = nil
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end
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end)
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playereffects.globalstep_timer = 0
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minetest.register_globalstep(function(dtime)
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playereffects.globalstep_timer = playereffects.globalstep_timer + dtime
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if(playereffects.globalstep_timer < 1) then
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return
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end
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playereffects.globalstep_timer = 0
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local players = minetest.get_connected_players()
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for p=1,#players do
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playereffects.hud_update(players[p])
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end
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end)
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--[=[ HUD ]=]
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function playereffects.hud_update(player)
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if(playereffects.use_hud == true) then
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local now = os.time()
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local effects = playereffects.get_player_effects(player:get_player_name())
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for e=1,#effects do
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local effect = effects[e]
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if(effect.hudids.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(effect.hudids.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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function playereffects.hud_clear(player)
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if(playereffects.use_hud == true) then
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local playername = player:get_player_name()
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local effects = playereffects.get_player_effects(playername)
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if(effects ~= nil) then
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for e=1,#effects do
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if(effects[e].hudids.text_id ~= nil) then
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player:hud_remove(effects[e].hudids.text_id)
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end
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if(effects[e].hudids.icon_id ~= nil) then
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player:hud_remove(effects[e].hudids.icon_id)
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end
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end
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end
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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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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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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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scale = { x = 170, y = 20},
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alignment = { x = -1, y = 0 },
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direction = 1,
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number = 0xFFFFFF,
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offset = { x = -5, y = pos*20 }
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})
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if(playereffects.effect_types[effect_type_id].icon ~= nil) then
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icon_id = player:hud_add({
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hud_elem_type = "image",
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scale = { x = 1, y = 1 },
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position = { x = 1, y = 0.3 },
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name = "effect_icon_"..effect_type_id,
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text = playereffects.effect_types[effect_type_id].icon,
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alignment = { x = -1, y=0 },
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direction = 0,
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offset = { x = -186, y = pos*20 },
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})
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end
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else
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text_id = nil
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icon_id = nil
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end
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return { text_id = text_id, icon_id = icon_id }
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end
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-- LOAD EXAMPLES
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dofile(minetest.get_modpath(minetest.get_current_modname()).."/examples.lua")
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