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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-12-26 02:30:38 +01:00
This commit is contained in:
Cyberpangolin 2015-07-19 23:29:03 +02:00
commit a3c1856f9e

View File

@ -23,6 +23,7 @@ pclasses.classes = {}
-- Data -- Data
pclasses.datas = {} pclasses.datas = {}
pclasses.datas.players = {} pclasses.datas.players = {}
pclasses.datas.reserved_items = {}
pclasses.datas.hud_ids = {} -- HUD maybe? pclasses.datas.hud_ids = {} -- HUD maybe?
@ -138,7 +139,7 @@ minetest.register_on_shutdown(save_datas)
-- Default class assignment -- Default class assignment
-- --
if pclasses.conf.default_class then if pclasses.conf.default_class then
local id = pclasses.api.register_class(pclasses.conf.default_class) local id = pclasses.api.register_class(pclasses.conf.default_class, function() return true end)
if id then if id then
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
if not pclasses.api.get_player_class(player:get_player_name()) then if not pclasses.api.get_player_class(player:get_player_name()) then
@ -161,7 +162,7 @@ pclasses.api.register_class("warrior", function(player)
return shift_class return shift_class
end end
shift_class = true shift_class = true
for _,piece in pairs({"helmet", "leggings", "boots", "helmet"}) do for _,piece in pairs({"chestplate", "leggings", "boots", "helmet"}) do
shift_class = shift_class and inv:contains_item("armor", "3d_armor:" .. piece .. "_warrior") shift_class = shift_class and inv:contains_item("armor", "3d_armor:" .. piece .. "_warrior")
end end
return shift_class return shift_class
@ -174,7 +175,7 @@ pclasses.api.register_class("hunter", function(player)
return shift_class return shift_class
end end
shift_class = true shift_class = true
for _,piece in pairs({"helmet", "leggings", "boots", "helmet"}) do for _,piece in pairs({"chestplate", "leggings", "boots", "helmet"}) do
shift_class = shift_class and (inv:contains_item("armor", "3d_armor:" .. piece .. "_reinforced_leather_hunter") shift_class = shift_class and (inv:contains_item("armor", "3d_armor:" .. piece .. "_reinforced_leather_hunter")
or inv:contains_item("armor", "3d_armor:" .. piece .. "_hardened_leather_hunter")) -- Why two different armors?! or inv:contains_item("armor", "3d_armor:" .. piece .. "_hardened_leather_hunter")) -- Why two different armors?!
end end
@ -185,15 +186,17 @@ function pclasses.api.assign_class(player)
-- Look for every sign needed to deduct a player's class -- Look for every sign needed to deduct a player's class
-- Starting from the most important class to the less one -- Starting from the most important class to the less one
if pclasses.classes[pclasses.api.id_for_class("hunter")].match_function(player) if pclasses.classes[pclasses.api.id_for_class("hunter")].match_function(player) then
and pclasses.api.get_player_class(player:get_player_name()) ~= "hunter" then if pclasses.api.get_player_class(player:get_player_name()) ~= "hunter" then
pclasses.api.set_player_class(player:get_player_name(), "hunter") pclasses.api.set_player_class(player:get_player_name(), "hunter")
minetest.chat_send_player(player:get_player_name(), "You are now a hunter") minetest.chat_send_player(player:get_player_name(), "You are now a hunter")
end
elseif pclasses.classes[pclasses.api.id_for_class("warrior")].match_function(player) elseif pclasses.classes[pclasses.api.id_for_class("warrior")].match_function(player) then
and pclasses.api.get_player_class(player:get_player_name()) ~= "warrior" then if pclasses.api.get_player_class(player:get_player_name()) ~= "warrior" then
pclasses.api.set_player_class(player:get_player_name(), "warrior") pclasses.api.set_player_class(player:get_player_name(), "warrior")
minetest.chat_send_player(player:get_player_name(), "You are now a warrior") minetest.chat_send_player(player:get_player_name(), "You are now a warrior")
end
elseif pclasses.api.get_player_class(player:get_player_name()) ~= "adventurer" then elseif pclasses.api.get_player_class(player:get_player_name()) ~= "adventurer" then
pclasses.api.set_player_class(player:get_player_name(), "adventurer") pclasses.api.set_player_class(player:get_player_name(), "adventurer")
@ -204,3 +207,54 @@ end
minetest.register_on_respawnplayer(pclasses.api.assign_class) minetest.register_on_respawnplayer(pclasses.api.assign_class)
minetest.register_on_joinplayer(function(player) minetest.after(1, pclasses.api.assign_class, player) end) minetest.register_on_joinplayer(function(player) minetest.after(1, pclasses.api.assign_class, player) end)
minetest.register_on_leaveplayer(pclasses.api.assign_class) minetest.register_on_leaveplayer(pclasses.api.assign_class)
-------------------
-- Reserved items
--
function pclasses.api.reserve_item(cname, itemstring)
pclasses.datas.reserved_items[itemstring] = pclasses.datas.reserved_items or {}
table.insert(pclasses.datas.reserved_items[itemstring], 1, cname)
end
pclasses.api.reserve_item("warrior", "moreores:sword_mithril")
pclasses.api.reserve_item("warrior", "default:dungeon_master_s_blood_sword")
pclasses.api.reserve_item("warrior", "3d_armor:chestplate_mithril")
pclasses.api.reserve_item("warrior", "3d_armor:helmet_mithril")
pclasses.api.reserve_item("warrior", "3d_armor:leggins_mithril")
pclasses.api.reserve_item("warrior", "3d_armor:boots_mithril")
pclasses.api.reserve_item("warrior", "shields:shields_mithril")
pclasses.api.reserve_item("hunter", "throwing:bow_horn")
minetest.register_globalstep(function(dtime)
for id, ref in ipairs(minetest.get_connected_players()) do
local name = ref:get_player_name()
local inv = minetest.get_inventory({type="player", name = name})
for i = 1, inv:get_size("main") do
local stack = inv:get_stack("main", i)
if pclasses.datas.reserved_items[stack:get_name()] then
local drop_stack = true
for class in pairs(pclasses.datas.reserved_items) do
if pclasses.api.get_player_class(name) == class then
drop_stack = false
end
end
if drop_stack then
inv:set_stack("main", i, "")
local pos = ref:getpos()
pos.y = pos.y+2
pos.x = pos.x + math.random(-10,10)
pos.z = pos.z + math.random(-10,10)
minetest.after(1, function()
local item = minetest.add_item(pos, stack)
if item then
item:setvelocity({x = math.random(-10,10), y = math.random(1,7), z = math.random(-10,10)})
end
end)
end
end
end
end
end)