1
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mirror of https://github.com/sys4-fr/server-nalc.git synced 2025-06-28 06:11:47 +02:00

Added all hudbars by @Wuzzy2

- Removed hud (incompatible)
 - Copied all hunger.lua's values in new hunger.lua (hbhunger)
 - Added hbhunger, hbarmor
 - Updated sprint mod
This commit is contained in:
LeMagnesium
2015-06-16 19:22:40 +02:00
parent 3f9ffdcb8f
commit bd86d9d8f4
42 changed files with 864 additions and 1006 deletions

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API documentation for the HUD bars mod 1.0.2
============================================
## Introduction
This API allows you to add, change, hide and unhide custom HUD bars for this mod.
## Overview
To give you a *very* brief overview over this API, here is the basic workflow on how to add your own custom HUD bar:
* Create images for your HUD bar
* Call `hb.register_hudbar` to make the definition of the HUD bar known to this mod
* Call `hb.init_hudbar` for each player for which you want to use previously defined HUD bar
* Use `hb.change_hudbar` whenever you need to change the values of a HUD bar of a certain player
* If you need it: Use `hb.hide_hudbar` and `hb.unhide_hudbar` to hide or unhide HUD bars of a certain player
## The basic rules
In order to use this API, you should be aware of a few basic rules in order to understand it:
* A HUD bar is an approximate graphical representation of the ratio of a current value and a maximum value, i.e. current health of 15 and maximum health of 20. A full HUD bar represents 100%, an empty HUD bar represents 0%.
* The current value must always be equal to or smaller then the maximum
* Both current value and maximum must not be smaller than 0
* Both current value and maximum must be real numbers. So no NaN, infinity, etc.
* The HUD bar will be hidden if the maximum equals 0. This is intentional.
* The health and breath HUD bars are hardcoded.
These are soft rules, the HUD bars mod will not enforce all of these.
But this mod has been programmed under the assumption that these rules are followed, for integrity.
## Adding a HUD bar
To make a new HUD bar known to this mod, you need …
* … an image of size 2×16 for the bar
* … an icon of size 16×16 (optional)
* … to register it with `hb.register_hudbar`
### Bar image
The image for the bar will be repeated horizontally to denote the “value” of the HUD bar.
It **must** be of size 2×16.
If neccessary, the image will be split vertically in half, and only the left half of the image
is displayed. So the final HUD bar will always be displayed on a per-pixel basis.
The default bar images are single-colored, but you can use other styles as well, for instance,
a vertical gradient.
### Icon
A 16×16 image shown left of the HUD bar. This is optional.
### `hb.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, default_start_hidden, format_string)`
This function registers a new custom HUD bar definition to the HUD bars mod, so it can be later used to be displayed, changed, hidden
and unhidden on a per-player basis.
Note this does not yet display the HUD bar.
The HUD bars will be displayed in a “first come, first serve” order. This mod does not allow fow a custom order or a way to set it
manually in a reliable way.
#### Parameters
* `identifier`: A globally unique internal name for the HUD bar, will be used later to refer to it. Please only rely on alphanumeric characters for now. The identifiers “`health`” and “`breath`” are used internally for the built-in health and breath bar, respectively. Please do not use these names.
* `text_color`: A 3-octet number defining the color of the text. The octets denote, in this order red, green and blue and range from `0x00` (complete lack of this component) to `0xFF` (full intensity of this component). Example: `0xFFFFFF` for white.
* `label`: A string which is displayed on the HUD bar itself to describe the HUD bar. Try to keep this string short.
* `textures`: A table with the following fields:
* `bar`: The file name of the bar image (as string).
* `icon`: The file name of the icon, as string. This field can be `nil`, in which case no icon will be used.
* `default_start_value`: If this HUD bar is added to a player, and no initial value is specified, this value will be used as initial current value
* `default_max_value`: If this HUD bar is added to a player, and no initial maximum value is specified, this value will be used as initial maximum value
* `default_start_hidden`: The HUD bar will be initially start hidden by default when added to a player. Use `hb.unhide_hudbar` to unhide it.
* `format_string`: This is optional; You can specify an alternative format string display the final text on the HUD bar. The default format string is “`%s: %d/%d`” (in this order: Label, current value, maximum value). See also the Lua documentation of `string.format`.
#### Return value
Always `nil`.
## Displaying a HUD bar
After a HUD bar has been registered, they are not yet displayed yet for any player. HUD bars must be
explicitly initialized on a per-player basis.
You probably want to do this in the `minetest.register_on_joinplayer`.
### `hb.init_hudbar(player, identifier, start_value, start_max, start_hidden)`
This function initialzes and activates a previously registered HUD bar and assigns it to a
certain client/player. This has only to be done once per player and after that, you can change
the values using `hb.change_hudbar`.
However, if `start_hidden` was set to `true` for the HUD bar (in `hb.register_hudbar`), the HUD bar
will initially be hidden, but the HUD elements are still sent to the client. Otherwise,
the HUD bar will be initially be shown to the player.
#### Parameters
* `player`: `ObjectRef` of the player to which the new HUD bar should be displayed to.
* `identifier`: The identifier of the HUD bar type, as specified in `hb.register_hudbar`.
* `start_value`: The initial current value of the HUD bar. This is optional, `default_start_value` of the registration function will be used, if this is `nil`.
* `start_max`: The initial maximum value of the HUD bar. This is optional, `default_start_max` of the registration function will be used, if this is `nil`
* `start_hidden`: Whether the HUD bar is initially hidden. This is optional, `default_start_hidden` of the registration function will be used as default
#### Return value
Always `nil`.
## Modifying a HUD bar
After a HUD bar has been added, you can change the current and maximum value on a per-player basis.
You use the function `hb.change_hudbar` for this.
### `hb.change_hudbar(player, identifier, new_value, new_max_value)`
Changes the values of an initialized HUD bar for a certain player. `new_value` and `new_max_value`
can be `nil`; if one of them is `nil`, that means the value is unchanged. If both values
are `nil`, this function is a no-op.
This function also tries minimize the amount of calls to `hud_change` of the Minetest Lua API, and
therefore, network traffic. `hud_change` is only called if it is actually needed, i.e. when the
actual length of the bar or the displayed string changed, so you do not have to worry about it.
#### Parameters
* `player`: `ObjectRef` of the player to which the HUD bar belongs to
* `identifier`: The identifier of the HUD bar type to change, as specified in `hb.register_hudbar`.
* `new_value`: The new current value of the HUD bar
* `new_max_value`: The new maximum value of the HUD bar
#### Return value
Always `nil`.
## Hiding and unhiding a HUD bar
You can also hide custom HUD bars, meaning they will not be displayed for a certain player. You can still
use `hb.change_hudbar` on a hidden HUD bar, the new values will be correctly displayed after the HUD bar
has been unhidden. Both functions will only call `hud_change` if there has been an actual change to avoid
unneccessary traffic.
Note that the hidden state of a HUD bar will *not* be saved by this mod on server shutdown, so you may need
to write your own routines for this or by setting the correct value for `start_hidden` when calling
`hb.init_hudbar`.
### `hb.hide_hudbar(player, identifier)`
Hides the specified HUD bar from the screen of the specified player.
#### Parameters
* `player`: `ObjectRef` of the player to which the HUD bar belongs to
* `identifier`: The identifier of the HUD bar type to hide, as specified in `hb.register_hudbar`.
#### Return value
Always `nil`.
### `hb.unhide_hudbar(player, identifier)`
Makes a previously hidden HUD bar visible again to a player.
#### Parameters
* `player`: `ObjectRef` of the player to which the HUD bar belongs to
* `identifier`: The identifier of the HUD bar type to unhide, as specified in `hb.register_hudbar`.
#### Return value
Always `nil`.
## Reading HUD bar information
It is also possible to read information about an active HUD bar.
### `hb.get_hudbar_state(player, identifier)`
Returns the current state of the active player's HUD bar.
#### Parameters
* `player`: `ObjectRef` of the player to which the HUD bar belongs to
* `identifier`: The identifier of the HUD bar type to hide, as specified in `hb.register_hudbar`.
#### Return value
A table which holds information on the current state of the HUD bar. Note the table is a deep
copy of the internal HUD bar state, it is *not* a reference; the information hold by the table is
only true for the moment you called this function. The fields of this table are:
* `value`: Current value of HUD bar.
* `max`: Current maximum value of HUD bar.
* `hidden`: Boolean denoting whether the HUD bar is hidden.
* `barlength`: The length of the HUD bar in pixels. This field is meaningless if the HUD bar is currently hidden.
* `text`: The text shown on the HUD bar. This fiels is meaningless if the HUD bar is currently hidden.

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Minetest mod: HUD bars
======================
Version: 1.0.2
This software uses semantic versioning, as defined by version 2.0.0 of the SemVer
standard. <http://semver.org/>
License of source code: WTFPL
-----------------------------
Author: Wuzzy (2015)
Forked from the “Better HUD” [hud] mod by BlockMen.
Using the mod:
--------------
This mod changes the HUD of Minetest. It replaces the default health and breath symbols by horizontal colored bars with text showing
the number.
Furthermore, it enables other mods to add their own custom bars to the HUD, this mod will place them accordingly.
You can create a “hudbars.conf” file to customize the positions of the health and breath bars. Take a look at “hudbars.conf.example”
to get more infos. The lines starting with “--” are comments, remove the two dashes to activate a setting. Settings which are not
set will use a default value instead.
IMPORTANT:
Keep in mind if running a server with this mod, that the custom position should be displayed correctly on every screen size!
API:
----
The API is used to add your own custom HUD bars.
Documentation for the API of this mod can be found in API.md.
License of textures:
--------------------
hudbars_icon_health.png - celeron55 (CC BY-SA 3.0), modified by BlockMen
hudbars_icon_breath.png - kaeza (WTFPL), modified by BlockMen
hudbars_bar_health.png - Wuzzy (WTFPL)
hudbars_bar_breath.png - Wuzzy (WTFPL)
hudbars_bar_background.png - Wuzzy(WTFPL)
This program is free software. It comes without any warranty, to
the extent permitted by applicable law. You can redistribute it
and/or modify it under the terms of the Do What The Fuck You Want
To Public License, Version 2, as published by Sam Hocevar. See
http://sam.zoy.org/wtfpl/COPYING for more details.

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Note: This software uses semantic versioning,
as of version 2.0.0 of the standard <http://semver.org/>.
0.1.0
-----
- Initial release, forked from mod “Better HUD” [hud].
0.2.0
-----
- Add API documentation
0.3.0
-----
- Rename main table from “hud” to “hb” (affects function names!)
- Arguments 3-4 of hb.change_hudbar can be nil for values which should not change
- Add proper function hb.init_hudbar, replaces odd call to hud.hudtables[identifier].add_all
- Update API documentation and fix mistakes
- Use “hudbars.conf” instead of “hud.conf”
0.4.0
-----
- New function: hb.get_hudbar_state to get information about the state of an active HUD bar, such as values, whether it is hidden, etc.
- hb.change_hudbar has been optimized to call hud_change fewer times, which is hopefully good for networking
- Rename hb.register_hudbar parameter “start_hide” to “start_hidden”
- start_hidden parameter now finally works
- Do not affect other HUD flags (crosshair, wielditem, etc.) when starting mod
- Show error message when trying to call hb.init_hudbar or hb.change_hudbar with bad values
- Update documentation
- Lots of refactoring
- Health and breath bar now use API
1.0.0
-----
- Add new parameter start_hidden to hb.init_hudbar, specified whether HUD bar is hidden on start
- Copy-editing of API.md and README.txt
- Internal: Fix add_all weirdness
1.0.1
-----
- Fix race condition causing crash at start of server
1.0.2
-----
- Fix other HUD elements disappearing for rejoining players
- Remove pointless delays for initializing the HUD for new or rejoining players

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-- HUD bars example config file
-------------------------------
-- Currently you can customize the starting position of the first bottom two HUD bars
-- and the vertical margin. That's all.
-- Remove the two dashes to activate a setting. Lua syntax is used.
-- The examples are all equal to the mod defaults
-------------------------------------------------------------------------------------------------------
-- Vertical space between two HUD bars
-- hb.settings.vmargin = 24
-- Pos of the first HUD bar the the left (“pos”, as in hud definition of hud_add of Minetest Lua API)
-- hb.settings.pos_left = { x=0.5, y=1 }
-- Pos of the first HUD bar the the right
-- hb.settings.pos_right= { x = 0.5, y = 1 }
-- Offset of the first HUD bar to the left (“offset”, as in HUD definition)
-- hb.settings.start_offset_left = { x = -175, y = -70 }
-- Offset of the first HUD bar to the right
-- hb.settings_start_offset_right = { x = 15, y = -70 }

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hb = {}
hb.hudtables = {}
-- number of registered HUD bars
hb.hudbars_count = 0
hb.settings = {}
-- default settings
hb.settings.max_bar_length = 160
-- statbar positions
hb.settings.pos_left = { x=0.5, y=1 }
hb.settings.pos_right= { x = 0.5, y = 1 }
hb.settings.start_offset_left = { x = -175, y = -70 }
hb.settings.start_offset_right = { x = 15, y = -70 }
hb.settings.vmargin = 24
hb.settings.tick = 0.1
-- Table which contains all players with active default HUD bars (only for internal use)
hb.players = {}
function hb.value_to_barlength(value, max)
if max == 0 then
return 0
else
return math.ceil((value/max) * hb.settings.max_bar_length)
end
end
function hb.get_hudtable(identifier)
return hb.hudtables[identifier]
end
function hb.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, default_start_hidden, format_string)
local hudtable = {}
local pos, offset
if hb.hudbars_count % 2 == 0 then
pos = hb.settings.pos_left
offset = {
x = hb.settings.start_offset_left.x,
y = hb.settings.start_offset_left.y - hb.settings.vmargin * math.floor(hb.hudbars_count/2)
}
else
pos = hb.settings.pos_right
offset = {
x = hb.settings.start_offset_right.x,
y = hb.settings.start_offset_right.y - hb.settings.vmargin * math.floor((hb.hudbars_count-1)/2)
}
end
if format_string == nil then
format_string = "%s: %d/%d"
end
hudtable.add_all = function(player, hudtable, start_value, start_max, start_hidden)
if start_value == nil then start_value = hudtable.default_start_value end
if start_max == nil then start_max = hudtable.default_start_max end
if start_hidden == nil then start_hidden = hudtable.default_start_hidden end
local ids = {}
local state = {}
local name = player:get_player_name()
local bgscale, iconscale, text, barnumber
if start_max == 0 or start_hidden then
bgscale = { x=0, y=0 }
else
bgscale = { x=1, y=1 }
end
if start_hidden then
iconscale = { x=0, y=0 }
barnumber = 0
text = ""
else
iconscale = { x=1, y=1 }
barnumber = hb.value_to_barlength(start_value, start_max)
text = string.format(format_string, label, start_value, start_max)
end
ids.bg = player:hud_add({
hud_elem_type = "image",
position = pos,
scale = bgscale,
text = "hudbars_bar_background.png",
alignment = {x=1,y=1},
offset = { x = offset.x - 1, y = offset.y - 1 },
})
if textures.icon ~= nil then
ids.icon = player:hud_add({
hud_elem_type = "image",
position = pos,
scale = iconscale,
text = textures.icon,
alignment = {x=-1,y=1},
offset = { x = offset.x - 3, y = offset.y },
})
end
ids.bar = player:hud_add({
hud_elem_type = "statbar",
position = pos,
text = textures.bar,
number = barnumber,
alignment = {x=-1,y=-1},
offset = offset,
})
ids.text = player:hud_add({
hud_elem_type = "text",
position = pos,
text = text,
alignment = {x=1,y=1},
number = text_color,
direction = 0,
offset = { x = offset.x + 2, y = offset.y },
})
-- Do not forget to update hb.get_hudbar_state if you add new fields to the state table
state.hidden = start_hidden
state.value = start_value
state.max = start_max
state.text = text
state.barlength = hb.value_to_barlength(start_value, start_max)
local main_error_text =
"[hudbars] Bad initial values of HUD bar identifier “"..tostring(identifier).."” for player "..name..". "
if start_max < start_value then
minetest.log("error", main_error_text.."start_max ("..start_max..") is smaller than start_value ("..start_value..")!")
end
if start_max < 0 then
minetest.log("error", main_error_text.."start_max ("..start_max..") is smaller than 0!")
end
if start_value < 0 then
minetest.log("error", main_error_text.."start_value ("..start_value..") is smaller than 0!")
end
hb.hudtables[identifier].hudids[name] = ids
hb.hudtables[identifier].hudstate[name] = state
end
hudtable.identifier = identifier
hudtable.format_string = format_string
hudtable.label = label
hudtable.hudids = {}
hudtable.hudstate = {}
hudtable.default_start_hidden = default_start_hidden
hudtable.default_start_value = default_start_value
hudtable.default_start_max = default_start_max
hb.hudbars_count= hb.hudbars_count + 1
hb.hudtables[identifier] = hudtable
end
function hb.init_hudbar(player, identifier, start_value, start_max, start_hidden)
local hudtable = hb.get_hudtable(identifier)
hb.hudtables[identifier].add_all(player, hudtable, start_value, start_max, start_hidden)
end
function hb.change_hudbar(player, identifier, new_value, new_max_value)
if new_value == nil and new_max_value == nil then
return
end
local name = player:get_player_name()
local hudtable = hb.get_hudtable(identifier)
local value_changed, max_changed = false, false
if new_value ~= nil then
if new_value ~= hudtable.hudstate[name].value then
hudtable.hudstate[name].value = new_value
value_changed = true
end
else
new_value = hudtable.hudstate[name].value
end
if new_max_value ~= nil then
if new_max_value ~= hudtable.hudstate[name].max then
hudtable.hudstate[name].max = new_max_value
max_changed = true
end
else
new_max_value = hudtable.hudstate[name].max
end
local main_error_text =
"[hudbars] Bad call to hb.change_hudbar, identifier: “"..tostring(identifier).."”, player name: “"..name.."”. "
if new_max_value < new_value then
minetest.log("error", main_error_text.."new_max_value ("..new_max_value..") is smaller than new_value ("..new_value..")!")
end
if new_max_value < 0 then
minetest.log("error", main_error_text.."new_max_value ("..new_max_value..") is smaller than 0!")
end
if new_value < 0 then
minetest.log("error", main_error_text.."new_value ("..new_value..") is smaller than 0!")
end
if hudtable.hudstate[name].hidden == false then
if max_changed then
if hudtable.hudstate[name].max == 0 then
player:hud_change(hudtable.hudids[name].bg, "scale", {x=0,y=0})
else
player:hud_change(hudtable.hudids[name].bg, "scale", {x=1,y=1})
end
end
if value_changed or max_changed then
local new_barlength = hb.value_to_barlength(new_value, new_max_value)
if new_barlength ~= hudtable.hudstate[name].barlength then
player:hud_change(hudtable.hudids[name].bar, "number", hb.value_to_barlength(new_value, new_max_value))
hudtable.hudstate[name].barlength = new_barlength
end
local new_text = string.format(hudtable.format_string, hudtable.label, new_value, new_max_value)
if new_text ~= hudtable.hudstate[name].text then
player:hud_change(hudtable.hudids[name].text, "text", new_text)
hudtable.hudstate[name].text = new_text
end
end
end
end
function hb.hide_hudbar(player, identifier)
local name = player:get_player_name()
local hudtable = hb.get_hudtable(identifier)
if(hudtable.hudstate[name].hidden == false) then
if hudtable.hudids[name].icon ~= nil then
player:hud_change(hudtable.hudids[name].icon, "scale", {x=0,y=0})
end
player:hud_change(hudtable.hudids[name].bg, "scale", {x=0,y=0})
player:hud_change(hudtable.hudids[name].bar, "number", 0)
player:hud_change(hudtable.hudids[name].text, "text", "")
hudtable.hudstate[name].hidden = true
end
end
function hb.unhide_hudbar(player, identifier)
local name = player:get_player_name()
local hudtable = hb.get_hudtable(identifier)
if(hudtable.hudstate[name].hidden) then
local name = player:get_player_name()
local value = hudtable.hudstate[name].value
local max = hudtable.hudstate[name].max
if hudtable.hudids[name].icon ~= nil then
player:hud_change(hudtable.hudids[name].icon, "scale", {x=1,y=1})
end
if hudtable.hudstate[name].max ~= 0 then
player:hud_change(hudtable.hudids[name].bg, "scale", {x=1,y=1})
end
player:hud_change(hudtable.hudids[name].bar, "number", hb.value_to_barlength(value, max))
player:hud_change(hudtable.hudids[name].text, "text", tostring(string.format(hudtable.format_string, hudtable.label, value, max)))
hudtable.hudstate[name].hidden = false
end
end
function hb.get_hudbar_state(player, identifier)
local ref = hb.get_hudtable(identifier).hudstate[player:get_player_name()]
-- Do not forget to update this chunk of code in case the state changes
local copy = {
hidden = ref.hidden,
value = ref.value,
max = ref.max,
text = ref.text,
barlength = ref.barlength,
}
return copy
end
--register built-in HUD bars
if minetest.setting_getbool("enable_damage") then
hb.register_hudbar("health", 0xFFFFFF, "Health", { bar = "hudbars_bar_health.png", icon = "hudbars_icon_health.png" }, 20, 20, false)
hb.register_hudbar("breath", 0xFFFFFF, "Breath", { bar = "hudbars_bar_breath.png", icon = "hudbars_icon_breath.png" }, 10, 10, true)
end
--load custom settings
local set = io.open(minetest.get_modpath("hudbars").."/hudbars.conf", "r")
if set then
dofile(minetest.get_modpath("hudbars").."/hudbars.conf")
set:close()
end
local function hide_builtin(player)
local flags = player:hud_get_flags()
flags.healthbar = false
flags.breathbar = false
player:hud_set_flags(flags)
end
local function custom_hud(player)
if minetest.setting_getbool("enable_damage") then
hb.init_hudbar(player, "health", player:get_hp())
local breath = player:get_breath()
local hide_breath
if breath == 11 then hide_breath = true else hide_breath = false end
hb.init_hudbar(player, "breath", math.min(breath, 10), nil, hide_breath)
end
end
-- update built-in HUD bars
local function update_hud(player)
if minetest.setting_getbool("enable_damage") then
--air
local breath = player:get_breath()
if breath == 11 then
hb.hide_hudbar(player, "breath")
else
hb.unhide_hudbar(player, "breath")
hb.change_hudbar(player, "breath", math.min(breath, 10))
end
--health
hb.change_hudbar(player, "health", player:get_hp())
end
end
minetest.register_on_joinplayer(function(player)
hide_builtin(player)
custom_hud(player)
hb.players[player:get_player_name()] = player
end)
minetest.register_on_leaveplayer(function(player)
hb.players[player:get_player_name()] = nil
end)
local main_timer = 0
local timer = 0
minetest.register_globalstep(function(dtime)
main_timer = main_timer + dtime
timer = timer + dtime
if main_timer > hb.settings.tick or timer > 4 then
if main_timer > hb.settings.tick then main_timer = 0 end
for playername, player in pairs(hb.players) do
-- only proceed if damage is enabled
if minetest.setting_getbool("enable_damage") then
-- update all hud elements
update_hud(player)
end
end
end
if timer > 4 then timer = 0 end
end)

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