------------------ -- PClasses' API -- -- Various utility functions -- Register the class (basic registration) function pclasses.api.register_class(cname, def) if not cname then minetest.log("error", "[PClasses] Error registering unamed class") return elseif not def then minetest.log("error", "[PClasses] Error registering class " .. cname .. ". Reason : no definition table.") return end pclasses.register_class_switch_orb(cname, def.orb_color) pclasses.classes[cname] = def return true end ------------------------ -- Getters and Setters -- -- Get class specs by name function pclasses.api.get_class_by_name(cname) return pclasses.classes[cname] end -- Get single player function pclasses.api.get_player_class(pname) return pclasses.data.players[pname] end -- Get all players for a class function pclasses.api.get_class_players(cname) local pnames = {} if pclasses.api.get_class_by_name(cname) then for p,c in ipairs(pclasses.data.players) do if c == cname then table.insert(pnames, table.getn(pnames)+1) end end end end -- Set single player function pclasses.api.set_player_class(pname, cname) if pclasses.api.get_class_by_name(cname) then if pclasses.api.get_player_class(pname) ~= cname then if pclasses.api.get_player_class(pname) and pclasses.classes[pclasses.api.get_player_class(pname)].on_unassigned then pclasses.api.get_class_by_name(pclasses.api.get_player_class(pname)).on_unassigned(pname) end pclasses.data.players[pname] = cname pclasses.api.get_class_by_name(cname).on_assigned(pname) pclasses.api.vacuum_graveyard(minetest.get_player_by_name(pname)) end return true end return false end -- Util function(s) pclasses.api.util.does_wear_full_armor = function(pname, material, noshield) local inv = minetest.get_inventory({type = "detached", name = pname .. "_armor"}) if not inv or inv:is_empty("armor") then return false end local full_armor = true for _, piece in pairs({"chestplate", "leggings", "boots", "helmet"}) do full_armor = full_armor and inv:contains_item("armor", "3d_armor:" .. piece .. "_" .. material) end return full_armor and (inv:contains_item("armor", "shields:shield_" .. material) or noshield) end function pclasses.api.util.can_have_item(pname, itemname) if not pclasses.data.reserved_items[itemname] then return true end for index, class in pairs(pclasses.data.reserved_items[itemname]) do if pclasses.api.get_player_class(pname) == class then return true end end return false end -- TEMPORARY CLASS SHIFT SYSTEM -- Used to test on local servers -- minetest.register_privilege("class_shifter", "Able to shift between classes") minetest.register_chatcommand("shift_class", { args = "", privs = {class_shifter = true}, func = function(name, param) pclasses.api.set_player_class(name, param) end }) ------------------- -- Reserved items -- function pclasses.api.reserve_item(cname, itemstring) pclasses.data.reserved_items[itemstring] = pclasses.data.reserved_items[itemstring] or {} table.insert(pclasses.data.reserved_items[itemstring], cname) end ------------------------------------------- -- Determination and reserved items tick -- ------------------------------------------- local function tick() 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.data.reserved_items[stack:get_name()] then if not pclasses.api.util.can_have_item(name, stack:get_name()) then inv:set_stack("main", i, "") local grave_inv = minetest.get_inventory({type = "detached", name = name .. "_graveyard"}) if grave_inv:room_for_item("graveyard", stack) then grave_inv:add_item("graveyard", stack) inv:add_item("graveyard", stack) -- ^ Because add_item doesn't trigger on_put, nonsense else minetest.add_item(pos, stack) end end end end end minetest.after(2, tick) end tick()