------------------- -- Player Classes -- -- NOTE: This is a very simple interface for classes, more features will be -- added depending on the various mechanisms we will need -- Global namespace pclasses = {} -- API pclasses.api = {} -- Configuration pclasses.conf = {} pclasses.conf.default_class = "adventurer" pclasses.conf.save_interval = 3 * 60 pclasses.conf.datafile = minetest.get_worldpath() .. "/pclasses" -- Classes pclasses.classes = {} -- Data pclasses.datas = {} pclasses.datas.players = {} pclasses.datas.reserved_items = {} pclasses.datas.hud_ids = {} -- HUD maybe? -- Various utility functions -- Get an ID number dedicated to the class function pclasses.api.create_class_id() return table.getn(pclasses.classes)+1 end function pclasses.api.id_for_class(cname) if cname then for k,v in ipairs(pclasses.classes) do if v and v.name and v.name == cname then return k end end return 0 end return nil end -- Register the class (basic registration) function pclasses.api.register_class(cname, assign_f) if not cname then minetest.log("error", "[PClasses] Error registering unamed class") return end local c_id = pclasses.api.create_class_id() pclasses.classes[c_id] = {name = cname} if assign_f then pclasses.classes[c_id].match_function = assign_f end return c_id end ------------------------ -- Getters and Setters -- -- Get class specs -- by id function pclasses.api.get_class_by_id(id) return pclasses.classes[id] end -- by name function pclasses.api.get_class_by_name(cname) return pclasses.classes[pclasses.api.id_for_class(cname)] end -- Get single player function pclasses.api.get_player_class(pname) return pclasses.datas.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.datas.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 pclasses.datas.players[pname] = cname return true end return false end --------------------------- -- Backup and load system -- -- Startup local pfile = io.open(pclasses.conf.datafile, "r") if pfile then local line = pfile:read() if line then pclasses.datas.players = minetest.deserialize(line) end pfile.close() end -- Frequent backup local function save_datas() local pfile = io.open(pclasses.conf.datafile, "w") pfile:write(minetest.serialize(pclasses.datas.players)) pfile.close() minetest.log("action", "[PClasses] Datas saved") end local save_timer = 0 minetest.register_globalstep(function(dtime) save_timer = save_timer + dtime if save_timer >= pclasses.conf.save_interval then save_datas() save_timer = 0 end end) minetest.register_on_shutdown(save_datas) ----------------------------- -- Default class assignment -- if pclasses.conf.default_class then local id = pclasses.api.register_class(pclasses.conf.default_class, function() return true end) if id then minetest.register_on_joinplayer(function(player) if not pclasses.api.get_player_class(player:get_player_name()) then pclasses.api.set_player_class(player:get_player_name(), pclasses.conf.default_class) end end) end end ------------ -- Classes -- pclasses.api.register_class("warrior", function(player) local inv = minetest.get_inventory({type = "detached", name = player:get_player_name() .. "_armor"}) local shift_class = false if not inv or inv:is_empty("armor") then return shift_class end shift_class = true for _,piece in pairs({"chestplate", "leggings", "boots", "helmet"}) do shift_class = shift_class and inv:contains_item("armor", "3d_armor:" .. piece .. "_mithril") end return shift_class end) pclasses.api.register_class("hunter", function(player) local inv = minetest.get_inventory({type = "detached", name = player:get_player_name() .. "_armor"}) local shift_class = false if not inv or inv:is_empty("armor") then return shift_class end shift_class = true for _,piece in pairs({"chestplate", "leggings", "boots", "helmet"}) do 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?! end return shift_class end) function pclasses.api.assign_class(player) -- Look for every sign needed to deduct a player's class -- Starting from the most important class to the less one if pclasses.classes[pclasses.api.id_for_class("hunter")].match_function(player) then if pclasses.api.get_player_class(player:get_player_name()) ~= "hunter" then pclasses.api.set_player_class(player:get_player_name(), "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) then if pclasses.api.get_player_class(player:get_player_name()) ~= "warrior" then pclasses.api.set_player_class(player:get_player_name(), "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 pclasses.api.set_player_class(player:get_player_name(), "adventurer") minetest.chat_send_player(player:get_player_name(), "You are now an adventurer") end end 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_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("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)