------------------ -- 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 elseif not def.determination then minetest.log("error", "[PClasses] Error registreing class " .. cname .. ". Reason : no determination function.") return end 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) 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 ---------------------------- -- Determination callback -- ---------------------------- 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 local pname = player:get_player_name() if pclasses.classes["admin"].determination(player) then pclasses.api.set_player_class(pname, "admin") elseif pclasses.classes["hunter"].determination(player) then pclasses.api.set_player_class(pname, "hunter") elseif pclasses.api.get_class_by_name("warrior").determination(player) then pclasses.api.set_player_class(pname, "warrior") elseif pclasses.conf.default_class then pclasses.api.set_player_class(pname, pclasses.conf.default_class) end end minetest.register_globalstep(function(dtime) for id, ref in ipairs(minetest.get_connected_players()) do pclasses.api.assign_class(ref) end 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], 1, cname) end 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.data.reserved_items[stack:get_name()] then local drop_stack = true for index, class in pairs(pclasses.data.reserved_items[stack:get_name()]) 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(-6,6) pos.z = pos.z + math.random(-6,6) minetest.after(1, function() local item = minetest.add_item(pos, stack) if item then item:setvelocity({x = math.random(-5,5), y = math.random(1,7), z = math.random(-5,5)}) end end) end end end end end)