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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-05 10:00:26 +01:00
server-nalc/mods/pclasses/api.lua
LeMagnesium 0754d7a5aa Reorganized pclasses and tweaked sprint bar
- Tweaked sprint bar in order to change its maximum value according to the one defined for each player
 - Reorganized pclasses into multiple files (api, init, one for each class). Next thing to do : document/simplify api
2015-07-27 19:13:30 +02:00

162 lines
5.2 KiB
Lua

------------------
-- 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.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
-- 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["hunter"].determination(player) then
if pclasses.api.get_player_class(pname) ~= "hunter" then
if pclasses.api.get_class_by_name(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.api.set_player_class(pname, "hunter")
pclasses.api.get_class_by_name("hunter").on_assigned(pname)
end
elseif pclasses.api.get_class_by_name("warrior").determination(player) then
if pclasses.api.get_player_class(pname) ~= "warrior" then
if pclasses.api.get_class_by_name(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.api.set_player_class(pname, "warrior")
pclasses.api.get_class_by_name("warrior").on_assigned(pname)
end
elseif pclasses.conf.default_class then
if pclasses.api.get_player_class(pname) ~= pclasses.conf.default_class then
if pclasses.api.get_class_by_name(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.api.set_player_class(pname, pclasses.conf.default_class)
pclasses.api.get_class_by_name(pclasses.conf.default_class).on_assigned(pname)
end
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_minotaur_horn")
pclasses.api.reserve_item("hunter", "throwing:bow_minotaur_born_improved")
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)