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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-20 09:10:29 +01:00
server-nalc/mods/pclasses/api.lua

122 lines
3.5 KiB
Lua
Executable File

------------------
-- 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)
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
-------------------
-- 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
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
minetest.after(2, tick)
end
tick()