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117b25bc36
- This. Is. A. Skeleton. Not finished YET.
95 lines
1.9 KiB
Lua
Executable File
95 lines
1.9 KiB
Lua
Executable File
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-- Player Classes
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--
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-- NOTE: This is a very simple interface for classes, more features will be
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-- added depending on the various mechanisms we will need
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-- Global namespace
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pclasses = {}
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-- API
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pclasses.api = {}
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-- Classes
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pclasses.classes = {}
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-- Data
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pclasses.datas = {}
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pclasses.datas.players = {}
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pclasses.datas.hud_ids = {} -- HUD maybe?
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-- Various utility functions
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-- Get an ID number dedicated to the class
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function pclasses.api.create_class_id()
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return table.getn(pclasses.classes)+1
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end
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function pclasses.api.id_for_class(cname)
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if cname then
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for k,v in ipairs(pclasses.classes) do
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if v and v.name and v.name == cname then
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return k
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end
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end
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return 0
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end
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return nil
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end
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-- Register the class (basic registration)
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function pclasses.api.register_class(cname)
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if not cname then
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minetest.log("error", "[PClasses] Error registering unamed class")
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return
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end
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local c_id = pclasses.api.create_class()
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pclasses.classes[c_id] = {name = cname}
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return c_id
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end
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------------------------
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-- Getters and Setters
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--
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-- Get class specs
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-- by id
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function pclasses.api.get_class_by_id(id)
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return pclasses.classes[id]
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end
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-- by name
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function pclasses.api.get_class_by_name(cname)
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return pclasses.classes[pclasses.api.id_for_class(cname)]
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end
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-- Get single player
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function pclasses.api.get_player_class(pname)
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return pclasses.datas.player[pname]
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end
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-- Get all players for a class
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function pclasses.api.get_class_players(cname)
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local pnames = {}
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if pclasses.api.get_class_by_name(cname) then
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for p,c in ipairs(pclasses.datas.players) do
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if c == cname then
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table.insert(pnames, table.getn(pnames)+1)
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end
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end
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end
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end
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-- Set single player
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function pclasses.api.set_player_class(pname, cname)
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if pclasses.api.get_class_by_name(cname) then
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pclasses.datas.players[pname] = cname
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return true
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end
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return false
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end
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