mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-11-09 12:00:17 +01:00
743507564f
- Moved the holographic item's name as a field in switch_params (pclasses.api.register_class) - Added wizard class' skeleton for later - Fixed a few bugs in nodes, inventory and api - Splitted tick function to bury items in two - Items from 3d_armor's armor inventory are also affected by inventory vacuuming (from tick function). The player's static armor inventory is first cleared, then copied to the detached one, then armor updates everything else (rendering, model, etc) - Fixed itemname of admin shield to reserve it properly - Return graveyard inventory if it already exists. Do not create it every two seconds
88 lines
2.2 KiB
Lua
Executable File
88 lines
2.2 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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pclasses.api.util = {}
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-- Configuration
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pclasses.conf = {}
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pclasses.conf.default_class = "adventurer"
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pclasses.conf.save_interval = 3 * 60
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pclasses.conf.datafile = minetest.get_worldpath() .. "/pclasses"
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pclasses.conf.gravefile = minetest.get_worldpath() .. "/graveyards"
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-- Classes
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pclasses.classes = {}
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-- Data
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pclasses.data = {}
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pclasses.data.players = {}
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pclasses.data.reserved_items = {}
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pclasses.data.hud_ids = {} -- HUD maybe?
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dofile(minetest.get_modpath("pclasses") .. "/api.lua")
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dofile(minetest.get_modpath("pclasses") .. "/inventory.lua")
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dofile(minetest.get_modpath("pclasses") .. "/nodes.lua")
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function pclasses.data.load()
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local file = io.open(pclasses.conf.datafile, "r")
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if file then
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local loaded = minetest.deserialize(file:read("*all"))
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file:close()
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if loaded then
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pclasses.data.players = loaded.players or pclasses.data.players
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minetest.log("action", "[PClasses] Loaded data")
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end
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end
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end
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function pclasses.data.save()
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local file, err = io.open(pclasses.conf.datafile, "w")
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if file then
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file:write(minetest.serialize({
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players = pclasses.data.players,
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}))
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file:close()
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minetest.log("action", "[PClasses] Saved data")
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else
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minetest.log("error", "[PClasses] Data save failed: open failed: " .. err)
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end
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end
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local function data_save_loop()
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pclasses.data.save()
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minetest.after(pclasses.conf.save_interval, data_save_loop)
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end
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pclasses.data.load()
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------------------
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-- Default class
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--
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if pclasses.conf.default_class then
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dofile(minetest.get_modpath("pclasses") .. "/" .. pclasses.conf.default_class .. ".lua")
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end
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minetest.register_on_joinplayer(function(player)
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local pname = player:get_player_name()
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if pclasses.api.get_class_by_name(pclasses.conf.default_class) and pclasses.api.get_player_class(pname) == nil then
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pclasses.api.set_player_class(pname, pclasses.conf.default_class)
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end
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pclasses.api.create_graveyard_inventory(player)
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end)
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minetest.register_on_shutdown(function()
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pclasses.data.save()
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end)
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data_save_loop()
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