forked from VoxeLibre/VoxeLibre
Improved API mob support
* various API functions now work with mobs properly * the following effects don't work with mobs at all: water breathing, dolphin's grace, leaping, swiftness, slowness, slow falling, night vision, darkness, frost, health boost, absorption, fire resistance, resistance, luck, bad luck, blindness, nausea, hunger, saturation, haste, fatigue, conduit power * the following effects should work with mobs: invisibility, regeneration, poison, withering, strength, weakness, levitation, glowing * the following effects have no effect on mobs (but can be applied with the API): bad omen, hero of the village
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9b501bfa7e
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70d8dfe558
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@ -380,7 +380,7 @@ minetest.register_globalstep(function(dtime)
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etime = 0
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for _,pl in pairs(minetest.get_connected_players()) do
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local armor_feet = pl:get_inventory():get_stack("armor", 5)
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if pl and pl:get_player_control().sneak or (minetest.global_exists("mcl_enchanting") and mcl_enchanting.has_enchantment(armor_feet, "frost_walker")) or (minetest.global_exists("mcl_potions") and mcl_potions.has_effect(pl, "fire_proof")) then
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if pl and pl:get_player_control().sneak or (minetest.global_exists("mcl_enchanting") and mcl_enchanting.has_enchantment(armor_feet, "frost_walker")) or (minetest.global_exists("mcl_potions") and mcl_potions.has_effect(pl, "fire_resistance")) then
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return
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end
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burn_in_campfire(pl)
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@ -154,7 +154,7 @@ local function drink_milk_delayed(itemstack, player, pointed_thing)
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) then
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mcl_hunger.stop_poison(player)
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end
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mcl_potions._reset_player_effects(player)
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mcl_potions._reset_effects(player)
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end
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-- Wrapper for handling mcl_hunger delayed eating
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@ -135,7 +135,7 @@ minetest.register_node("mcl_nether:magma", {
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-- From walkover mod
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on_walk_over = function(loc, nodeiamon, player)
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local armor_feet = player:get_inventory():get_stack("armor", 5)
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if player and player:get_player_control().sneak or (minetest.global_exists("mcl_enchanting") and mcl_enchanting.has_enchantment(armor_feet, "frost_walker")) or (minetest.global_exists("mcl_potions") and mcl_potions.has_effect(player, "fire_proof")) then
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if player and player:get_player_control().sneak or (minetest.global_exists("mcl_enchanting") and mcl_enchanting.has_enchantment(armor_feet, "frost_walker")) or (minetest.global_exists("mcl_potions") and mcl_potions.has_effect(player, "fire_resistance")) then
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return
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end
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-- Hurt players standing on top of this block
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@ -44,7 +44,7 @@ minetest.register_chatcommand("effect",{
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end
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end
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elseif P[1] == "clear" then
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mcl_potions._reset_player_effects(minetest.get_player_by_name(name))
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mcl_potions._reset_effects(minetest.get_player_by_name(name))
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return true, S("Effects cleared for player @1", name)
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elseif P[1] == "remove" then
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if not P[2] then
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@ -300,8 +300,10 @@ mcl_potions.register_effect({
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get_tt = function(factor)
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return S("limitless breathing under water")
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end,
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res_condition = function(object)
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return (not object:is_player()) -- TODO add support for breath setting for mobs
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end,
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on_step = function(dtime, object, factor, duration)
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if not object:is_player() then return end
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if object:get_breath() then
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hb.hide_hudbar(object, "breath")
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if object:get_breath() < 10 then object:set_breath(10) end
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@ -317,6 +319,9 @@ mcl_potions.register_effect({
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get_tt = function(factor)
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return S("swimming gracefully")
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end,
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res_condition = function(object)
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return (not object:is_player()) -- TODO needs mob physics factor API
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end,
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on_hit_timer = function(object, factor, duration)
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local node = minetest.get_node_or_nil(object:get_pos())
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if node and minetest.registered_nodes[node.name]
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@ -340,7 +345,7 @@ mcl_potions.register_effect({
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return S("-@1% jumping power", math.floor(-factor*100))
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO needs mob physics factor API
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end,
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on_start = function(object, factor)
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playerphysics.add_physics_factor(object, "jump", "mcl_potions:leaping", 1+factor)
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@ -361,7 +366,7 @@ mcl_potions.register_effect({
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return S("decreases gravity effects")
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO needs mob physics factor API
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end,
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on_start = function(object, factor)
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playerphysics.add_physics_factor(object, "gravity", "mcl_potions:slow_falling", 0.5)
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@ -383,7 +388,7 @@ mcl_potions.register_effect({
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return S("+@1% running speed", math.floor(factor*100))
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO needs mob physics factor API
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end,
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on_start = function(object, factor)
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playerphysics.add_physics_factor(object, "speed", "mcl_potions:swiftness", 1+factor)
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@ -404,7 +409,7 @@ mcl_potions.register_effect({
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return S("-@1% running speed", math.floor(factor*100))
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO needs mob physics factor API
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end,
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on_start = function(object, factor)
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playerphysics.add_physics_factor(object, "speed", "mcl_potions:slowness", 1-factor)
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@ -441,7 +446,7 @@ mcl_potions.register_effect({
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return S("improved vision during the night")
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO what should it do for mobs?
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end,
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on_start = function(object, factor)
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object:get_meta():set_int("night_vision", 1)
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@ -466,7 +471,7 @@ mcl_potions.register_effect({
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return S("surrounded by darkness").."\n"..S("not seeing anything beyond @1 nodes", factor)
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO what should it do for mobs?
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end,
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on_start = function(object, factor)
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object:get_meta():set_int("darkness", 1)
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@ -580,7 +585,7 @@ mcl_potions.register_effect({
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return S("HP increased by @1", factor)
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO needs mob HP modifier API?
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end,
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on_start = function(object, factor)
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object:set_properties({hp_max = minetest.PLAYER_MAX_HP_DEFAULT+factor})
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@ -601,7 +606,7 @@ mcl_potions.register_effect({
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return S("absorbs up to @1 incoming damage", factor)
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO dmg modifiers don't work for mobs
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end,
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on_start = function(object, factor)
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hb.change_hudbar(object, "absorption", factor, (math.floor(factor/20-0.05)+1)*20)
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@ -641,7 +646,7 @@ mcl_potions.register_effect({
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return S("resistance to fire damage")
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO dmg modifiers don't work for mobs
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end,
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particle_color = "#E49A3A",
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uses_factor = false,
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@ -655,7 +660,7 @@ mcl_potions.register_effect({
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return S("resist @1% of incoming damage", math.floor(factor*100))
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO dmg modifiers don't work for mobs
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end,
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particle_color = "#2552A5",
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uses_factor = true,
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@ -672,7 +677,7 @@ mcl_potions.register_effect({
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description = S("Luck"),
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particle_color = "#7BFF42",
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO what should it do for mobs?
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end,
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on_start = function(object, factor)
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mcl_luck.apply_luck_modifier(object:get_player_name(), "mcl_potions:luck", factor)
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@ -691,7 +696,7 @@ mcl_potions.register_effect({
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description = S("Bad Luck"),
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particle_color = "#887343",
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO what should it do for mobs?
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end,
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on_start = function(object, factor)
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mcl_luck.apply_luck_modifier(object:get_player_name(), "mcl_potions:bad_luck", -factor)
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@ -746,7 +751,7 @@ mcl_potions.register_effect({
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return S("-1 HP / 1 s, can kill, -@1% running speed", math.floor(factor*100))
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO needs mob physics factor API
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end,
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on_start = function(object, factor)
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mcl_burning.extinguish(object)
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@ -799,7 +804,7 @@ mcl_potions.register_effect({
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return S("impaired sight")
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO what should it do for mobs?
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end,
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on_start = function(object, factor)
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EF.blindness[object].vignette = object:hud_add({
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@ -842,7 +847,7 @@ mcl_potions.register_effect({
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return S("not feeling very well...").."\n"..S("frequency: @1 / 1 s", factor)
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO what should it do for mobs?
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end,
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on_start = function(object, factor)
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object:set_lighting({
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@ -891,7 +896,7 @@ mcl_potions.register_effect({
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return S("exhausts by @1 per second", factor)
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO what should it do for mobs?
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end,
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on_start = function(object, factor)
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hb.change_hudbar(object, "hunger", nil, nil, "mcl_hunger_icon_foodpoison.png", nil, "mcl_hunger_bar_foodpoison.png")
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@ -924,7 +929,7 @@ mcl_potions.register_effect({
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return S("saturates by @1 per second", factor)
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO what should it do for mobs?
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end,
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on_step = function(dtime, object, factor, duration)
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mcl_hunger.set_hunger(object, math.min(mcl_hunger.get_hunger(object)+dtime*factor, 20))
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@ -988,7 +993,7 @@ mcl_potions.register_effect({
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return S("+@1% mining and attack speed", math.floor(factor*100))
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO needs mob API support
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end,
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on_start = haste_fatigue_hand_update,
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after_end = function(object)
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@ -1009,7 +1014,7 @@ mcl_potions.register_effect({
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return S("-@1% mining and attack speed", math.floor((1-factor)*100))
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO needs mob API support
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end,
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on_start = haste_fatigue_hand_update,
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after_end = function(object)
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@ -1030,7 +1035,7 @@ mcl_potions.register_effect({
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return S("+@1% mining and attack speed in water").."\n"..S("limitless breathing under water", math.floor(factor*100))
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end,
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player()) -- TODO needs mob API support
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end,
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on_start = haste_fatigue_hand_update,
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on_step = function(dtime, object, factor, duration)
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@ -1380,34 +1385,35 @@ function mcl_potions._reset_haste_fatigue_item_meta(player)
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end
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mcl_gamemode.register_on_gamemode_change(mcl_potions._reset_haste_fatigue_item_meta)
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function mcl_potions._clear_cached_player_data(player)
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function mcl_potions._clear_cached_effect_data(object)
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for name, effect in pairs(EF) do
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effect[player] = nil
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effect[object] = nil
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end
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local meta = player:get_meta()
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if not object:is_player() then return end
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local meta = object:get_meta()
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meta:set_int("night_vision", 0)
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end
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function mcl_potions._reset_player_effects(player, set_hud)
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if not player:is_player() then
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return
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function mcl_potions._reset_effects(object, set_hud)
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local set_hud = set_hud
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if not object:is_player() then
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set_hud = false
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end
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local removed_effects = {}
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for name, effect in pairs(registered_effects) do
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if EF[name][player] and effect.on_end then effect.on_end(player) end
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if EF[name][object] and effect.on_end then effect.on_end(object) end
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if effect.after_end then table.insert(removed_effects, effect.after_end) end
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end
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mcl_potions._clear_cached_player_data(player)
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mcl_potions._clear_cached_effect_data(object)
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for i=1, #removed_effects do
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removed_effects[i](player)
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removed_effects[i](object)
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end
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if set_hud ~= false then
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potions_set_hud(player)
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potions_set_hud(object)
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end
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end
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@ -1566,17 +1572,17 @@ end
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minetest.register_on_leaveplayer( function(player)
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mcl_potions._save_player_effects(player)
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mcl_potions._clear_cached_player_data(player) -- clear the buffer to prevent looking for a player not there
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mcl_potions._clear_cached_effect_data(player) -- clear the buffer to prevent looking for a player not there
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icon_ids[player:get_player_name()] = nil
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end)
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minetest.register_on_dieplayer( function(player)
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mcl_potions._reset_player_effects(player)
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mcl_potions._reset_effects(player)
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potions_set_hud(player)
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end)
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minetest.register_on_joinplayer( function(player)
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mcl_potions._reset_player_effects(player, false) -- make sure there are no weird holdover effects
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mcl_potions._reset_effects(player, false) -- make sure there are no weird holdover effects
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mcl_potions._load_player_effects(player)
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mcl_potions._reset_haste_fatigue_item_meta(player)
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potions_init_icons(player)
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@ -1716,12 +1722,29 @@ end
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-- ██║░░░░░╚██████╔╝██║░╚███║╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║██████╔╝
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-- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░
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local registered_res_predicates = {}
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-- API
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-- This is supposed to add custom resistance functions independent of effects
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-- E.g. some entity could be resistant to all (or some) effects under specific conditions
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-- predicate - function(object, effect_name) - return true if resists effect
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function mcl_potions.register_generic_resistance_predicate(predicate)
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if type(predicate) == "function" then
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table.insert(registered_res_predicates, predicate)
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else
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error("Attempted to register non-function as a predicate")
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end
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end
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local function target_valid(object, name)
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if not object or object:get_hp() <= 0 then return false end
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local entity = object:get_luaentity()
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if entity and entity.is_boss then return false end
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for i=1, #registered_res_predicates do
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if registered_res_predicates[i](object, name) then return false end
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end
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if not (registered_effects[name].res_condition
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and registered_effects[name].res_condition(object)) then return true end
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end
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