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TheDarkProject/mods/ITEMS/mcl_beacons/init.lua

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--[[
there are strings in meta, which are being used to see which effect will be given to the player(s)
Valid strings:
swiftness
leaping
strenght
regeneration
]]--
--TODO: add beacon beam
--TODO: add translation
local formspec_string=
"size[11,14]"..
"label[4.5,0.5;Beacon:]"..
"label[0.5,1;Primary Power:]"..
"label[0.5,8.25;Inventory:]"..
"image[1,1.5;1,1;custom_beacom_symbol_4.png]"..
"image[1,3;1,1;custom_beacom_symbol_3.png]"..
"image[1,4.5;1,1;custom_beacom_symbol_2.png]"..
"image[1,6;1,1;custom_beacom_symbol_1.png]"..
"image_button[5.2,1.5;1,1;mcl_potions_effect_swift.png;swiftness;]"..
"image_button[5.2,3;1,1;mcl_potions_effect_leaping.png;leaping;]"..
"image_button[5.2,4.5;1,1;mcl_potions_effect_strong.png;strenght;]"..
"image_button[5.2,6;1,1;mcl_potions_effect_regenerating.png;regeneration;]"..
"item_image[1,7;1,1;mcl_core:diamond]"..
"item_image[2.2,7;1,1;mcl_core:emerald]"..
"item_image[3.4,7;1,1;mcl_core:iron_ingot]"..
"item_image[4.6,7;1,1;mcl_core:gold_ingot]"..
mcl_formspec.get_itemslot_bg(6,7,1,1)..
"list[context;input;6,7;1,1;]"..
mcl_formspec.get_itemslot_bg(1,9,9,3)..
"list[current_player;main;1,9;9,3;9]"..
mcl_formspec.get_itemslot_bg(1,12.5,9,1)..
"list[current_player;main;1,12.5;9,1;]"
local function beacon_blockcheck(pos)
for y_offset = 1,4 do
local block_y = pos.y - y_offset
for block_x = (pos.x-y_offset),(pos.x+y_offset) do
for block_z = (pos.z-y_offset),(pos.z+y_offset) do
local valid_block = false --boolean to which stores if block is valid or not
for _, beacon_block in pairs(beacon_blocklist) do
if beacon_block == minetest.get_node({x=block_x,y=block_y,z=block_z}).name and not valid_block then --is the block in the pyramid a valid beacon block
valid_block =true
end
end
if not valid_block then
return y_offset -1 --the last layer is complete, this one is missing or incomplete
end
end
end
if y_offset == 4 then --all checks are done, beacon is maxed
return y_offset
end
end
end
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local function effect_player(effect,pos,power_level, effect_level)
local all_objects = minetest.get_objects_inside_radius(pos, ((power_level+1)*10))
for _,obj in ipairs(all_objects) do
if obj:is_player() then
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if effect == "swiftness" then
mcl_potions.swiftness_func(obj,effect_level,16)
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elseif effect == "leaping" then
mcl_potions.leaping_func(obj, effect_level, 16)
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elseif effect == "strenght" then
mcl_potions.strength_func(obj, effect_level, 16)
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elseif effect == "regeneration" then
mcl_potions.regeneration_func(obj, effect_level, 16)
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end
end
end
end
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local function globalstep_function(pos)
local meta = minetest.get_meta(pos)
local power_level = beacon_blockcheck(pos)
local effect_string = meta:get_string("effect")
if meta:get_int("effect_level") == 2 and power_level < 4 then
return
else
local obstructed = false
for y=pos.y+1, pos.y+301 do
if y >= 31000 then return end
local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
obstructed = true
return
end
end
if obstructed then return end
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effect_player(effect_string,pos,power_level,meta:get_int("effect_level"))
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end
end
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minetest.register_node("mcl_beacons:beacon", {
--glasslike drawtype?
description = "Beacon",
tiles = {
"beacon_top.png",
"beacon_bottom.png",
"beacon_side_1.png",
"beacon_side_2.png",
"beacon_side_3.png",
"beacon_side_4.png"
},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("input", 1)
local form = formspec_string
meta:set_string("formspec", form)
end,
on_receive_fields = function(pos, formname, fields, sender)
if fields.swiftness or fields.regeneration or fields.leaping or fields.strenght then
local sender_name = sender:get_player_name()
local power_level = beacon_blockcheck(pos)
if minetest.is_protected(pos, sender_name) then
minetest.record_protection_violation(pos, sender_name)
return
elseif power_level == 0 then
return
end
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local input = inv:get_stack("input",1)
if input:is_empty() then
return
end
local valid_item = false
for _, item in ipairs(beacon_fuellist) do
if input:get_name() == item then
valid_item = true
end
end
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if not valid_item then
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return
end
local successful = false
if fields.swiftness then
if power_level == 4 then
minetest.get_meta(pos):set_int("effect_level",2)
else
minetest.get_meta(pos):set_int("effect_level",1)
end
minetest.get_meta(pos):set_string("effect","swiftness")
successful = true
elseif fields.leaping and power_level >= 2 then
if power_level == 4 then
minetest.get_meta(pos):set_int("effect_level",2)
else
minetest.get_meta(pos):set_int("effect_level",1)
end
minetest.get_meta(pos):set_string("effect","leaping")
successful = true
elseif fields.strenght and power_level >= 3 then
if power_level == 4 then
minetest.get_meta(pos):set_int("effect_level",2)
else
minetest.get_meta(pos):set_int("effect_level",1)
end
minetest.get_meta(pos):set_string("effect","strenght")
successful = true
elseif fields.regeneration and power_level == 4 then
minetest.get_meta(pos):set_int("effect_level",2)
minetest.get_meta(pos):set_string("effect","regeneration")
successful = true
end
if successful then
input:take_item()
inv:set_stack("input",1,input)
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globalstep_function(pos)--call it once outside the globalstep so the player gets the effect right after selecting it
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end
end
end,
light_source = 15,
sounds = mcl_sounds.node_sound_glass_defaults(),
})
mesecon.register_mvps_stopper("mcl_beacons:beacon")
mcl_wip.register_wip_item("mcl_beacons:beacon")
beacon_blocklist = {"mcl_core:diamondblock","mcl_core:ironblock","mcl_core:goldblock","mcl_core:emeraldblock"}--this is supposed to be a global, don't change that! || TODO: add netherite blocks once implemented!
beacon_fuellist ={"mcl_core:diamond","mcl_core:emerald","mcl_core:iron_ingot","mcl_core:gold_ingot"}
function register_beaconblock (itemstring)--API function for other mods
table.insert(beacon_blocklist, itemstring)
end
function register_beaconfuel(itemstring)
table.insert(beacon_fuellist, itemstring)
end
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local timer = 0
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minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 3 then
for _, player in ipairs(minetest.get_connected_players()) do
local player_pos = player.get_pos(player)
local pos_list = minetest.find_nodes_in_area({x=player_pos.x-50, y=player_pos.y-50, z=player_pos.z-50}, {x=player_pos.x+50, y=player_pos.y+50, z=player_pos.z+50},"mcl_beacons:beacon")
for _, pos in ipairs(pos_list) do
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globalstep_function(pos)
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end
end
timer = 0
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end
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end)