Renamed some functions and variables
* changed names referring to player where it does support mobs * also added an is_player() check in one function
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@ -104,7 +104,7 @@ function mcl_raids.promote_to_raidcaptain(c) -- object
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mcl_raids.drop_obanner(pos)
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if cmi_cause and cmi_cause.type == "punch" and cmi_cause.puncher:is_player() then
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awards.unlock(cmi_cause.puncher:get_player_name(), "mcl:voluntary_exile")
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local lv = mcl_potions.player_get_effect(cmi_cause.puncher, "bad_omen")
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local lv = mcl_potions.get_effect(cmi_cause.puncher, "bad_omen")
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if not lv then lv = 0
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else lv = lv.factor end
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lv = math.max(5,lv + 1)
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@ -296,7 +296,7 @@ mcl_events.register_event("raid",{
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--minetest.log("Cond start raid")
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local r = {}
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for _,p in pairs(minetest.get_connected_players()) do
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if mcl_potions.player_has_effect(p,"bad_omen") then
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if mcl_potions.has_effect(p,"bad_omen") then
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local raid_pos = mcl_raids.find_village(p:get_pos())
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if raid_pos then
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--minetest.log("We have a raid position. Start raid")
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@ -310,7 +310,7 @@ mcl_events.register_event("raid",{
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self.mobs = {}
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self.health_max = 1
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self.health = 0
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local lv = mcl_potions.player_get_effect(minetest.get_player_by_name(self.player), "bad_omen")
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local lv = mcl_potions.get_effect(minetest.get_player_by_name(self.player), "bad_omen")
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if lv and lv.factor and lv.factor > 1 then self.max_stage = 6 end
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end,
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cond_progress = function(self)
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@ -331,7 +331,7 @@ mcl_events.register_event("raid",{
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end,
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on_complete = function(self)
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awards.unlock(self.player,"mcl:hero_of_the_village")
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mcl_potions.player_clear_effect(minetest.get_player_by_name(self.player),"bad_omen")
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mcl_potions.clear_effect(minetest.get_player_by_name(self.player),"bad_omen")
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make_firework(self.pos,os.time())
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end,
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})
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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.player_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_proof")) then
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return
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end
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burn_in_campfire(pl)
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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.player_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_proof")) 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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@ -1145,32 +1145,33 @@ function mcl_potions._load_player_effects(player)
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end
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end
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-- Returns true if player has given effect
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function mcl_potions.player_has_effect(player, effect_name)
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-- Returns true if object has given effect
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function mcl_potions.has_effect(object, effect_name)
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if not EF[effect_name] then
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return false
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end
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return EF[effect_name][player] ~= nil
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return EF[effect_name][object] ~= nil
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end
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function mcl_potions.player_get_effect(player, effect_name)
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if not EF[effect_name] or not EF[effect_name][player] then
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function mcl_potions.get_effect(object, effect_name)
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if not EF[effect_name] or not EF[effect_name][object] then
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return false
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end
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return EF[effect_name][player]
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return EF[effect_name][object]
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end
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function mcl_potions.player_get_effect_level(player, effect_name)
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function mcl_potions.get_effect_level(object, effect_name)
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if not EF[effect_name] then return end
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local effect = EF[effect_name][player]
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local effect = EF[effect_name][object]
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if not effect then return 0 end
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if not registered_effects[effect_name].uses_factor then return 1 end
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return registered_effects[effect_name].factor_to_level(effect.factor)
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end
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function mcl_potions.player_clear_effect(player,effect)
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EF[effect][player] = nil
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potions_set_hud(player)
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function mcl_potions.clear_effect(object, effect)
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EF[effect][object] = nil
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if not object:is_player() then return end
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potions_set_hud(object)
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end
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minetest.register_on_leaveplayer( function(player)
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@ -186,7 +186,7 @@ function mcl_hunger.item_eat(hunger_change, replace_with_item, poisontime, poiso
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do_poison = true
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end
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if do_poison then
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local level = mcl_potions.player_get_effect_level(user, "food_poisoning")
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local level = mcl_potions.get_effect_level(user, "food_poisoning")
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mcl_potions.give_effect_by_level("food_poisoning", user, level+exhaust, poisontime)
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end
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end
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