Improved effects HUD and fixes
* Fixed some effects not being replaced correctly with higher levels * Implemented an old FIXME (MTE 5.3.0 fixed underlying bug) * Added a way to obtain an approximate level of effect from factor * Added effect level to HUD under the icon * Added effect timer to HUD under the icon
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@ -33,6 +33,14 @@ local function generate_linear_lvl_to_fac(l1, l2)
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end
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end
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local function generate_linear_fac_to_lvl(l1, l2)
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local a = 1/(l2 - l1)
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local b = -(2*l1 - l2) * a
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return function(factor)
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return math.round(a*factor + b)
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end
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end
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local function generate_rational_lvl_to_fac(l1, l2)
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local a = (l1 - l2) * 2
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local b = 2*l2 - l1
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@ -42,6 +50,15 @@ local function generate_rational_lvl_to_fac(l1, l2)
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end
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end
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local function generate_rational_fac_to_lvl(l1, l2)
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local a = (l1 - l2) * 2
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local b = 2*l2 - l1
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return function(factor)
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if factor == 0 then return math.huge end
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return math.round(a/(factor - b))
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end
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end
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local function generate_modifier_func(name, dmg_flag, mod_func)
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return function(object, damage, reason)
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if EF[name][object] and not reason.flags.bypasses_magic and reason.flags[dmg_flag] then
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@ -118,8 +135,12 @@ function mcl_potions.register_effect(def)
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local l2 = def.lvl2_factor or 2*l1
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if l1 < l2 then
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pdef.level_to_factor = generate_linear_lvl_to_fac(l1, l2)
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pdef.factor_to_level = generate_linear_fac_to_lvl(l1, l2)
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pdef.inv_factor = false
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elseif l1 > l2 then
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pdef.level_to_factor = generate_rational_lvl_to_fac(l1, l2)
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pdef.factor_to_level = generate_rational_fac_to_lvl(l1, l2)
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pdef.inv_factor = true
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else
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error("Can't extrapolate levels from lvl1 and lvl2 bearing the same factor")
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end
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@ -417,7 +438,8 @@ local function potions_init_icons(player)
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icon_ids[name] = {}
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for e=1, EFFECT_TYPES do
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local x = -52 * e - 2
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local id = player:hud_add({
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local id = {}
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id.img = player:hud_add({
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hud_elem_type = "image",
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text = "blank.png",
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position = { x = 1, y = 0 },
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@ -426,6 +448,28 @@ local function potions_init_icons(player)
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alignment = { x = 1, y = 1 },
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z_index = 100,
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})
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id.label = player:hud_add({
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hud_elem_type = "text",
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text = "",
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position = { x = 1, y = 0 },
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offset = { x = x+22, y = 50 },
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scale = { x = 50, y = 15 },
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alignment = { x = 0, y = 1 },
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z_index = 100,
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style = 1,
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number = 0xFFFFFF,
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})
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id.timestamp = player:hud_add({
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hud_elem_type = "text",
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text = "",
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position = { x = 1, y = 0 },
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offset = { x = x+22, y = 65 },
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scale = { x = 50, y = 15 },
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alignment = { x = 0, y = 1 },
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z_index = 100,
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style = 1,
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number = 0xFFFFFF,
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})
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table.insert(icon_ids[name], id)
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end
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end
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@ -438,18 +482,37 @@ local function potions_set_icons(player)
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local active_effects = {}
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for effect_name, effect in pairs(EF) do
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if effect[player] then
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table.insert(active_effects, effect_name)
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active_effects[effect_name] = effect[player]
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end
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end
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for i=1, EFFECT_TYPES do
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local icon = icon_ids[name][i]
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local effect_name = active_effects[i]
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if effect_name == nil then
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player:hud_change(icon, "text", "blank.png")
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local i = 1
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for effect_name, def in pairs(registered_effects) do
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local icon = icon_ids[name][i].img
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local label = icon_ids[name][i].label
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local timestamp = icon_ids[name][i].timestamp
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local vals = active_effects[effect_name]
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if vals then
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player:hud_change(icon, "text", def.icon .. "^[resize:128x128")
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if def.uses_factor then
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local level = def.factor_to_level(vals.factor)
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if level == math.huge then level = "∞"
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else level = mcl_util.to_roman(level) end
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player:hud_change(label, "text", level)
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else
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player:hud_change(icon, "text", "mcl_potions_effect_"..effect_name..".png^[resize:128x128")
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player:hud_change(label, "text", "")
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end
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local dur = math.round(vals.dur-vals.timer)
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player:hud_change(timestamp, "text", math.floor(dur/60)..string.format(":%02d",math.floor(dur % 60)))
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EF[effect_name][player].hud_index = i
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i = i + 1
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end
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end
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while i < EFFECT_TYPES do
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player:hud_change(icon_ids[name][i].img, "text", "blank.png")
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player:hud_change(icon_ids[name][i].label, "text", "")
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player:hud_change(icon_ids[name][i].timestamp, "text", "")
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i = i + 1
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end
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end
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@ -496,6 +559,10 @@ minetest.register_globalstep(function(dtime)
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meta:set_string("mcl_potions:"..name, minetest.serialize(EF[name][object]))
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potions_set_hud(object)
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end
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elseif object:is_player() then
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local dur = math.round(vals.dur-vals.timer)
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object:hud_change(icon_ids[object:get_player_name()][vals.hud_index].timestamp,
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"text", math.floor(dur/60)..string.format(":%02d",math.floor(dur % 60)))
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end
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end
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end
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@ -665,15 +732,7 @@ 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._load_player_effects(player)
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potions_init_icons(player)
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-- .after required because player:hud_change doesn't work when called
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-- in same tick as player:hud_add
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-- (see <https://github.com/minetest/minetest/pull/9611>)
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-- FIXME: Remove minetest.after
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minetest.after(3, function(player)
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if player and player:is_player() then
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potions_set_hud(player)
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end
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end, player)
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end)
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minetest.register_on_shutdown(function()
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@ -833,7 +892,9 @@ function mcl_potions.give_effect(name, object, factor, duration)
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if edef.on_start then edef.on_start(object, factor) end
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else
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local present = EF[name][object]
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if not edef.uses_factor or (edef.uses_factor and factor >= present.factor) then
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if not edef.uses_factor or (edef.uses_factor and
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(not edef.inv_factor and factor >= present.factor
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or edef.inv_factor and factor <= present.factor)) then
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present.dur = math.max(duration, present.dur - present.timer)
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present.timer = 0
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if edef.uses_factor then
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@ -841,6 +902,8 @@ function mcl_potions.give_effect(name, object, factor, duration)
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if edef.timer_uses_factor then present.step = factor end
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if edef.on_start then edef.on_start(object, factor) end
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end
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else
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return false
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end
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end
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