VoxeLibre/mods/ITEMS/mcl_potions/functions.lua

959 lines
40 KiB
Lua

local EF = {}
local registered_effects = {}
local EFFECT_TYPES = 0
minetest.register_on_mods_loaded(function()
for _,_ in pairs(EF) do
EFFECT_TYPES = EFFECT_TYPES + 1
end
end)
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--
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local function generate_linear_lvl_to_fac(l1, l2)
local a = l2 - l1
local b = 2*l1 - l2
return function(level)
return (a*level + b)
end
end
local function generate_rational_lvl_to_fac(l1, l2)
local a = (l1 - l2) * 2
local b = 2*l2 - l1
return function(level)
if level == 0 then return 0 end
return (a/level + b)
end
end
local function generate_modifier_func(name, dmg_flag, mod_func)
return function(object, damage, reason)
if EF[name][object] and not reason.flags.bypasses_magic and reason.flags[dmg_flag] then
return mod_func and mod_func(damage) or 0
end
end
end
-- API - registers an effect
-- required parameters in def:
-- name - string - effect name in code
-- optional parameters in def:
-- icon - string - file name of the effect icon in HUD - defaults to one based on name
-- res_condition - function(object) - returning true if target is to be resistant to the effect
-- on_start - function(object, factor) - called when dealing the effect
-- on_load - function(object, factor) - called on_joinplayer and on_activate
-- on_step - function(dtime, object, factor, duration) - running every step for all objects with this effect
-- on_hit_timer - function(object, factor, duration) - if defined runs a hit_timer depending on timer_uses_factor value
-- on_end - function(object) - called when the effect wears off
-- particle_color - string - colorstring for particles - defaults to #3000EE
-- uses_factor - bool - whether factor affects the effect
-- lvl1_factor - integer - factor for lvl1 effect - defaults to 1 if uses_factor
-- lvl2_factor - integer - factor for lvl2 effect - defaults to 2 if uses_factor
-- timer_uses_factor - bool - whether hit_timer uses factor (uses_factor must be true) or a constant value (hit_timer_step must be defined)
-- hit_timer_step - float - interval between hit_timer hits
-- damage_modifier - string - damage flag of which damage is changed as defined by modifier_func
-- modifier_func - function(damage) - see damage_modifier, if not defined damage_modifier defaults to 100% resistance
-- modifier_priority - integer - priority passed when registering damage_modifier - defaults to -50
function mcl_potions.register_effect(def)
local modname = minetest.get_current_modname()
if def.name == nil then
error("Unable to register effect: name is nil")
end
if def.name == "list" then
error("Unable to register effect: list is a reserved word")
end
if def.name == "heal" then
error("Unable to register effect: heal is a reserved word")
end
if registered_effects[name] then
error("Effect named "..name.." already registered!")
end
local name = def.name
local pdef = {}
if not def.icon then
pdef.icon = modname.."_effect_"..name..".png"
else
pdef.icon = def.icon
end
pdef.res_condition = def.res_condition
pdef.on_start = def.on_start
pdef.on_load = def.on_load
pdef.on_step = def.on_step
pdef.on_hit_timer = def.on_hit_timer
pdef.on_end = def.on_end
if not def.particle_color then
pdef.particle_color = "#3000EE"
else
pdef.particle_color = def.particle_color
end
if def.uses_factor then
pdef.uses_factor = true
local l1 = def.lvl1_factor or 1
local l2 = def.lvl2_factor or 2*l1
if l1 < l2 then
pdef.level_to_factor = generate_linear_lvl_to_fac(l1, l2)
elseif l1 > l2 then
pdef.level_to_factor = generate_rational_lvl_to_fac(l1, l2)
else
error("Can't extrapolate levels from lvl1 and lvl2 bearing the same factor")
end
else
pdef.uses_factor = false
end
if def.on_hit_timer then
if def.timer_uses_factor then
if not def.uses_factor then error("Uses factor but does not use factor?") end
pdef.timer_uses_factor = true
else
if not def.hit_timer_step then error("If hit_timer does not use factor, hit_timer_step must be defined") end
pdef.timer_uses_factor = false
pdef.hit_timer_step = def.hit_timer_step
end
end
if def.damage_modifier then
mcl_damage.register_modifier(
generate_modifier_func(name, def.damage_modifier, def.modifier_func),
def.modifier_priority or -50
)
end
registered_effects[name] = pdef
EF[name] = {}
end
function mcl_potions.get_registered_effects()
return table.copy(registered_effects)
end
function mcl_potions.is_effect_registered(name)
if registered_effects[name] then
return true
else
return false
end
end
mcl_potions.register_effect({
name = "invisibility",
on_start = function(object, factor)
mcl_potions.make_invisible(object, true)
end,
on_load = function(object, factor)
mcl_potions.make_invisible(object, true)
end,
on_end = function(object)
mcl_potions.make_invisible(object, false)
end,
particle_color = "#7F8392",
uses_factor = false,
})
mcl_potions.register_effect({
name = "poison",
res_condition = function(object)
local entity = object:get_luaentity()
return (entity and (entity.harmed_by_heal or string.find(entity.name, "spider")))
end,
on_hit_timer = function(object, factor, duration)
if mcl_util.get_hp(object) - 1 > 0 then
mcl_util.deal_damage(object, 1, {type = "magic"})
end
end,
particle_color = "#4E9331",
uses_factor = true,
lvl1_factor = 1.25,
lvl2_factor = 0.6,
timer_uses_factor = true,
})
mcl_potions.register_effect({
name = "regeneration",
res_condition = function(object)
local entity = object:get_luaentity()
return (entity and entity.harmed_by_heal)
end,
on_hit_timer = function(object, factor, duration)
local entity = object:get_luaentity()
if object:is_player() then
object:set_hp(math.min(object:get_properties().hp_max or 20, object:get_hp() + 1), { type = "set_hp", other = "regeneration" })
elseif entity and entity.is_mob then
entity.health = math.min(entity.hp_max, entity.health + 1)
end
end,
particle_color = "#CD5CAB",
uses_factor = true,
lvl1_factor = 2.5,
lvl2_factor = 1.25,
timer_uses_factor = true,
})
mcl_potions.register_effect({
name = "strength",
res_condition = function(object)
return (not object:is_player())
end,
particle_color = "#932423",
})
mcl_potions.register_effect({
name = "weakness",
res_condition = function(object)
return (not object:is_player())
end,
particle_color = "#484D48",
})
mcl_potions.register_effect({
name = "water_breathing",
on_step = function(dtime, object, factor, duration)
if not object:is_player() then return end
if object:get_breath() then
hb.hide_hudbar(object, "breath")
if object:get_breath() < 10 then object:set_breath(10) end
end
end,
particle_color = "#2E5299",
uses_factor = false,
})
mcl_potions.register_effect({
name = "leaping",
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
playerphysics.add_physics_factor(object, "jump", "mcl_potions:leaping", 1+factor)
end,
on_end = function(object)
playerphysics.remove_physics_factor(object, "jump", "mcl_potions:leaping")
end,
particle_color = "#22FF4C",
uses_factor = true,
lvl1_factor = 0.5,
lvl2_factor = 1,
})
mcl_potions.register_effect({
name = "swiftness",
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
playerphysics.add_physics_factor(object, "speed", "mcl_potions:swiftness", 1+factor)
end,
on_end = function(object)
playerphysics.remove_physics_factor(object, "speed", "mcl_potions:swiftness")
end,
particle_color = "#7CAFC6",
uses_factor = true,
lvl1_factor = 0.2,
lvl2_factor = 0.4,
})
mcl_potions.register_effect({
name = "slowness",
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
playerphysics.add_physics_factor(object, "speed", "mcl_potions:slowness", 1-factor)
end,
on_end = function(object)
playerphysics.remove_physics_factor(object, "speed", "mcl_potions:slowness")
end,
particle_color = "#5A6C81",
uses_factor = true,
lvl1_factor = 0.15,
lvl2_factor = 0.3,
})
mcl_potions.register_effect({
name = "night_vision",
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
object:get_meta():set_int("night_vision", 1)
mcl_weather.skycolor.update_sky_color({object})
end,
on_step = function(dtime, object, factor, duration)
mcl_weather.skycolor.update_sky_color({object})
end,
on_end = function(object)
local meta = object:get_meta()
meta:set_int("night_vision", 0)
mcl_weather.skycolor.update_sky_color({object})
end,
particle_color = "#1F1FA1",
uses_factor = false,
})
mcl_potions.register_effect({
name = "fire_resistance",
res_condition = function(object)
return (not object:is_player())
end,
particle_color = "#E49A3A",
uses_factor = false,
damage_modifier = "is_fire",
})
mcl_potions.register_effect({
name = "bad_omen",
particle_color = "#0b6138",
})
mcl_potions.register_effect({
name = "withering",
res_condition = function(object)
local entity = object:get_luaentity()
return (entity and string.find(entity.name, "wither"))
end,
on_hit_timer = function(object, factor, duration)
if object:is_player() or object:get_luaentity() then
mcl_util.deal_damage(object, 1, {type = "magic"})
end
end,
particle_color = "#000000",
uses_factor = true,
lvl1_factor = 2,
lvl2_factor = 0.5,
timer_uses_factor = true,
})
-- ██╗░░░██╗██████╗░██████╗░░█████╗░████████╗███████╗
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-- ╚═╝░░╚═╝░╚═════╝░╚═════╝░
local icon_ids = {}
local function potions_set_hudbar(player)
if EF.withering[player] and EF.regeneration[player] then
hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_regen_wither.png", nil, "hudbars_bar_health.png")
elseif EF.withering[player] then
hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_wither.png", nil, "hudbars_bar_health.png")
elseif EF.poison[player] and EF.regeneration[player] then
hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_regen_poison.png", nil, "hudbars_bar_health.png")
elseif EF.poison[player] then
hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_health_poison.png", nil, "hudbars_bar_health.png")
elseif EF.regeneration[player] then
hb.change_hudbar(player, "health", nil, nil, "hudbars_icon_regenerate.png", nil, "hudbars_bar_health.png")
else
hb.change_hudbar(player, "health", nil, nil, "hudbars_icon_health.png", nil, "hudbars_bar_health.png")
end
end
local function potions_init_icons(player)
local name = player:get_player_name()
icon_ids[name] = {}
for e=1, EFFECT_TYPES do
local x = -52 * e - 2
local id = player:hud_add({
hud_elem_type = "image",
text = "blank.png",
position = { x = 1, y = 0 },
offset = { x = x, y = 3 },
scale = { x = 0.375, y = 0.375 },
alignment = { x = 1, y = 1 },
z_index = 100,
})
table.insert(icon_ids[name], id)
end
end
local function potions_set_icons(player)
local name = player:get_player_name()
if not icon_ids[name] then
return
end
local active_effects = {}
for effect_name, effect in pairs(EF) do
if effect[player] then
table.insert(active_effects, effect_name)
end
end
for i=1, EFFECT_TYPES do
local icon = icon_ids[name][i]
local effect_name = active_effects[i]
if effect_name == nil then
player:hud_change(icon, "text", "blank.png")
else
player:hud_change(icon, "text", "mcl_potions_effect_"..effect_name..".png^[resize:128x128")
end
end
end
local function potions_set_hud(player)
potions_set_hudbar(player)
potions_set_icons(player)
end
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minetest.register_globalstep(function(dtime)
for name, effect in pairs(registered_effects) do
for object, vals in pairs(EF[name]) do
EF[name][object].timer = vals.timer + dtime
if object:get_pos() then mcl_potions._add_spawner(object, effect.particle_color) end
if effect.on_step then effect.on_step(dtime, object, vals.factor, vals.dur) end
if effect.on_hit_timer then
EF[name][object].hit_timer = (vals.hit_timer or 0) + dtime
if EF[name][object].hit_timer >= vals.step then
effect.on_hit_timer(object, vals.factor, vals.dur)
if EF[name][object] then EF[name][object].hit_timer = 0 end
end
end
if EF[name][object].timer >= vals.dur then
if effect.on_end then effect.on_end(object) end
EF[name][object] = nil
if object:is_player() then
meta = object:get_meta()
meta:set_string("mcl_potions:"..name, minetest.serialize(EF[name][object]))
potions_set_hud(object)
end
end
end
end
end)
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--
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-- ╚══════╝░╚════╝░╚═╝░░╚═╝╚═════╝░╚═╝░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝
function mcl_potions._clear_cached_player_data(player)
for name, effect in pairs(EF) do
effect[player] = nil
end
meta = player:get_meta()
meta:set_int("night_vision", 0)
end
function mcl_potions._reset_player_effects(player, set_hud)
if not player:is_player() then
return
end
for name, effect in pairs(registered_effects) do
if effect.on_end then effect.on_end(player) end
end
mcl_potions._clear_cached_player_data(player)
if set_hud ~= false then
potions_set_hud(player)
end
end
function mcl_potions._save_player_effects(player)
if not player:is_player() then
return
end
meta = player:get_meta()
for name, effect in pairs(registered_effects) do
meta:set_string("mcl_potions:_EF_"..name, minetest.serialize(EF[name][player]))
end
end
function mcl_potions._load_player_effects(player)
if not player:is_player() then
return
end
meta = player:get_meta()
-- handle legacy meta strings
local legacy_invisible = minetest.deserialize(meta:get_string("_is_invisible"))
local legacy_poisoned = minetest.deserialize(meta:get_string("_is_poisoned"))
local legacy_regenerating = minetest.deserialize(meta:get_string("_is_regenerating"))
local legacy_strong = minetest.deserialize(meta:get_string("_is_strong"))
local legacy_weak = minetest.deserialize(meta:get_string("_is_weak"))
local legacy_water_breathing = minetest.deserialize(meta:get_string("_is_water_breathing"))
local legacy_leaping = minetest.deserialize(meta:get_string("_is_leaping"))
local legacy_swift = minetest.deserialize(meta:get_string("_is_swift"))
local legacy_night_vision = minetest.deserialize(meta:get_string("_is_cat"))
local legacy_fireproof = minetest.deserialize(meta:get_string("_is_fire_proof"))
local legacy_bad_omen = minetest.deserialize(meta:get_string("_has_bad_omen"))
local legacy_withering = minetest.deserialize(meta:get_string("_is_withering"))
if legacy_invisible then
EF.invisibility[player] = legacy_invisible
meta:set_string("_is_invisible", "")
end
if legacy_poisoned then
EF.poison[player] = legacy_poisoned
meta:set_string("_is_poisoned", "")
end
if legacy_regenerating then
EF.regeneration[player] = legacy_regenerating
meta:set_string("_is_regenerating", "")
end
if legacy_strong then
EF.strength[player] = legacy_strong
meta:set_string("_is_strong", "")
end
if legacy_weak then
EF.weakness[player] = legacy_weak
meta:set_string("_is_weak", "")
end
if legacy_water_breathing then
EF.water_breathing[player] = legacy_water_breating
meta:set_string("_is_water_breating", "")
end
if legacy_leaping then
EF.leaping[player] = legacy_leaping
meta:set_string("_is_leaping", "")
end
if legacy_swift then
EF.swiftness[player] = legacy_swift
meta:set_string("_is_swift", "")
end
if legacy_night_vision then
EF.night_vision[player] = legacy_night_vision
meta:set_string("_is_cat", "")
end
if legacy_fireproof then
EF.fire_resistance[player] = legacy_fireproof
meta:set_string("_is_fire_proof", "")
end
if legacy_bad_omen then
EF.bad_omen[player] = legacy_bad_omen
meta:set_string("_has_bad_omen", "")
end
if legacy_withering then
EF.withering[player] = legacy_withering
meta:set_string("_is_withering", "")
end
-- new API effects + on_load for loaded legacy effects
for name, effect in pairs(registered_effects) do
local loaded = minetest.deserialize(meta:get_string("mcl_potions:_EF_"..name))
if loaded then EF[name][player] = loaded end
if EF[name][player] and effect.on_load then
effect.on_load(player, EF[name][player].factor)
end
end
end
-- Returns true if player has given effect
function mcl_potions.player_has_effect(player, effect_name)
if not EF[effect_name] then
return false
end
return EF[effect_name][player] ~= nil
end
function mcl_potions.player_get_effect(player, effect_name)
if not EF[effect_name] or not EF[effect_name][player] then
return false
end
return EF[effect_name][player]
end
function mcl_potions.player_clear_effect(player,effect)
EF[effect][player] = nil
potions_set_hud(player)
end
minetest.register_on_leaveplayer( function(player)
mcl_potions._save_player_effects(player)
mcl_potions._clear_cached_player_data(player) -- clear the buffer to prevent looking for a player not there
icon_ids[player:get_player_name()] = nil
end)
minetest.register_on_dieplayer( function(player)
mcl_potions._reset_player_effects(player)
potions_set_hud(player)
end)
minetest.register_on_joinplayer( function(player)
mcl_potions._reset_player_effects(player, false) -- make sure there are no weird holdover effects
mcl_potions._load_player_effects(player)
potions_init_icons(player)
-- .after required because player:hud_change doesn't work when called
-- in same tick as player:hud_add
-- (see <https://github.com/minetest/minetest/pull/9611>)
-- FIXME: Remove minetest.after
minetest.after(3, function(player)
if player and player:is_player() then
potions_set_hud(player)
end
end, player)
end)
minetest.register_on_shutdown(function()
-- save player effects on server shutdown
for _,player in pairs(minetest.get_connected_players()) do
mcl_potions._save_player_effects(player)
end
end)
-- ░██████╗██╗░░░██╗██████╗░██████╗░░█████╗░██████╗░████████╗██╗███╗░░██╗░██████╗░
-- ██╔════╝██║░░░██║██╔══██╗██╔══██╗██╔══██╗██╔══██╗╚══██╔══╝██║████╗░██║██╔════╝░
-- ╚█████╗░██║░░░██║██████╔╝██████╔╝██║░░██║██████╔╝░░░██║░░░██║██╔██╗██║██║░░██╗░
-- ░╚═══██╗██║░░░██║██╔═══╝░██╔═══╝░██║░░██║██╔══██╗░░░██║░░░██║██║╚████║██║░░╚██╗
-- ██████╔╝╚██████╔╝██║░░░░░██║░░░░░╚█████╔╝██║░░██║░░░██║░░░██║██║░╚███║╚██████╔╝
-- ╚═════╝░░╚═════╝░╚═╝░░░░░╚═╝░░░░░░╚════╝░╚═╝░░╚═╝░░░╚═╝░░░╚═╝╚═╝░░╚══╝░╚═════╝░
--
-- ███████╗██╗░░░██╗███╗░░██╗░█████╗░████████╗██╗░█████╗░███╗░░██╗░██████╗
-- ██╔════╝██║░░░██║████╗░██║██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║██╔════╝
-- █████╗░░██║░░░██║██╔██╗██║██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║╚█████╗░
-- ██╔══╝░░██║░░░██║██║╚████║██║░░██╗░░░██║░░░██║██║░░██║██║╚████║░╚═══██╗
-- ██║░░░░░╚██████╔╝██║░╚███║╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║██████╔╝
-- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░
function mcl_potions.is_obj_hit(self, pos)
local entity
for _,object in pairs(minetest.get_objects_inside_radius(pos, 1.1)) do
entity = object:get_luaentity()
if entity and entity.name ~= self.object:get_luaentity().name then
if entity.is_mob then
return true
end
elseif object:is_player() and self._thrower ~= object:get_player_name() then
return true
end
end
return false
end
function mcl_potions.make_invisible(obj_ref, hide)
if obj_ref:is_player() then
if hide then
mcl_player.player_set_visibility(obj_ref, false)
obj_ref:set_nametag_attributes({ color = { a = 0 } })
else
mcl_player.player_set_visibility(obj_ref, true)
obj_ref:set_nametag_attributes({ color = { r = 255, g = 255, b = 255, a = 255 } })
end
else
if hide then
local luaentity = obj_ref:get_luaentity()
EF.invisible[obj_ref].old_size = luaentity.visual_size
obj_ref:set_properties({ visual_size = { x = 0, y = 0 } })
else
obj_ref:set_properties({ visual_size = EF.invisible[obj_ref].old_size })
end
end
end
function mcl_potions._use_potion(item, obj, color)
local d = 0.1
local pos = obj:get_pos()
minetest.sound_play("mcl_potions_drinking", {pos = pos, max_hear_distance = 6, gain = 1})
minetest.add_particlespawner({
amount = 25,
time = 1,
minpos = {x=pos.x-d, y=pos.y+1, z=pos.z-d},
maxpos = {x=pos.x+d, y=pos.y+2, z=pos.z+d},
minvel = {x=-0.1, y=0, z=-0.1},
maxvel = {x=0.1, y=0.1, z=0.1},
minacc = {x=-0.1, y=0, z=-0.1},
maxacc = {x=0.1, y=.1, z=0.1},
minexptime = 1,
maxexptime = 5,
minsize = 0.5,
maxsize = 1,
collisiondetection = true,
vertical = false,
texture = "mcl_particles_effect.png^[colorize:"..color..":127",
})
end
function mcl_potions._add_spawner(obj, color)
local d = 0.2
local pos = obj:get_pos()
minetest.add_particlespawner({
amount = 1,
time = 1,
minpos = {x=pos.x-d, y=pos.y+1, z=pos.z-d},
maxpos = {x=pos.x+d, y=pos.y+2, z=pos.z+d},
minvel = {x=-0.1, y=0, z=-0.1},
maxvel = {x=0.1, y=0.1, z=0.1},
minacc = {x=-0.1, y=0, z=-0.1},
maxacc = {x=0.1, y=.1, z=0.1},
minexptime = 0.5,
maxexptime = 1,
minsize = 0.5,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_effect.png^[colorize:"..color..":127",
})
end
-- ██████╗░░█████╗░░██████╗███████╗  ██████╗░░█████╗░████████╗██╗░█████╗░███╗░░██╗
-- ██╔══██╗██╔══██╗██╔════╝██╔════╝  ██╔══██╗██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║
-- ██████╦╝███████║╚█████╗░█████╗░░  ██████╔╝██║░░██║░░░██║░░░██║██║░░██║██╔██╗██║
-- ██╔══██╗██╔══██║░╚═══██╗██╔══╝░░  ██╔═══╝░██║░░██║░░░██║░░░██║██║░░██║██║╚████║
-- ██████╦╝██║░░██║██████╔╝███████╗  ██║░░░░░╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║
-- ╚═════╝░╚═╝░░╚═╝╚═════╝░╚══════╝  ╚═╝░░░░░░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝
--
-- ███████╗███████╗███████╗███████╗░█████╗░████████╗
-- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝
-- █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░
-- ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░
-- ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░
-- ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░
--
-- ███████╗██╗░░░██╗███╗░░██╗░█████╗░████████╗██╗░█████╗░███╗░░██╗░██████╗
-- ██╔════╝██║░░░██║████╗░██║██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║██╔════╝
-- █████╗░░██║░░░██║██╔██╗██║██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║╚█████╗░
-- ██╔══╝░░██║░░░██║██║╚████║██║░░██╗░░░██║░░░██║██║░░██║██║╚████║░╚═══██╗
-- ██║░░░░░╚██████╔╝██║░╚███║╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║██████╔╝
-- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░
local function target_valid(object, name)
if not object or object:get_hp() <= 0 then return false end
local entity = object:get_luaentity()
if entity and entity.is_boss then return false end
if not (registered_effects[name].res_condition
and registered_effects[name].res_condition(object)) then return true end
end
function mcl_potions.give_effect(name, object, factor, duration)
local edef = registered_effects[name]
if not edef or not target_valid(object, name) then return false end
if not EF[name][object] then
local vals = {dur = duration, timer = 0,}
if edef.uses_factor then vals.factor = factor end
if edef.on_hit_timer then
if edef.timer_uses_factor then vals.step = factor
else vals.step = edef.hit_timer_step end
end
EF[name][object] = vals
if edef.on_start then edef.on_start(object, factor) end
else
local present = EF[name][object]
if not edef.uses_factor or (edef.uses_factor and factor >= present.factor) then
present.dur = math.max(duration, present.dur - present.timer)
present.timer = 0
if edef.uses_factor then
present.factor = factor
if edef.timer_uses_factor then present.step = factor end
if edef.on_start then edef.on_start(object, factor) end
end
end
end
if object:is_player() then potions_set_hud(object) end
return true
end
function mcl_potions.give_effect_by_level(name, object, level, duration)
if level == 0 then return false end
if not registered_effects[name].uses_factor then
return mcl_potions.give_effect(name, object, 0, duration)
end
local factor = registered_effects[name].level_to_factor(level)
return mcl_potions.give_effect(name, object, factor, duration)
end
function mcl_potions.healing_func(player, hp)
if not player or player:get_hp() <= 0 then return false end
local obj = player:get_luaentity()
if obj and obj.harmed_by_heal then hp = -hp end
if hp > 0 then
-- at least 1 HP
if hp < 1 then
hp = 1
end
if obj and obj.is_mob then
obj.health = math.max(obj.health + hp, obj.hp_max)
elseif player:is_player() then
player:set_hp(math.min(player:get_hp() + hp, player:get_properties().hp_max), { type = "set_hp", other = "healing" })
end
elseif hp < 0 then
if hp > -1 then
hp = -1
end
mcl_util.deal_damage(player, -hp, {type = "magic"})
end
end
function mcl_potions.strength_func(player, factor, duration)
return mcl_potions.give_effect("strength", player, factor, duration)
end
function mcl_potions.leaping_func(player, factor, duration)
return mcl_potions.give_effect("leaping", player, factor, duration)
end
function mcl_potions.weakness_func(player, factor, duration)
return mcl_potions.give_effect("weakness", player, factor, duration)
end
function mcl_potions.swiftness_func(player, factor, duration)
return mcl_potions.give_effect("swiftness", player, factor, duration)
end
function mcl_potions.slowness_func(player, factor, duration)
return mcl_potions.give_effect("slowness", player, factor, duration)
end
function mcl_potions.withering_func(player, factor, duration)
return mcl_potions.give_effect("withering", player, factor, duration)
end
function mcl_potions.poison_func(player, factor, duration)
return mcl_potions.give_effect("poison", player, factor, duration)
end
function mcl_potions.regeneration_func(player, factor, duration)
return mcl_potions.give_effect("regeneration", player, factor, duration)
end
function mcl_potions.invisiblility_func(player, null, duration)
return mcl_potions.give_effect("invisibility", player, null, duration)
end
function mcl_potions.water_breathing_func(player, null, duration)
return mcl_potions.give_effect("water_breathing", player, null, duration)
end
function mcl_potions.fire_resistance_func(player, null, duration)
return mcl_potions.give_effect("fire_resistance", player, null, duration)
end
function mcl_potions.night_vision_func(player, null, duration)
return mcl_potions.give_effect("night_vision", player, null, duration)
end
function mcl_potions._extinguish_nearby_fire(pos, radius)
local epos = {x=pos.x, y=pos.y+0.5, z=pos.z}
local dnode = minetest.get_node({x=pos.x,y=pos.y-0.5,z=pos.z})
if minetest.get_item_group(dnode.name, "fire") ~= 0 or minetest.get_item_group(dnode.name, "lit_campfire") ~= 0 then
epos.y = pos.y - 0.5
end
local exting = false
-- No radius: Splash, extinguish epos and 4 nodes around
if not radius then
local dirs = {
{x=0,y=0,z=0},
{x=0,y=0,z=-1},
{x=0,y=0,z=1},
{x=-1,y=0,z=0},
{x=1,y=0,z=0},
}
for d=1, #dirs do
local tpos = vector.add(epos, dirs[d])
local node = minetest.get_node(tpos)
if minetest.get_item_group(node.name, "fire") ~= 0 then
minetest.sound_play("fire_extinguish_flame", {pos = tpos, gain = 0.25, max_hear_distance = 16}, true)
minetest.remove_node(tpos)
exting = true
elseif minetest.get_item_group(node.name, "lit_campfire") ~= 0 then
minetest.sound_play("fire_extinguish_flame", {pos = tpos, gain = 0.25, max_hear_distance = 16}, true)
local def = minetest.registered_nodes[node.name]
minetest.set_node(tpos, {name = def._mcl_campfires_smothered_form, param2 = node.param2})
exting = true
end
end
-- Has radius: lingering, extinguish all nodes in area
else
local nodes = minetest.find_nodes_in_area(
{x=epos.x-radius,y=epos.y,z=epos.z-radius},
{x=epos.x+radius,y=epos.y,z=epos.z+radius},
{"group:fire", "group:lit_campfire"})
for n=1, #nodes do
local node = minetest.get_node(nodes[n])
minetest.sound_play("fire_extinguish_flame", {pos = nodes[n], gain = 0.25, max_hear_distance = 16}, true)
if minetest.get_item_group(node.name, "fire") ~= 0 then
minetest.remove_node(nodes[n])
elseif minetest.get_item_group(node.name, "lit_campfire") ~= 0 then
local def = minetest.registered_nodes[node.name]
minetest.set_node(nodes[n], {name = def._mcl_campfires_smothered_form, param2 = node.param2})
end
exting = true
end
end
return exting
end
function mcl_potions.bad_omen_func(player, factor, duration)
mcl_potions.give_effect("bad_omen", player, factor, duration)
-- if not EF.bad_omen[player] then
-- EF.bad_omen[player] = {dur = duration, timer = 0, factor = factor}
-- else
-- local victim = EF.bad_omen[player]
-- victim.dur = math.max(duration, victim.dur - victim.timer)
-- victim.timer = 0
-- victim.factor = factor
-- end
--
-- if player:is_player() then
-- potions_set_icons(player)
-- end
end