Memeclone_Fork/mods/HUD/mcl_experience/init.lua

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local S = minetest.get_translator("mcl_experience")
mcl_experience = {}
local pool = {}
local registered_nodes
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local max_xp = 2^31-1
local gravity = {x = 0, y = -((tonumber(minetest.settings:get("movement_gravity"))) or 9.81), z = 0}
local size_min, size_max = 20, 59 -- percents
local delta_size = size_max - size_min
local size_to_xp = {
{-32768, 2}, -- 1
{ 3, 6}, -- 2
{ 7, 16}, -- 3
{ 17, 36}, -- 4
{ 37, 72}, -- 5
{ 73, 148}, -- 6
{ 149, 306}, -- 7
{ 307, 616}, -- 8
{ 617, 1236}, -- 9
{ 1237, 2476}, --10
{ 2477, 32767} --11
}
local function xp_to_size(xp)
local i, l = 1, #size_to_xp
while (xp > size_to_xp[i][1]) and (i < l) do
i = i + 1
end
return ((i-1) / (l-1) * delta_size + size_min)/100
end
minetest.register_on_mods_loaded(function()
registered_nodes = minetest.registered_nodes
end)
local load_data = function(player)
local name = player:get_player_name()
pool[name] = {}
local temp_pool = pool[name]
local meta = player:get_meta()
temp_pool.xp = meta:get_int("xp") or 0
temp_pool.level = mcl_experience.xp_to_level(temp_pool.xp)
temp_pool.bar, temp_pool.bar_step, temp_pool.xp_next_level = mcl_experience.xp_to_bar(temp_pool.xp, temp_pool.level)
temp_pool.last_time= minetest.get_us_time()/1000000
end
-- saves data to be utilized on next login
local save_data = function(player)
name = player:get_player_name()
local temp_pool = pool[name]
local meta = player:get_meta()
meta:set_int("xp", temp_pool.xp)
pool[name] = nil
end
local player_huds = {} -- the list of players hud lists (3d array)
hud_manager = {} -- hud manager class
-- terminate the player's list on leave
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_huds[name] = nil
end)
-- create instance of new hud
hud_manager.add_hud = function(player,hud_name,def)
local name = player:get_player_name()
local local_hud = player:hud_add({
hud_elem_type = def.hud_elem_type,
position = def.position,
text = def.text,
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text2 = def.text2,
number = def.number,
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item = def.item,
direction = def.direction,
size = def.size,
offset = def.offset,
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z_index = def.z_index,
})
-- create new 3d array here
-- depends.txt is not needed
-- with it here
if not player_huds[name] then
player_huds[name] = {}
end
player_huds[name][hud_name] = local_hud
end
-- delete instance of hud
hud_manager.remove_hud = function(player,hud_name)
local name = player:get_player_name()
if player_huds[name] and player_huds[name][hud_name] then
player:hud_remove(player_huds[name][hud_name])
player_huds[name][hud_name] = nil
end
end
-- change element of hud
hud_manager.change_hud = function(data)
local name = data.player:get_player_name()
if player_huds[name] and player_huds[name][data.hud_name] then
data.player:hud_change(player_huds[name][data.hud_name], data.element, data.data)
end
end
-- gets if hud exists
hud_manager.hud_exists = function(player,hud_name)
local name = player:get_player_name()
if player_huds[name] and player_huds[name][hud_name] then
return(true)
else
return(false)
end
end
-------------------
-- saves specific users data for when they relog
minetest.register_on_leaveplayer(function(player)
save_data(player)
end)
-- is used for shutdowns to save all data
local save_all = function()
for name,_ in pairs(pool) do
local player = minetest.get_player_by_name(name)
if player then
save_data(player)
end
end
end
-- save all data to mod storage on shutdown
minetest.register_on_shutdown(function()
save_all()
end)
function mcl_experience.get_player_xp_level(player)
local name = player:get_player_name()
return(pool[name].level)
end
function mcl_experience.set_player_xp_level(player,level)
local name = player:get_player_name()
if level == pool[name].level then
return
end
pool[name].level = level
pool[name].xp, pool[name].next_level = mcl_experience.bar_to_xp(pool[name].bar, level)
hud_manager.change_hud({player = player, hud_name = "xp_level", element = "text", data = tostring(level)})
-- we may don't update the bar
end
local name
local temp_pool
minetest.register_on_joinplayer(function(player)
load_data(player)
name = player:get_player_name()
temp_pool = pool[name]
hud_manager.add_hud(player,"experience_bar",
{
hud_elem_type = "statbar", position = {x=0.5, y=1},
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name = "experience bar",
text = "experience_bar.png",
text2 = "experience_bar_background.png",
number = temp_pool.bar, item = 36,
direction = 0,
offset = {x = (-8 * 28) - 29, y = -(48 + 24 + 16)},
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size = { x=28, y=28 }, z_index = 11,
})
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hud_manager.add_hud(player,"xp_level",
{
hud_elem_type = "text", position = {x=0.5, y=1},
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name = "xp_level", text = tostring(temp_pool.level),
number = 0xFFFFFF,
offset = {x = 0, y = -(48 + 24 + 24)},
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z_index = 12,
})
end)
function mcl_experience.xp_to_level(xp)
local xp = xp or 0
local a, b, c, D
if xp > 1507 then
a, b, c = 4.5, -162.5, 2220-xp
elseif xp > 352 then
a, b, c = 2.5, -40.5, 360-xp
else
a, b, c = 1, 6, -xp
end
D = b*b-4*a*c
if D == 0 then
return math.floor(-b/2/a)
elseif D > 0 then
local v1, v2 = -b/2/a, math.sqrt(D)/2/a
return math.floor((math.max(v1-v2, v1+v2)))
end
return 0
end
function mcl_experience.level_to_xp(level)
if (level >= 1 and level <= 16) then
return math.floor(math.pow(level, 2) + 6 * level)
elseif (level >= 17 and level <= 31) then
return math.floor(2.5 * math.pow(level, 2) - 40.5 * level + 360)
elseif level >= 32 then
return math.floor(4.5 * math.pow(level, 2) - 162.5 * level + 2220);
end
return 0
end
function mcl_experience.xp_to_bar(xp, level)
local level = level or mcl_experience.xp_to_level(xp)
local xp_this_level = mcl_experience.level_to_xp(level)
local xp_next_level = mcl_experience.level_to_xp(level+1)
local bar_step = 36 / (xp_next_level-xp_this_level)
local bar = (xp-xp_this_level) * bar_step
return bar, bar_step, xp_next_level
end
function mcl_experience.bar_to_xp(bar, level)
local xp_this_level = mcl_experience.level_to_xp(level)
local xp_next_level = mcl_experience.level_to_xp(level+1)
local bar_step = 36 / (xp_next_level-xp_this_level)
local xp = xp_this_level + math.floor(bar/36*(xp_next_level-xp_this_level))
return xp, bar_step, xp_next_level
end
function mcl_experience.add_experience(player, experience)
local name = player:get_player_name()
local temp_pool = pool[name]
local old_bar, old_xp, old_level = temp_pool.bar, temp_pool.xp, temp_pool.level
temp_pool.xp = math.max(temp_pool.xp + experience, 0)
if (temp_pool.xp >= temp_pool.xp_next_level) or (experience < 1) then
temp_pool.level = mcl_experience.xp_to_level(temp_pool.xp)
temp_pool.bar, temp_pool.bar_step, temp_pool.xp_next_level = mcl_experience.xp_to_bar(temp_pool.xp, temp_pool.level)
if old_level ~= temp_pool.level then
if minetest.get_us_time()/1000000 - temp_pool.last_time > 0.04 then
minetest.sound_play("level_up",{gain=0.2,to_player = name})
temp_pool.last_time = minetest.get_us_time()/1000000
end
hud_manager.change_hud({player = player, hud_name = "xp_level", element = "text", data = tostring(temp_pool.level)})
end
else
if minetest.get_us_time()/1000000 - temp_pool.last_time > 0.01 then
temp_pool.last_time = minetest.get_us_time()/1000000
minetest.sound_play("experience",{gain=0.1,to_player = name,pitch=math.random(75,99)/100})
end
temp_pool.bar = temp_pool.bar + temp_pool.bar_step * experience
end
if old_bar ~= temp_pool.bar then
hud_manager.change_hud({player = player, hud_name = "experience_bar", element = "number", data = math.floor(temp_pool.bar)})
end
end
--reset player level
local name
local temp_pool
local xp_amount
minetest.register_on_dieplayer(function(player)
if minetest.settings:get_bool("mcl_keepInventory", false) then
return
end
name = player:get_player_name()
temp_pool = pool[name]
xp_amount = temp_pool.xp
temp_pool.bar = 0
temp_pool.level = 0
temp_pool.xp = 0
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hud_manager.change_hud({player = player, hud_name = "xp_level", element = "text", data = tostring(temp_pool.level)})
hud_manager.change_hud({player = player, hud_name = "experience_bar", element = "number", data = math.floor(temp_pool.bar)})
mcl_experience.throw_experience(player:get_pos(), xp_amount)
end)
local name
local collector, pos, pos2
local direction, distance, player_velocity, goal
local currentvel, acceleration, multiplier, velocity
local node, vel, def
local is_moving, is_slippery, slippery, slip_factor
local size, data
local function xp_step(self, dtime)
--if item set to be collected then only execute go to player
if self.collected == true then
if not self.collector then
self.collected = false
return
end
collector = minetest.get_player_by_name(self.collector)
if collector and collector:get_hp() > 0 and vector.distance(self.object:get_pos(),collector:get_pos()) < 5 then
self.object:set_acceleration(vector.new(0,0,0))
self.disable_physics(self)
--get the variables
pos = self.object:get_pos()
pos2 = collector:get_pos()
player_velocity = collector:get_player_velocity()
pos2.y = pos2.y + 0.8
direction = vector.direction(pos,pos2)
distance = vector.distance(pos2,pos)
multiplier = distance
if multiplier < 1 then
multiplier = 1
end
goal = vector.multiply(direction,multiplier)
currentvel = self.object:get_velocity()
if distance > 1 then
multiplier = 20 - distance
velocity = vector.multiply(direction,multiplier)
goal = velocity
acceleration = vector.new(goal.x-currentvel.x,goal.y-currentvel.y,goal.z-currentvel.z)
self.object:add_velocity(vector.add(acceleration,player_velocity))
elseif distance < 0.4 then
mcl_experience.add_experience(collector, self._xp)
self.object:remove()
end
return
else
self.collector = nil
self.enable_physics(self)
end
end
self.age = self.age + dtime
if self.age > 300 then
self.object:remove()
return
end
pos = self.object:get_pos()
if pos then
node = minetest.get_node_or_nil({
x = pos.x,
y = pos.y -0.25,
z = pos.z
})
else
return
end
-- Remove nodes in 'ignore'
if node and node.name == "ignore" then
self.object:remove()
return
end
if not self.physical_state then
return -- Don't do anything
end
-- Slide on slippery nodes
vel = self.object:get_velocity()
def = node and registered_nodes[node.name]
is_moving = (def and not def.walkable) or
vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
is_slippery = false
if def and def.walkable then
slippery = minetest.get_item_group(node.name, "slippery")
is_slippery = slippery ~= 0
if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
-- Horizontal deceleration
slip_factor = 4.0 / (slippery + 4)
self.object:set_acceleration({
x = -vel.x * slip_factor,
y = 0,
z = -vel.z * slip_factor
})
elseif vel.y == 0 then
is_moving = false
end
end
if self.moving_state == is_moving and self.slippery_state == is_slippery then
-- Do not update anything until the moving state changes
return
end
self.moving_state = is_moving
self.slippery_state = is_slippery
if is_moving then
self.object:set_acceleration(gravity)
else
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = 0, y = 0, z = 0})
end
end
minetest.register_entity("mcl_experience:orb", {
initial_properties = {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
visual = "sprite",
visual_size = {x = 0.4, y = 0.4},
textures = {name="experience_orb.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}},
spritediv = {x = 1, y = 14},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = true,
pointable = false,
static_save = false,
},
moving_state = true,
slippery_state = false,
physical_state = true,
-- Item expiry
age = 0,
-- Pushing item out of solid nodes
force_out = nil,
force_out_start = nil,
--Collection Variables
collectable = false,
try_timer = 0,
collected = false,
delete_timer = 0,
radius = 4,
on_activate = function(self, staticdata, dtime_s)
self.object:set_velocity(vector.new(
math.random(-2,2)*math.random(),
math.random(2,5),
math.random(-2,2)*math.random()
))
self.object:set_armor_groups({immortal = 1})
self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration(gravity)
local xp = tonumber(staticdata)
self._xp = xp
size = xp_to_size(xp)
self.object:set_properties({
visual_size = {x = size, y = size},
glow = 14,
})
self.object:set_sprite({x=1,y=math.random(1,14)}, 14, 0.05, false)
end,
enable_physics = function(self)
if not self.physical_state then
self.physical_state = true
self.object:set_properties({physical = true})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration(gravity)
end
end,
disable_physics = function(self)
if self.physical_state then
self.physical_state = false
self.object:set_properties({physical = false})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
end
end,
on_step = function(self, dtime)
xp_step(self, dtime)
end,
})
minetest.register_chatcommand("xp", {
params = S("[<player>] [<xp>]"),
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description = S("Gives a player some XP"),
privs = {server=true},
func = function(name, params)
local player, xp = nil, 1000
local P, i = {}, 0
for str in string.gmatch(params, "([^ ]+)") do
i = i + 1
P[i] = str
end
if i > 2 then
return false, S("Error: Too many parameters!")
end
if i > 0 then
xp = tonumber(P[i])
end
if i < 2 then
player = minetest.get_player_by_name(name)
end
if i == 2 then
player = minetest.get_player_by_name(P[1])
end
if not xp then
return false, S("Error: Incorrect value of XP")
end
if not player then
return false, S("Error: Player not found")
end
mcl_experience.add_experience(player, xp)
local playername = player:get_player_name()
-- minetest.chat_send_player(name, "Added " .. tostring(xp) .. " XP to " .. playername .. ", they've got " .. tostring(pool[playername].xp) .. " XP, level " .. tostring(pool[playername].level))
minetest.chat_send_player(name, S("Added @1 XP to @2, total: @3, experience level: @4", tostring(xp), playername, tostring(pool[playername].xp), tostring(pool[playername].level)))
end,
})
function mcl_experience.throw_experience(pos, amount)
local i, j = 0, 0
local obj, xp
while i < amount and j < 100 do
xp = math.min(math.random(1, math.min(32767, amount-math.floor(i/2))), amount-i)
obj = minetest.add_entity(pos, "mcl_experience:orb", tostring(xp))
if not obj then
return false
end
obj:set_velocity({
x=math.random(-2,2)*math.random(),
y=math.random(2,5),
z=math.random(-2,2)*math.random()
})
i = i + xp
j = j + 1
end
end