Mineclonia/mods/ITEMS/mcl_potions/functions.lua

660 lines
16 KiB
Lua

local is_invisible = {}
local is_poisoned = {}
local is_regenerating = {}
local is_strong = {}
local is_weak = {}
local is_water_breathing = {}
local is_leaping = {}
local is_swift = {}
local is_cat = {}
local is_fire_proof = {}
local is_player, entity
minetest.register_globalstep(function(dtime)
-- Check for invisible players
for player, vals in pairs(is_invisible) do
is_invisible[player].timer = is_invisible[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#B0B0B0") end
if is_invisible[player].timer >= is_invisible[player].dur then
mcl_potions.make_invisible(player, false)
is_invisible[player] = nil
end
end
-- Check for poisoned players
for player, vals in pairs(is_poisoned) do
is_player = player:is_player()
entity = player:get_luaentity()
is_poisoned[player].timer = is_poisoned[player].timer + dtime
is_poisoned[player].hit_timer = (is_poisoned[player].hit_timer or 0) + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#225533") end
if is_poisoned[player].hit_timer >= is_poisoned[player].step then
if entity and entity._cmi_is_mob then
entity.health = math.max(entity.health - 1, 1)
is_poisoned[player].hit_timer = 0
elseif is_player then
player:set_hp( math.max(player:get_hp() - 1, 1), { type = "punch", other = "poison"})
is_poisoned[player].hit_timer = 0
else -- if not player or mob then remove
is_poisoned[player] = nil
end
end
if is_poisoned[player].timer >= is_poisoned[player].dur then
is_poisoned[player] = nil
end
end
-- Check for regnerating players
for player, vals in pairs(is_regenerating) do
is_player = player:is_player()
entity = player:get_luaentity()
is_regenerating[player].timer = is_regenerating[player].timer + dtime
is_regenerating[player].heal_timer = (is_regenerating[player].heal_timer or 0) + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#A52BB2") end
if is_regenerating[player].heal_timer >= is_regenerating[player].step then
if is_player then
player:set_hp(math.min(player:get_properties().hp_max or 20, player:get_hp() + 1), { type = "set_hp", other = "regeneration" })
is_regenerating[player].heal_timer = 0
elseif entity and entity._cmi_is_mob then
entity.health = math.min(entity.hp_max, entity.health + 1)
is_regenerating[player].heal_timer = 0
else -- stop regenerating if not a player or mob
is_regenerating[player] = nil
end
end
if is_regenerating[player].timer >= is_regenerating[player].dur then
is_regenerating[player] = nil
end
end
-- Check for water breathing players
for player, vals in pairs(is_water_breathing) do
if player:is_player() then
is_water_breathing[player].timer = is_water_breathing[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#0000AA") end
if player:get_breath() then
if player:get_breath() < 10 then player:set_breath(10) end
end
if is_water_breathing[player].timer >= is_water_breathing[player].dur then
is_water_breathing[player] = nil
end
else
is_water_breathing[player] = nil
end
end
-- Check for leaping players
for player, vals in pairs(is_leaping) do
if player:is_player() then
is_leaping[player].timer = is_leaping[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#00CC33") end
if is_leaping[player].timer >= is_leaping[player].dur then
playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping")
is_leaping[player] = nil
end
else
is_leaping[player] = nil
end
end
-- Check for swift players
for player, vals in pairs(is_swift) do
if player:is_player() then
is_swift[player].timer = is_swift[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#009999") end
if is_swift[player].timer >= is_swift[player].dur then
playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness")
is_swift[player] = nil
end
else
is_swift[player] = nil
end
end
-- Check for Night Vision equipped players
for player, vals in pairs(is_cat) do
if player:is_player() then
is_cat[player].timer = is_cat[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#1010AA") end
if minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 then
player:override_day_night_ratio(0.45)
else player:override_day_night_ratio(nil)
end
if is_cat[player].timer >= is_cat[player].dur then
is_cat[player] = nil
end
else
is_cat[player] = nil
end
end
-- Check for Fire Proof players
for player, vals in pairs(is_fire_proof) do
if player:is_player() then
player = player or player:get_luaentity()
is_fire_proof[player].timer = is_fire_proof[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#E0B050") end
if is_fire_proof[player].timer >= is_fire_proof[player].dur then
is_fire_proof[player] = nil
end
else
is_fire_proof[player] = nil
end
end
-- Check for Weak players
for player, vals in pairs(is_weak) do
if player:is_player() then
is_weak[player].timer = is_weak[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#7700BB") end
if is_weak[player].timer >= is_weak[player].dur then
is_weak[player] = nil
end
else
is_weak[player] = nil
end
end
-- Check for Strong players
for player, vals in pairs(is_strong) do
if player:is_player() then
is_strong[player].timer = is_strong[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#7700BB") end
if is_strong[player].timer >= is_strong[player].dur then
is_strong[player] = nil
end
else
is_strong[player] = nil
end
end
end)
local is_fire_node = { ["mcl_core:lava_flowing"]=true,
["mcl_core:lava_source"]=true,
["mcl_fire:eternal_fire"]=true,
["mcl_fire:fire"]=true,
["mcl_nether:magma"]=true,
["mcl_nether:nether_lava_source"]=true,
["mcl_nether:nether_lava_flowing"]=true,
["mcl_nether:nether_lava_source"]=true}
-- Prevent damage to player with Fire Resistance enabled
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if is_fire_proof[player] and hp_change < 0 then
-- This is a bit forced, but it assumes damage is taken by fire and avoids it
-- also assumes any change in hp happens between calls to this function
-- it's worth noting that you don't take damage from players in this case...
local player_info = mcl_playerinfo[player:get_player_name()]
-- if reason.type == "drown" then return hp_change
if is_fire_node[player_info.node_head] or is_fire_node[player_info.node_feet] or is_fire_node[player_info.node_stand] then
return 0
else
return hp_change
end
else
return hp_change
end
end, true)
function mcl_potions._reset_player_effects(player)
if is_invisible[player] then
mcl_potions.make_invisible(player, false)
is_invisible[player] = nil
else --ensure player isn't invisible if he shouldn't be
mcl_potions.make_invisible(player, false)
end
if is_poisoned[player] then
is_poisoned[player] = nil
end
if is_regenerating[player] then
is_regenerating[player] = nil
end
if is_strong[player] then
is_strong[player] = nil
end
if is_weak[player] then
is_weak[player] = nil
end
if is_water_breathing[player] then
is_water_breathing[player] = nil
end
if is_leaping[player] then
is_leaping[player] = nil
playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping")
else -- ensure no effects are stuck from previous potions
playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping")
end
if is_swift[player] then
is_swift[player] = nil
playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness")
else -- ensure no effects are stuck from previous potions
playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness")
end
if is_cat[player] then
player:override_day_night_ratio(nil)
is_cat[player] = nil
else -- ensure no effects are stuck from previous potions
player:override_day_night_ratio(nil)
end
if is_fire_proof[player] then
is_fire_proof[player] = nil
end
end
minetest.register_on_leaveplayer( function(player) mcl_potions._reset_player_effects(player) end)
minetest.register_on_dieplayer( function(player) mcl_potions._reset_player_effects(player) end)
-- TODO It's not MC-like to remove all potion effects when a player leaves or returns, but...it keeps
-- the server from crashing when it loops for a player that isn't online and by resetting on join, it
-- avoids effects present that shouldn't be
minetest.register_on_joinplayer( function(player) mcl_potions._reset_player_effects(player) 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._cmi_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(player, toggle)
if not player then return false end
local is_player = player:is_player()
local entity = player:get_luaentity()
if toggle then -- hide player
if player:is_player() then
is_invisible[player].old_size = player:get_properties().visual_size
elseif entity then
is_invisible[player].old_size = entity.visual_size
else -- if not a player or entity, do nothing
return
end
player:set_properties({visual_size = {x = 0, y = 0}})
player:set_nametag_attributes({color = {a = 0}})
elseif is_invisible[player] then -- show player
player:set_properties({visual_size = is_invisible[player].old_size})
player:set_nametag_attributes({color = {a = 255}})
end
end
function mcl_potions.poison(player, toggle)
if not player then return false end
is_poisoned[player:get_player_name()] = toggle
end
function mcl_potions.regenerate(player, toggle)
if not player then return false end
is_regenerating[player:get_player_name()] = toggle
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_potions_sprite.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_potions_sprite.png^[colorize:"..color..":127",
})
end
function mcl_potions.healing_func(player, hp)
local obj = player:get_luaentity()
if obj and obj.harmed_by_heal then hp = -hp end
if hp > 0 then
if obj and obj._cmi_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
else
if obj and obj._cmi_is_mob then
obj.health = obj.health + hp
elseif player:is_player() then
player:set_hp(player:get_hp() + hp, { type = "punch", other = "harming" })
end
end
end
function mcl_potions.swiftness_func(player, factor, duration)
if not player:get_meta() then return false end
if not is_swift[player] then
is_swift[player] = {dur = duration, timer = 0}
playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor)
else
local victim = is_swift[player]
playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
end
function mcl_potions.leaping_func(player, factor, duration)
if not player:get_meta() then return false end
if not is_leaping[player] then
is_leaping[player] = {dur = duration, timer = 0}
playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor)
else
local victim = is_leaping[player]
playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
end
function mcl_potions.weakness_func(player, factor, duration)
if not is_weak[player] then
is_weak[player] = {dur = duration, timer = 0, factor = factor}
else
local victim = is_weak[player]
victim.factor = factor
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
end
function mcl_potions.strength_func(player, factor, duration)
if not is_strong[player] then
is_strong[player] = {dur = duration, timer = 0, factor = factor}
else
local victim = is_strong[player]
victim.factor = factor
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
end
function mcl_potions.poison_func(player, factor, duration)
if not is_poisoned[player] then
is_poisoned[player] = {step = factor, dur = duration, timer = 0}
else
local victim = is_poisoned[player]
victim.step = math.min(victim.step, factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
end
function mcl_potions.regeneration_func(player, factor, duration)
if not is_regenerating[player] then
is_regenerating[player] = {step = factor, dur = duration, timer = 0}
else
local victim = is_regenerating[player]
victim.step = math.min(victim.step, factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
end
function mcl_potions.invisiblility_func(player, null, duration)
if not is_invisible[player] then
is_invisible[player] = {dur = duration, timer = 0}
mcl_potions.make_invisible(player, true)
else
local victim = is_invisible[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
end
function mcl_potions.water_breathing_func(player, null, duration)
if not is_water_breathing[player] then
is_water_breathing[player] = {dur = duration, timer = 0}
else
local victim = is_water_breathing[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
end
function mcl_potions.fire_resistance_func(player, null, duration)
if not is_fire_proof[player] then
is_fire_proof[player] = {dur = duration, timer = 0}
else
local victim = is_fire_proof[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
end
function mcl_potions.night_vision_func(player, null, duration)
if not is_cat[player] then
is_cat[player] = {dur = duration, timer = 0}
else
local victim = is_cat[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
end