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General effects API overhaul

- added a `register_effect()` function
- added the withering effect
- registered all the old effects under the new API
- unified effect names
- updated the main effect checker to use the new API
- changed some hardcoded values to support the unified effect naming
- added new namespaced metadata effects strings
- added support for legacy effect player metadata
- potions are still using the old effects API
- added glue between old API calls and the new API
- renamed the effect icons to support the unified effect naming
This commit is contained in:
the-real-herowl 2023-10-01 04:33:40 +02:00
parent 753545d714
commit 8477d13c79
2 changed files with 562 additions and 69 deletions

View File

@ -1,4 +1,5 @@
local EF = {}
<<<<<<< HEAD
EF.invisible = {}
EF.poisoned = {}
EF.regenerating = {}
@ -11,24 +12,358 @@ EF.night_vision = {}
EF.fire_proof = {}
EF.bad_omen = {}
EF.withering = {}
=======
local registered_effects = {}
>>>>>>> df28ce66d (General effects API overhaul)
local EFFECT_TYPES = 0
for _,_ in pairs(EF) do
EFFECT_TYPES = EFFECT_TYPES + 1
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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--
-- ███████╗███████╗███████╗███████╗░█████╗░████████╗░██████╗
-- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝██╔════╝
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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) / 1.5
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
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
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,
})
-- ██╗░░░██╗██████╗░██████╗░░█████╗░████████╗███████╗
-- ██║░░░██║██╔══██╗██╔══██╗██╔══██╗╚══██╔══╝██╔════╝
-- ██║░░░██║██████╔╝██║░░██║███████║░░░██║░░░█████╗░░
-- ██║░░░██║██╔═══╝░██║░░██║██╔══██║░░░██║░░░██╔══╝░░
-- ╚██████╔╝██║░░░░░██████╦╝██║░░██║░░░██║░░░███████╗
-- ░╚═════╝░╚═╝░░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝
--
-- ██╗░░██╗██╗░░░██╗██████╗░
-- ██║░░██║██║░░░██║██╔══██╗
-- ███████║██║░░░██║██║░░██║
-- ██╔══██║██║░░░██║██║░░██║
-- ██║░░██║╚██████╔╝██████╦╝
-- ╚═╝░░╚═╝░╚═════╝░╚═════╝░
local icon_ids = {}
local function potions_set_hudbar(player)
<<<<<<< HEAD
if EF.withering[player] and EF.regenerating[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.poisoned[player] and EF.regenerating[player] then
=======
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
>>>>>>> df28ce66d (General effects API overhaul)
hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_regen_poison.png", nil, "hudbars_bar_health.png")
elseif EF.poisoned[player] then
elseif EF.poison[player] then
hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_health_poison.png", nil, "hudbars_bar_health.png")
elseif EF.regenerating[player] then
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")
@ -69,23 +404,17 @@ local function potions_set_icons(player)
for i=1, EFFECT_TYPES do
local icon = icon_ids[name][i]
local effect_name = active_effects[i]
if effect_name == "swift" and EF.swift[player].is_slow then
effect_name = "slow"
end
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
@ -103,29 +432,33 @@ end
-- ╚█████╔╝██║░░██║███████╗╚█████╔╝██║░╚██╗███████╗██║░░██║
-- ░╚════╝░╚═╝░░╚═╝╚══════╝░╚════╝░╚═╝░░╚═╝╚══════╝╚═╝░░╚═╝
local is_player, entity, meta
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
-- Check for invisible players
for player, vals in pairs(EF.invisible) do
EF.invisible[player].timer = EF.invisible[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#7F8392") end
if EF.invisible[player].timer >= EF.invisible[player].dur then
mcl_potions.make_invisible(player, false)
EF.invisible[player] = nil
if player:is_player() then
meta = player:get_meta()
meta:set_string("_is_invisible", minetest.serialize(EF.invisible[player]))
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
potions_set_hud(player)
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
<<<<<<< HEAD
-- Check for withering players
for player, vals in pairs(EF.withering) do
@ -402,16 +735,10 @@ minetest.register_globalstep(function(dtime)
end
=======
>>>>>>> df28ce66d (General effects API overhaul)
end)
-- Prevent damage to player with Fire Resistance enabled
mcl_damage.register_modifier(function(obj, damage, reason)
if EF.fire_proof[obj] and not reason.flags.bypasses_magic and reason.flags.is_fire then
return 0
end
end, -50)
-- ███████╗███████╗███████╗███████╗░█████╗░████████╗
-- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝
@ -428,6 +755,7 @@ end, -50)
-- ╚══════╝░╚════╝░╚═╝░░╚═╝╚═════╝░╚═╝░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝
function mcl_potions._clear_cached_player_data(player)
<<<<<<< HEAD
EF.invisible[player] = nil
EF.poisoned[player] = nil
EF.regenerating[player] = nil
@ -440,24 +768,24 @@ function mcl_potions._clear_cached_player_data(player)
EF.fire_proof[player] = nil
EF.bad_omen[player] = nil
EF.withering[player] = nil
=======
for name, effect in pairs(EF) do
effect[player] = nil
end
>>>>>>> df28ce66d (General effects API overhaul)
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
mcl_potions.make_invisible(player, false)
playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping")
playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness")
mcl_weather.skycolor.update_sky_color({player})
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)
@ -467,12 +795,12 @@ function mcl_potions._reset_player_effects(player, set_hud)
end
function mcl_potions._save_player_effects(player)
if not player:is_player() then
return
end
meta = player:get_meta()
<<<<<<< HEAD
meta:set_string("_is_invisible", minetest.serialize(EF.invisible[player]))
meta:set_string("_is_poisoned", minetest.serialize(EF.poisoned[player]))
meta:set_string("_is_regenerating", minetest.serialize(EF.regenerating[player]))
@ -486,23 +814,90 @@ function mcl_potions._save_player_effects(player)
meta:set_string("_has_bad_omen", minetest.serialize(EF.bad_omen[player]))
meta:set_string("_is_withering", minetest.serialize(EF.withering[player]))
=======
for name, effect in pairs(registered_effects) do
meta:set_string("mcl_potions:_EF_"..name, minetest.serialize(EF[name][player]))
end
>>>>>>> df28ce66d (General effects API overhaul)
end
function mcl_potions._load_player_effects(player)
if not player:is_player() then
return
end
meta = player:get_meta()
if minetest.deserialize(meta:get_string("_is_invisible")) then
EF.invisible[player] = minetest.deserialize(meta:get_string("_is_invisible"))
mcl_potions.make_invisible(player, true)
-- 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
if minetest.deserialize(meta:get_string("_is_poisoned")) then
EF.poisoned[player] = minetest.deserialize(meta:get_string("_is_poisoned"))
-- 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:"..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
<<<<<<< HEAD
if minetest.deserialize(meta:get_string("_is_regenerating")) then
EF.regenerating[player] = minetest.deserialize(meta:get_string("_is_regenerating"))
@ -544,6 +939,8 @@ function mcl_potions._load_player_effects(player)
EF.withering[player] = minetest.deserialize(meta:get_string("_is_withering"))
end
=======
>>>>>>> df28ce66d (General effects API overhaul)
end
-- Returns true if player has given effect
@ -563,12 +960,12 @@ end
function mcl_potions.player_clear_effect(player,effect)
EF[effect][player] = nil
potions_set_icons(player)
potions_set_hud(player)
end
minetest.register_on_leaveplayer( function(player)
mcl_potions._save_player_effects(player)
mcl_potions._clear_cached_player_data(player) -- clearout the buffer to prevent looking for a player not there
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)
@ -578,7 +975,7 @@ minetest.register_on_dieplayer( function(player)
end)
minetest.register_on_joinplayer( function(player)
mcl_potions._reset_player_effects(player, false) -- make sure there are no wierd holdover effects
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
@ -597,10 +994,8 @@ minetest.register_on_shutdown(function()
for _,player in pairs(minetest.get_connected_players()) do
mcl_potions._save_player_effects(player)
end
end)
-- ░██████╗██╗░░░██╗██████╗░██████╗░░█████╗░██████╗░████████╗██╗███╗░░██╗░██████╗░
-- ██╔════╝██║░░░██║██╔══██╗██╔══██╗██╔══██╗██╔══██╗╚══██╔══╝██║████╗░██║██╔════╝░
-- ╚█████╗░██║░░░██║██████╔╝██████╔╝██║░░██║██████╔╝░░░██║░░░██║██╔██╗██║██║░░██╗░
@ -727,10 +1122,62 @@ end
-- ██║░░░░░╚██████╔╝██║░╚███║╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║██████╔╝
-- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░
local function target_valid(object, name)
if 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)
if not target_valid(object, name) then return false end
local edef = registered_effects[name]
if not edef 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
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)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
=======
if player:get_hp() <= 0 then return false end
>>>>>>> df28ce66d (General effects API overhaul)
local obj = player:get_luaentity()
@ -755,9 +1202,9 @@ function mcl_potions.healing_func(player, hp)
mcl_util.deal_damage(player, -hp, {type = "magic"})
end
end
<<<<<<< HEAD
function mcl_potions.swiftness_func(player, factor, duration)
if not player or player:get_hp() <= 0 then return false end
@ -852,8 +1299,25 @@ function mcl_potions.weakness_func(player, factor, duration)
end
=======
>>>>>>> df28ce66d (General effects API overhaul)
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
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
@ -877,6 +1341,10 @@ function mcl_potions.strength_func(player, factor, duration)
potions_set_icons(player)
end
=======
function mcl_potions.withering_func(player, factor, duration)
return mcl_potions.give_effect("withering", player, factor, duration)
>>>>>>> df28ce66d (General effects API overhaul)
end
@ -909,6 +1377,7 @@ end
function mcl_potions.poison_func(player, factor, duration)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
@ -933,10 +1402,14 @@ function mcl_potions.poison_func(player, factor, duration)
potions_set_hud(player)
end
=======
return mcl_potions.give_effect("poison", player, factor, duration)
>>>>>>> df28ce66d (General effects API overhaul)
end
function mcl_potions.regeneration_func(player, factor, duration)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
@ -961,10 +1434,14 @@ function mcl_potions.regeneration_func(player, factor, duration)
potions_set_hud(player)
end
=======
return mcl_potions.give_effect("regeneration", player, factor, duration)
>>>>>>> df28ce66d (General effects API overhaul)
end
function mcl_potions.invisiblility_func(player, null, duration)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
@ -1015,10 +1492,18 @@ function mcl_potions.water_breathing_func(player, null, duration)
potions_set_icons(player)
end
=======
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)
>>>>>>> df28ce66d (General effects API overhaul)
end
function mcl_potions.fire_resistance_func(player, null, duration)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
@ -1041,10 +1526,14 @@ function mcl_potions.fire_resistance_func(player, null, duration)
potions_set_icons(player)
end
=======
return mcl_potions.give_effect("fire_resistance", player, null, duration)
>>>>>>> df28ce66d (General effects API overhaul)
end
function mcl_potions.night_vision_func(player, null, duration)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
@ -1077,6 +1566,9 @@ function mcl_potions.night_vision_func(player, null, duration)
potions_set_icons(player)
end
=======
return mcl_potions.give_effect("night_vision", player, null, duration)
>>>>>>> df28ce66d (General effects API overhaul)
end
function mcl_potions._extinguish_nearby_fire(pos, radius)
@ -1131,16 +1623,17 @@ function mcl_potions._extinguish_nearby_fire(pos, radius)
end
function mcl_potions.bad_omen_func(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
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

View File

@ -535,7 +535,7 @@ local slowness_def = {
color = "#5A6C81",
effect = 0.85,
is_dur = true,
on_use = mcl_potions.swiftness_func,
on_use = mcl_potions.slowness_func,
is_II = true,
is_plus = true,
is_inv = true,