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MineClone2/mods/ITEMS/mcl_potions/functions.lua

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local S = minetest.get_translator(minetest.get_current_modname())
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local EF = {}
mcl_potions.registered_effects = {}
local registered_effects = mcl_potions.registered_effects -- shorthand ref
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local EFFECT_TYPES = 0
minetest.register_on_mods_loaded(function()
for _,_ in pairs(EF) do
EFFECT_TYPES = EFFECT_TYPES + 1
end
end)
-- ██████╗░███████╗░██████╗░██╗░██████╗████████╗███████╗██████╗
-- ██╔══██╗██╔════╝██╔════╝░██║██╔════╝╚══██╔══╝██╔════╝██╔══██╗
-- ██████╔╝█████╗░░██║░░██╗░██║╚█████╗░░░░██║░░░█████╗░░██████╔╝
-- ██╔══██╗██╔══╝░░██║░░╚██╗██║░╚═══██╗░░░██║░░░██╔══╝░░██╔══██╗
-- ██║░░██║███████╗╚██████╔╝██║██████╔╝░░░██║░░░███████╗██║░░██║
-- ╚═╝░░╚═╝╚══════╝░╚═════╝░╚═╝╚═════╝░░░░╚═╝░░░╚══════╝╚═╝░░╚═╝
--
-- ███████╗███████╗███████╗███████╗░█████╗░████████╗░██████╗
-- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝██╔════╝
-- █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░╚█████╗░
-- ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░░╚═══██╗
-- ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░██████╔╝
-- ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░╚═════╝░
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_linear_fac_to_lvl(l1, l2)
local a = 1/(l2 - l1)
local b = -(2*l1 - l2) * a
return function(factor)
return math.round(a*factor + 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_rational_fac_to_lvl(l1, l2)
local a = (l1 - l2) * 2
local b = 2*l2 - l1
return function(factor)
if factor == 0 then return math.huge end
return math.round(a/(factor - b))
end
end
local function generate_modifier_func(name, dmg_flag, mod_func, is_type)
if dmg_flag == "" then return function(object, damage, reason)
if EF[name][object] and not reason.flags.bypasses_magic then
return mod_func and mod_func(damage, EF[name][object]) or 0
end
end
elseif is_type then return function(object, damage, reason)
if EF[name][object] and not reason.flags.bypasses_magic and reason.type == dmg_flag then
return mod_func and mod_func(damage, EF[name][object]) or 0
end
end
else 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, EF[name][object]) or 0
end
end end
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end
-- API - registers an effect
-- required parameters in def:
-- name - string - effect name in code
-- description - translated string - actual effect name in game
-- optional parameters in def:
-- get_tt - function(factor) - returns tooltip description text for use with potions
-- 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, pass empty string for all damage
-- dmg_mod_is_type - bool - damage_modifier string is used as type instead of flag of damage, defaults to false
-- modifier_func - function(damage, effect_vals) - 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()
local name = def.name
if name == nil then
error("Unable to register effect: name is nil")
end
if type(name) ~= "string" then
error("Unable to register effect: name is not a string")
end
if name == "list" then
error("Unable to register effect: list is a reserved word")
end
if 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
if not def.description or type(def.description) ~= "string" then
error("Unable to register effect: description is not a string")
end
local pdef = {}
pdef.description = def.description
if not def.icon then
pdef.icon = modname.."_effect_"..name..".png"
else
pdef.icon = def.icon
end
pdef.get_tt = def.get_tt
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)
pdef.factor_to_level = generate_linear_fac_to_lvl(l1, l2)
pdef.inv_factor = false
elseif l1 > l2 then
pdef.level_to_factor = generate_rational_lvl_to_fac(l1, l2)
pdef.factor_to_level = generate_rational_fac_to_lvl(l1, l2)
pdef.inv_factor = true
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.dmg_mod_is_type),
def.modifier_priority or -50
)
end
registered_effects[name] = pdef
EF[name] = {}
end
mcl_potions.register_effect({
name = "invisibility",
description = S("Invisiblity"),
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get_tt = function(factor)
return S("body is invisible")
end,
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",
description = S("Poison"),
get_tt = function(factor)
return S("-1 HP / @1 s", factor)
end,
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",
description = S("Regeneration"),
get_tt = function(factor)
return S("+1 HP / @1 s", factor)
end,
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",
description = S("Strength"),
res_condition = function(object)
return (not object:is_player())
end,
particle_color = "#932423",
})
mcl_potions.register_effect({
name = "weakness",
description = S("Weakness"),
res_condition = function(object)
return (not object:is_player())
end,
particle_color = "#484D48",
})
mcl_potions.register_effect({
name = "water_breathing",
description = S("Water Breathing"),
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get_tt = function(factor)
return S("limitless breathing under water")
end,
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",
description = S("Leaping"),
get_tt = function(factor)
if factor > 0 then return S("+@1% jumping power", math.floor(factor*100)) end
return S("-@1% jumping power", math.floor(-factor*100))
end,
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 = "slow_falling",
description = S("Slow Falling"),
get_tt = function(factor)
return S("decreases gravity effects")
end,
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
playerphysics.add_physics_factor(object, "gravity", "mcl_potions:slow_falling", 0.5)
end,
on_step = function(dtime, object, factor, duration)
local vel = object:get_velocity().y
if vel < -3 then object:add_velocity(vector.new(0,-3-vel,0)) end
end,
on_end = function(object)
playerphysics.remove_physics_factor(object, "gravity", "mcl_potions:slow_falling")
end,
particle_color = "#ACCCFF",
})
mcl_potions.register_effect({
name = "swiftness",
description = S("Swiftness"),
get_tt = function(factor)
return S("+@1% running speed", math.floor(factor*100))
end,
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",
description = S("Slowness"),
get_tt = function(factor)
return S("-@1% running speed", math.floor(factor*100))
end,
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 = "levitation",
description = S("Levitation"),
get_tt = function(factor)
return S("moves body upwards at @1 nodes/s", factor)
end,
on_step = function(dtime, object, factor, duration)
local vel = object:get_velocity().y
if vel<factor then object:add_velocity(vector.new(0,factor,0)) end
end,
particle_color = "#420E7E",
uses_factor = true,
lvl1_factor = 0.9,
lvl2_factor = 1.8,
})
mcl_potions.register_effect({
name = "night_vision",
description = S("Night Vision"),
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get_tt = function(factor)
return S("improved vision during the night")
end,
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 = "health_boost",
description = S("Health Boost"),
get_tt = function(factor)
return S("HP increased by @1", factor)
end,
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
object:set_properties({hp_max = minetest.PLAYER_MAX_HP_DEFAULT+factor})
end,
on_end = function(object)
object:set_properties({hp_max = minetest.PLAYER_MAX_HP_DEFAULT})
end,
particle_color = "#FF2222",
uses_factor = true,
lvl1_factor = 4,
lvl2_factor = 8,
})
mcl_potions.register_effect({
name = "absorption",
description = S("Absorption"),
get_tt = function(factor)
return S("absorbs up to @1 incoming damage", factor)
end,
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
hb.change_hudbar(object, "absorption", factor, (math.floor(factor/20-0.05)+1)*20)
EF.absorption[object].absorb = factor
end,
on_load = function(object, factor)
minetest.after(0, function() hb.change_hudbar(object, "absorption", nil, (math.floor(factor/20-0.05)+1)*20) end)
end,
on_step = function(dtime, object, factor, duration)
hb.change_hudbar(object, "absorption", EF.absorption[object].absorb)
end,
on_end = function(object)
hb.change_hudbar(object, "absorption", 0)
end,
particle_color = "#B59500",
uses_factor = true,
lvl1_factor = 4,
lvl2_factor = 8,
damage_modifier = "",
modifier_func = function(damage, effect_vals)
local absorb = effect_vals.absorb
local carryover = 0
if absorb > damage then
effect_vals.absorb = absorb - damage
else
carryover = damage - absorb
effect_vals.absorb = 0
end
return carryover
end,
})
mcl_potions.register_effect({
name = "fire_resistance",
description = S("Fire Resistance"),
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get_tt = function(factor)
return S("resistance to fire damage")
end,
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 = "resistance",
description = S("Resistance"),
get_tt = function(factor)
return S("resist @1% of incoming damage", math.floor(factor*100))
end,
res_condition = function(object)
return (not object:is_player())
end,
particle_color = "#2552A5",
uses_factor = true,
lvl1_factor = 0.2,
lvl2_factor = 0.4,
damage_modifier = "",
modifier_func = function(damage, effect_vals)
return damage - (effect_vals.factor)*damage
end,
})
mcl_potions.register_effect({
name = "bad_omen",
description = S("Bad Omen"),
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particle_color = "#472331",
})
mcl_potions.register_effect({
name = "hero_of_village",
description = S("Hero of the Village"),
particle_color = "#006D2A",
})
mcl_potions.register_effect({
name = "withering",
description = S("Withering"),
get_tt = function(factor)
return S("-1 HP / @1 s, can kill", factor)
end,
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 = 1,
timer_uses_factor = true,
})
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mcl_potions.register_effect({
name = "frost",
description = S("Frost"),
get_tt = function(factor)
return S("-1 HP / 1 s, can kill, -@1% running speed", math.floor(factor*100))
end,
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
mcl_burning.extinguish(object)
playerphysics.add_physics_factor(object, "speed", "mcl_potions:frost", 1-factor)
EF.frost[object].vignette = object:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -101, y = -101},
text = "mcl_potions_frost_hud.png",
z_index = -400
})
end,
on_load = function(object, factor)
EF.frost[object].vignette = object:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -101, y = -101},
text = "mcl_potions_frost_hud.png",
z_index = -400
})
end,
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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,
on_end = function(object)
playerphysics.remove_physics_factor(object, "speed", "mcl_potions:frost")
if not EF.frost[object] then return end
object:hud_remove(EF.frost[object].vignette)
end,
particle_color = "#5B7DAA",
uses_factor = true,
lvl1_factor = 0.1,
lvl2_factor = 0.2,
timer_uses_factor = false,
hit_timer_step = 1,
damage_modifier = "is_fire",
modifier_func = function(damage, effect_vals)
effect_vals.timer = effect_vals.dur
return 0
end,
})
mcl_potions.register_effect({
name = "blindness",
description = "Blindness",
get_tt = function(factor)
return S("impaired sight")
end,
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
EF.blindness[object].vignette = object:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -101, y = -101},
text = "mcl_potions_blindness_hud.png",
z_index = -401
})
mcl_fovapi.apply_modifier(object, "mcl_potions:blindness")
end,
on_load = function(object, factor)
EF.blindness[object].vignette = object:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -101, y = -101},
text = "mcl_potions_blindness_hud.png",
z_index = -401
})
mcl_fovapi.apply_modifier(object, "mcl_potions:blindness")
end,
on_end = function(object)
mcl_fovapi.remove_modifier(object, "mcl_potions:blindness")
if not EF.blindness[object] then return end
object:hud_remove(EF.blindness[object].vignette)
end,
particle_color = "#686868",
uses_factor = false,
})
mcl_fovapi.register_modifier({
name = "mcl_potions:blindness",
fov_factor = 0.6,
time = 1,
})
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mcl_potions.register_effect({
name = "nausea",
description = S("Nausea"),
get_tt = function(factor)
return S("not feeling very well...")
end,
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
object:set_lighting({
saturation = -1.0,
})
end,
on_hit_timer = function(object, factor, duration)
if EF.nausea[object].high then
mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_high")
mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_low")
EF.nausea[object].high = false
else
mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_high")
mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_low")
EF.nausea[object].high = true
end
end,
on_end = function(object)
object:set_lighting({
saturation = 1.0,
})
mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_high")
mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_low")
end,
particle_color = "#60AA30",
uses_factor = false,
timer_uses_factor = false,
hit_timer_step = 1,
})
mcl_fovapi.register_modifier({
name = "mcl_potions:nausea_high",
fov_factor = 2.2,
time = 1,
})
mcl_fovapi.register_modifier({
name = "mcl_potions:nausea_low",
fov_factor = 0.2,
time = 1,
})
mcl_potions.register_effect({
name = "food_poisoning",
description = S("Food Poisoning"),
get_tt = function(factor)
return S("exhausts by @1 per second", factor)
end,
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
hb.change_hudbar(object, "hunger", nil, nil, "mcl_hunger_icon_foodpoison.png", nil, "mcl_hunger_bar_foodpoison.png")
if mcl_hunger.debug then
hb.change_hudbar(object, "exhaustion", nil, nil, nil, nil, "mcl_hunger_bar_foodpoison.png")
end
end,
on_load = function(object, factor) -- TODO refactor and add hunger bar modifier API
hb.change_hudbar(object, "hunger", nil, nil, "mcl_hunger_icon_foodpoison.png", nil, "mcl_hunger_bar_foodpoison.png")
if mcl_hunger.debug then
hb.change_hudbar(object, "exhaustion", nil, nil, nil, nil, "mcl_hunger_bar_foodpoison.png")
end
end,
on_step = function(dtime, object, factor, duration)
mcl_hunger.exhaust(object:get_player_name(), dtime*factor)
end,
on_end = function(object)
mcl_hunger.reset_bars_poison_hunger(object)
end,
particle_color = "#83A061",
uses_factor = true,
lvl1_factor = 100,
lvl2_factor = 200,
})
mcl_potions.register_effect({
name = "saturation",
description = S("Saturation"),
get_tt = function(factor)
return S("saturates by @1 per second", factor)
end,
res_condition = function(object)
return (not object:is_player())
end,
on_step = function(dtime, object, factor, duration)
mcl_hunger.set_hunger(object, math.min(mcl_hunger.get_hunger(object)+dtime*factor, 20))
mcl_hunger.saturate(object:get_player_name(), dtime*factor)
end,
particle_color = "#CEAE29",
uses_factor = true,
})
-- ██╗░░░██╗██████╗░██████╗░░█████╗░████████╗███████╗
-- ██║░░░██║██╔══██╗██╔══██╗██╔══██╗╚══██╔══╝██╔════╝
-- ██║░░░██║██████╔╝██║░░██║███████║░░░██║░░░█████╗░░
-- ██║░░░██║██╔═══╝░██║░░██║██╔══██║░░░██║░░░██╔══╝░░
-- ╚██████╔╝██║░░░░░██████╦╝██║░░██║░░░██║░░░███████╗
-- ░╚═════╝░╚═╝░░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝
--
-- ██╗░░██╗██╗░░░██╗██████╗░
-- ██║░░██║██║░░░██║██╔══██╗
-- ███████║██║░░░██║██║░░██║
-- ██╔══██║██║░░░██║██║░░██║
-- ██║░░██║╚██████╔╝██████╦╝
-- ╚═╝░░╚═╝░╚═════╝░╚═════╝░
hb.register_hudbar("absorption", 0xFFFFFF, S("Absorption"), {bar = "[fill:2x16:#B59500", icon = "mcl_potions_icon_absorb.png"}, 0, 0, 0, false)
local hp_hudbar_modifiers = {}
-- API - registers a HP hudbar modifier
-- required parameters in def:
-- predicate - function(player) - returns true if player fulfills the requirements (eg. has the effects) for the hudbar look
-- icon - string - name of the icon to which the modifier should change the HP hudbar heart
-- priority - signed int - lower gets checked first, and first fulfilled predicate applies its modifier
function mcl_potions.register_hp_hudbar_modifier(def)
if type(def.predicate) ~= "function" then error("Predicate must be a function") end
if not def.icon then error("No icon provided") end
if not def.priority then error("No priority provided") end
table.insert(hp_hudbar_modifiers, {
predicate = def.predicate,
icon = def.icon,
priority = def.priority,
})
table.sort(hp_hudbar_modifiers, function(a, b) return a.priority <= b.priority end)
end
mcl_potions.register_hp_hudbar_modifier({
predicate = function(player)
if EF.withering[player] and EF.regeneration[player] then return true end
end,
icon = "mcl_potions_icon_regen_wither.png",
priority = -30,
})
mcl_potions.register_hp_hudbar_modifier({
predicate = function(player)
if EF.withering[player] then return true end
end,
icon = "mcl_potions_icon_wither.png",
priority = -20,
})
mcl_potions.register_hp_hudbar_modifier({
predicate = function(player)
if EF.poison[player] and EF.regeneration[player] then return true end
end,
icon = "hbhunger_icon_regen_poison.png",
priority = -10,
})
mcl_potions.register_hp_hudbar_modifier({
predicate = function(player)
if EF.poison[player] then return true end
end,
icon = "hbhunger_icon_health_poison.png",
priority = 0,
})
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mcl_potions.register_hp_hudbar_modifier({
predicate = function(player)
if EF.frost[player] and EF.regeneration[player] then return true end
end,
icon = "mcl_potions_icon_regen_frost.png",
priority = 10,
})
mcl_potions.register_hp_hudbar_modifier({
predicate = function(player)
if EF.frost[player] then return true end
end,
icon = "mcl_potions_icon_frost.png",
priority = 20,
})
mcl_potions.register_hp_hudbar_modifier({
predicate = function(player)
if EF.regeneration[player] then return true end
end,
icon = "hudbars_icon_regenerate.png",
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priority = 30,
})
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local function potions_set_hudbar(player)
for _, mod in pairs(hp_hudbar_modifiers) do
if mod.predicate(player) then
hb.change_hudbar(player, "health", nil, nil, mod.icon, nil, "hudbars_bar_health.png")
return
end
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end
hb.change_hudbar(player, "health", nil, nil, "hudbars_icon_health.png", nil, "hudbars_bar_health.png")
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end
local icon_ids = {}
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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 = {}
id.img = player:hud_add({
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hud_elem_type = "image",
text = "blank.png",
position = { x = 1, y = 0 },
offset = { x = x, y = 3 },
scale = { x = 0.375, y = 0.375 },
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alignment = { x = 1, y = 1 },
z_index = 100,
})
id.label = player:hud_add({
hud_elem_type = "text",
text = "",
position = { x = 1, y = 0 },
offset = { x = x+22, y = 50 },
scale = { x = 50, y = 15 },
alignment = { x = 0, y = 1 },
z_index = 100,
style = 1,
number = 0xFFFFFF,
})
id.timestamp = player:hud_add({
hud_elem_type = "text",
text = "",
position = { x = 1, y = 0 },
offset = { x = x+22, y = 65 },
scale = { x = 50, y = 15 },
alignment = { x = 0, y = 1 },
z_index = 100,
style = 1,
number = 0xFFFFFF,
})
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table.insert(icon_ids[name], id)
end
hb.init_hudbar(player, "absorption")
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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
active_effects[effect_name] = effect[player]
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end
end
local i = 1
for effect_name, def in pairs(registered_effects) do
local icon = icon_ids[name][i].img
local label = icon_ids[name][i].label
local timestamp = icon_ids[name][i].timestamp
local vals = active_effects[effect_name]
if vals then
player:hud_change(icon, "text", def.icon .. "^[resize:128x128")
if def.uses_factor then
local level = def.factor_to_level(vals.factor)
if level == math.huge then level = ""
else level = mcl_util.to_roman(level) end
player:hud_change(label, "text", level)
else
player:hud_change(label, "text", "")
end
local dur = math.round(vals.dur-vals.timer)
player:hud_change(timestamp, "text", math.floor(dur/60)..string.format(":%02d",math.floor(dur % 60)))
EF[effect_name][player].hud_index = i
i = i + 1
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end
end
while i < EFFECT_TYPES do
player:hud_change(icon_ids[name][i].img, "text", "blank.png")
player:hud_change(icon_ids[name][i].label, "text", "")
player:hud_change(icon_ids[name][i].timestamp, "text", "")
i = i + 1
end
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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 not EF[name][object] or 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
elseif object:is_player() then
local dur = math.round(vals.dur-vals.timer)
object:hud_change(icon_ids[object:get_player_name()][vals.hud_index].timestamp,
"text", math.floor(dur/60)..string.format(":%02d",math.floor(dur % 60)))
end
end
end
end)
-- ███████╗███████╗███████╗███████╗░█████╗░████████╗
-- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝
-- █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░
-- ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░
-- ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░
-- ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░
--
-- ██╗░░░░░░█████╗░░█████╗░██████╗░░░░░██╗░██████╗░█████╗░██╗░░░██╗███████╗
-- ██║░░░░░██╔══██╗██╔══██╗██╔══██╗░░░██╔╝██╔════╝██╔══██╗██║░░░██║██╔════╝
-- ██║░░░░░██║░░██║███████║██║░░██║░░██╔╝░╚█████╗░███████║╚██╗░██╔╝█████╗░░
-- ██║░░░░░██║░░██║██╔══██║██║░░██║░██╔╝░░░╚═══██╗██╔══██║░╚████╔╝░██╔══╝░░
-- ███████╗╚█████╔╝██║░░██║██████╔╝██╔╝░░░██████╔╝██║░░██║░░╚██╔╝░░███████╗
-- ╚══════╝░╚════╝░╚═╝░░╚═╝╚═════╝░╚═╝░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝
2022-09-08 21:45:53 +00:00
function mcl_potions._clear_cached_player_data(player)
for name, effect in pairs(EF) do
effect[player] = nil
end
local meta = player:get_meta()
2022-09-08 21:45:53 +00:00
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
2020-06-12 23:54:45 +00:00
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
local 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
2020-07-27 23:17:04 +00:00
function mcl_potions._load_player_effects(player)
if not player:is_player() then
return
end
local 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_get_effect_level(player, effect_name)
if not EF[effect_name] then return end
local effect = EF[effect_name][player]
if not effect then return 0 end
if not registered_effects[effect_name].uses_factor then return 1 end
return registered_effects[effect_name].factor_to_level(effect.factor)
end
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function mcl_potions.player_clear_effect(player,effect)
EF[effect][player] = nil
potions_set_hud(player)
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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
2020-11-12 14:46:57 +00:00
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)
potions_set_hud(player)
end)
2020-06-12 23:54:45 +00:00
minetest.register_on_shutdown(function()
-- save player effects on server shutdown
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for _,player in pairs(minetest.get_connected_players()) do
mcl_potions._save_player_effects(player)
end
end)
-- ░██████╗██╗░░░██╗██████╗░██████╗░░█████╗░██████╗░████████╗██╗███╗░░██╗░██████╗░
-- ██╔════╝██║░░░██║██╔══██╗██╔══██╗██╔══██╗██╔══██╗╚══██╔══╝██║████╗░██║██╔════╝░
-- ╚█████╗░██║░░░██║██████╔╝██████╔╝██║░░██║██████╔╝░░░██║░░░██║██╔██╗██║██║░░██╗░
-- ░╚═══██╗██║░░░██║██╔═══╝░██╔═══╝░██║░░██║██╔══██╗░░░██║░░░██║██║╚████║██║░░╚██╗
-- ██████╔╝╚██████╔╝██║░░░░░██║░░░░░╚█████╔╝██║░░██║░░░██║░░░██║██║░╚███║╚██████╔╝
-- ╚═════╝░░╚═════╝░╚═╝░░░░░╚═╝░░░░░░╚════╝░╚═╝░░╚═╝░░░╚═╝░░░╚═╝╚═╝░░╚══╝░╚═════╝░
--
-- ███████╗██╗░░░██╗███╗░░██╗░█████╗░████████╗██╗░█████╗░███╗░░██╗░██████╗
-- ██╔════╝██║░░░██║████╗░██║██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║██╔════╝
-- █████╗░░██║░░░██║██╔██╗██║██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║╚█████╗░
-- ██╔══╝░░██║░░░██║██║╚████║██║░░██╗░░░██║░░░██║██║░░██║██║╚████║░╚═══██╗
-- ██║░░░░░╚██████╔╝██║░╚███║╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║██████╔╝
-- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░
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function mcl_potions.is_obj_hit(self, pos)
local entity
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for _,object in pairs(minetest.get_objects_inside_radius(pos, 1.1)) do
entity = object:get_luaentity()
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if entity and entity.name ~= self.object:get_luaentity().name then
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if entity.is_mob then
return true
end
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elseif object:is_player() and self._thrower ~= object:get_player_name() then
return true
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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 } })
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end
else -- TODO make below section (and preferably other effects on mobs) rely on metadata
if hide then
local luaentity = obj_ref:get_luaentity()
EF.invisibility[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.invisibility[obj_ref].old_size })
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end
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end
end
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function mcl_potions._use_potion(obj, color)
local d = 0.1
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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",
})
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end
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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",
})
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end
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-- ██████╗░░█████╗░░██████╗███████╗  ██████╗░░█████╗░████████╗██╗░█████╗░███╗░░██╗
-- ██╔══██╗██╔══██╗██╔════╝██╔════╝  ██╔══██╗██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║
-- ██████╦╝███████║╚█████╗░█████╗░░  ██████╔╝██║░░██║░░░██║░░░██║██║░░██║██╔██╗██║
-- ██╔══██╗██╔══██║░╚═══██╗██╔══╝░░  ██╔═══╝░██║░░██║░░░██║░░░██║██║░░██║██║╚████║
-- ██████╦╝██║░░██║██████╔╝███████╗  ██║░░░░░╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║
-- ╚═════╝░╚═╝░░╚═╝╚═════╝░╚══════╝  ╚═╝░░░░░░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝
--
-- ███████╗███████╗███████╗███████╗░█████╗░████████╗
-- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝
-- █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░
-- ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░
-- ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░
-- ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░
--
-- ███████╗██╗░░░██╗███╗░░██╗░█████╗░████████╗██╗░█████╗░███╗░░██╗░██████╗
-- ██╔════╝██║░░░██║████╗░██║██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║██╔════╝
-- █████╗░░██║░░░██║██╔██╗██║██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║╚█████╗░
-- ██╔══╝░░██║░░░██║██║╚████║██║░░██╗░░░██║░░░██║██║░░██║██║╚████║░╚═══██╗
-- ██║░░░░░╚██████╔╝██║░╚███║╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║██████╔╝
-- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░
local function target_valid(object, name)
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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
(not edef.inv_factor and factor >= present.factor
or edef.inv_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
else
return false
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(object, hp)
if not object or object:get_hp() <= 0 then return false end
local ent = object:get_luaentity()
if ent and ent.harmed_by_heal then hp = -hp end
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if hp > 0 then
-- at least 1 HP
if hp < 1 then
hp = 1
end
if ent and ent.is_mob then
ent.health = math.min(ent.health + hp, ent.hp_max)
elseif object:is_player() then
object:set_hp(math.min(object:get_hp() + hp, object: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(object, -hp, {type = "magic"})
end
end
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function mcl_potions.strength_func(object, factor, duration)
return mcl_potions.give_effect("strength", object, factor, duration)
end
function mcl_potions.leaping_func(object, factor, duration)
return mcl_potions.give_effect("leaping", object, factor, duration)
end
function mcl_potions.weakness_func(object, factor, duration)
return mcl_potions.give_effect("weakness", object, factor, duration)
end
function mcl_potions.swiftness_func(object, factor, duration)
return mcl_potions.give_effect("swiftness", object, factor, duration)
end
function mcl_potions.slowness_func(object, factor, duration)
return mcl_potions.give_effect("slowness", object, factor, duration)
end
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function mcl_potions.withering_func(object, factor, duration)
return mcl_potions.give_effect("withering", object, factor, duration)
end
function mcl_potions.poison_func(object, factor, duration)
return mcl_potions.give_effect("poison", object, factor, duration)
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end
function mcl_potions.regeneration_func(object, factor, duration)
return mcl_potions.give_effect("regeneration", object, factor, duration)
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end
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function mcl_potions.invisiblility_func(object, null, duration)
return mcl_potions.give_effect("invisibility", object, null, duration)
end
function mcl_potions.water_breathing_func(object, null, duration)
return mcl_potions.give_effect("water_breathing", object, null, duration)
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end
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function mcl_potions.fire_resistance_func(object, null, duration)
return mcl_potions.give_effect("fire_resistance", object, null, duration)
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end
function mcl_potions.night_vision_func(object, null, duration)
return mcl_potions.give_effect("night_vision", object, null, duration)
end
function mcl_potions._extinguish_nearby_fire(pos, radius)
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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
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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
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exting = true
end
end
return exting
end
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function mcl_potions.bad_omen_func(object, factor, duration)
mcl_potions.give_effect("bad_omen", object, factor, duration)
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end