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Add status effect icons

objects
Wuzzy 2020-11-12 15:46:57 +01:00
parent 027b240cac
commit c5a27ee47a
13 changed files with 254 additions and 152 deletions

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@ -1,22 +1,30 @@
local is_invisible = {} local EF = {}
local is_poisoned = {} EF.invisible = {}
local is_regenerating = {} EF.poisoned = {}
local is_strong = {} EF.regenerating = {}
local is_weak = {} EF.strong = {}
local is_water_breathing = {} EF.weak = {}
local is_leaping = {} EF.water_breathing = {}
local is_swift = {} EF.leaping = {}
local is_cat = {} EF.swift = {} -- for swiftness AND slowness
local is_fire_proof = {} EF.night_vision = {}
EF.fire_proof = {}
local EFFECT_TYPES = 0
for _,_ in pairs(EF) do
EFFECT_TYPES = EFFECT_TYPES + 1
end
local icon_ids = {}
local icon_types = {}
local function potions_set_hudbar(player) local function potions_set_hudbar(player)
if is_poisoned[player] and is_regenerating[player] then if EF.poisoned[player] and EF.regenerating[player] then
hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_regen_poison.png", nil, "hudbars_bar_health.png") hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_regen_poison.png", nil, "hudbars_bar_health.png")
elseif is_poisoned[player] then elseif EF.poisoned[player] then
hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_health_poison.png", nil, "hudbars_bar_health.png") hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_health_poison.png", nil, "hudbars_bar_health.png")
elseif is_regenerating[player] then elseif EF.regenerating[player] then
hb.change_hudbar(player, "health", nil, nil, "hudbars_icon_regenerate.png", nil, "hudbars_bar_health.png") hb.change_hudbar(player, "health", nil, nil, "hudbars_icon_regenerate.png", nil, "hudbars_bar_health.png")
else else
hb.change_hudbar(player, "health", nil, nil, "hudbars_icon_health.png", nil, "hudbars_bar_health.png") hb.change_hudbar(player, "health", nil, nil, "hudbars_icon_health.png", nil, "hudbars_bar_health.png")
@ -24,6 +32,61 @@ local function potions_set_hudbar(player)
end end
local function potions_init_icons(player)
local name = player:get_player_name()
icon_ids[name] = {}
icon_types[name] = {}
for e=1, EFFECT_TYPES do
local x = -48 * e
local id = player:hud_add({
hud_elem_type = "image",
text = "blank.png",
position = { x = 1, y = 0 },
offset = { x = x, y = 256+32 },
scale = { x = 2, y = 2 },
alignment = { x = 1, y = 1 },
z_index = 100,
})
table.insert(icon_ids[name], id)
end
end
local function potions_set_icons(player)
local name = player:get_player_name()
if not icon_ids[name] then
return
end
local active_effects = {}
for effect_name, effect in pairs(EF) do
if effect[player] then
table.insert(active_effects, effect_name)
end
end
for i=1, EFFECT_TYPES do
local icon = icon_ids[name][i]
local itype = icon_types[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
icon_types[name][i] = nil
player:hud_change(icon, "text", "blank.png")
elseif effect_name ~= itype then
icon_types[name][i] = effect_name
player:hud_change(icon, "text", "mcl_potions_effect_"..effect_name..".png")
end
end
end
local function potions_set_hud(player)
potions_set_hudbar(player)
potions_set_icons(player)
end
-- ███╗░░░███╗░█████╗░██╗███╗░░██╗  ███████╗███████╗███████╗███████╗░█████╗░████████╗ -- ███╗░░░███╗░█████╗░██╗███╗░░██╗  ███████╗███████╗███████╗███████╗░█████╗░████████╗
@ -45,101 +108,101 @@ local is_player, entity, meta
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
-- Check for invisible players -- Check for invisible players
for player, vals in pairs(is_invisible) do for player, vals in pairs(EF.invisible) do
is_invisible[player].timer = is_invisible[player].timer + dtime EF.invisible[player].timer = EF.invisible[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#B0B0B0") end if player:get_pos() then mcl_potions._add_spawner(player, "#B0B0B0") end
if is_invisible[player].timer >= is_invisible[player].dur then if EF.invisible[player].timer >= EF.invisible[player].dur then
mcl_potions.make_invisible(player, false) mcl_potions.make_invisible(player, false)
is_invisible[player] = nil EF.invisible[player] = nil
if player:is_player() then if player:is_player() then
meta = player:get_meta() meta = player:get_meta()
meta:set_string("_is_invisible", minetest.serialize(is_invisible[player])) meta:set_string("_is_invisible", minetest.serialize(EF.invisible[player]))
end end
end end
end end
-- Check for poisoned players -- Check for poisoned players
for player, vals in pairs(is_poisoned) do for player, vals in pairs(EF.poisoned) do
is_player = player:is_player() is_player = player:is_player()
entity = player:get_luaentity() entity = player:get_luaentity()
is_poisoned[player].timer = is_poisoned[player].timer + dtime EF.poisoned[player].timer = EF.poisoned[player].timer + dtime
is_poisoned[player].hit_timer = (is_poisoned[player].hit_timer or 0) + dtime EF.poisoned[player].hit_timer = (EF.poisoned[player].hit_timer or 0) + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#225533") end if player:get_pos() then mcl_potions._add_spawner(player, "#225533") end
if is_poisoned[player].hit_timer >= is_poisoned[player].step then if EF.poisoned[player].hit_timer >= EF.poisoned[player].step then
if entity and entity._cmi_is_mob then if entity and entity._cmi_is_mob then
entity.health = math.max(entity.health - 1, 1) entity.health = math.max(entity.health - 1, 1)
is_poisoned[player].hit_timer = 0 EF.poisoned[player].hit_timer = 0
elseif is_player then elseif is_player then
player:set_hp( math.max(player:get_hp() - 1, 1), { type = "punch", other = "poison"}) player:set_hp( math.max(player:get_hp() - 1, 1), { type = "punch", other = "poison"})
is_poisoned[player].hit_timer = 0 EF.poisoned[player].hit_timer = 0
else -- if not player or mob then remove else -- if not player or mob then remove
is_poisoned[player] = nil EF.poisoned[player] = nil
end end
end end
if is_poisoned[player] and is_poisoned[player].timer >= is_poisoned[player].dur then if EF.poisoned[player] and EF.poisoned[player].timer >= EF.poisoned[player].dur then
is_poisoned[player] = nil EF.poisoned[player] = nil
if is_player then if is_player then
meta = player:get_meta() meta = player:get_meta()
meta:set_string("_is_poisoned", minetest.serialize(is_poisoned[player])) meta:set_string("_is_poisoned", minetest.serialize(EF.poisoned[player]))
potions_set_hudbar(player) potions_set_hud(player)
end end
end end
end end
-- Check for regnerating players -- Check for regnerating players
for player, vals in pairs(is_regenerating) do for player, vals in pairs(EF.regenerating) do
is_player = player:is_player() is_player = player:is_player()
entity = player:get_luaentity() entity = player:get_luaentity()
is_regenerating[player].timer = is_regenerating[player].timer + dtime EF.regenerating[player].timer = EF.regenerating[player].timer + dtime
is_regenerating[player].heal_timer = (is_regenerating[player].heal_timer or 0) + dtime EF.regenerating[player].heal_timer = (EF.regenerating[player].heal_timer or 0) + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#A52BB2") end if player:get_pos() then mcl_potions._add_spawner(player, "#A52BB2") end
if is_regenerating[player].heal_timer >= is_regenerating[player].step then if EF.regenerating[player].heal_timer >= EF.regenerating[player].step then
if is_player 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" }) 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 EF.regenerating[player].heal_timer = 0
elseif entity and entity._cmi_is_mob then elseif entity and entity._cmi_is_mob then
entity.health = math.min(entity.hp_max, entity.health + 1) entity.health = math.min(entity.hp_max, entity.health + 1)
is_regenerating[player].heal_timer = 0 EF.regenerating[player].heal_timer = 0
else -- stop regenerating if not a player or mob else -- stop regenerating if not a player or mob
is_regenerating[player] = nil EF.regenerating[player] = nil
end end
end end
if is_regenerating[player] and is_regenerating[player].timer >= is_regenerating[player].dur then if EF.regenerating[player] and EF.regenerating[player].timer >= EF.regenerating[player].dur then
is_regenerating[player] = nil EF.regenerating[player] = nil
if is_player then if is_player then
meta = player:get_meta() meta = player:get_meta()
meta:set_string("_is_regenerating", minetest.serialize(is_regenerating[player])) meta:set_string("_is_regenerating", minetest.serialize(EF.regenerating[player]))
potions_set_hudbar(player) potions_set_hud(player)
end end
end end
end end
-- Check for water breathing players -- Check for water breathing players
for player, vals in pairs(is_water_breathing) do for player, vals in pairs(EF.water_breathing) do
if player:is_player() then if player:is_player() then
is_water_breathing[player].timer = is_water_breathing[player].timer + dtime EF.water_breathing[player].timer = EF.water_breathing[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#0000AA") end if player:get_pos() then mcl_potions._add_spawner(player, "#0000AA") end
@ -147,146 +210,146 @@ minetest.register_globalstep(function(dtime)
if player:get_breath() < 10 then player:set_breath(10) end if player:get_breath() < 10 then player:set_breath(10) end
end end
if is_water_breathing[player].timer >= is_water_breathing[player].dur then if EF.water_breathing[player].timer >= EF.water_breathing[player].dur then
meta = player:get_meta() meta = player:get_meta()
meta:set_string("_is_water_breathing", minetest.serialize(is_water_breathing[player])) meta:set_string("_is_water_breathing", minetest.serialize(EF.water_breathing[player]))
is_water_breathing[player] = nil EF.water_breathing[player] = nil
end end
else else
is_water_breathing[player] = nil EF.water_breathing[player] = nil
end end
end end
-- Check for leaping players -- Check for leaping players
for player, vals in pairs(is_leaping) do for player, vals in pairs(EF.leaping) do
if player:is_player() then if player:is_player() then
is_leaping[player].timer = is_leaping[player].timer + dtime EF.leaping[player].timer = EF.leaping[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#00CC33") end if player:get_pos() then mcl_potions._add_spawner(player, "#00CC33") end
if is_leaping[player].timer >= is_leaping[player].dur then if EF.leaping[player].timer >= EF.leaping[player].dur then
playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping") playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping")
is_leaping[player] = nil EF.leaping[player] = nil
meta = player:get_meta() meta = player:get_meta()
meta:set_string("_is_leaping", minetest.serialize(is_leaping[player])) meta:set_string("_is_leaping", minetest.serialize(EF.leaping[player]))
end end
else else
is_leaping[player] = nil EF.leaping[player] = nil
end end
end end
-- Check for swift players -- Check for swift players
for player, vals in pairs(is_swift) do for player, vals in pairs(EF.swift) do
if player:is_player() then if player:is_player() then
is_swift[player].timer = is_swift[player].timer + dtime EF.swift[player].timer = EF.swift[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#009999") end if player:get_pos() then mcl_potions._add_spawner(player, "#009999") end
if is_swift[player].timer >= is_swift[player].dur then if EF.swift[player].timer >= EF.swift[player].dur then
playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness") playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness")
is_swift[player] = nil EF.swift[player] = nil
meta = player:get_meta() meta = player:get_meta()
meta:set_string("_is_swift", minetest.serialize(is_swift[player])) meta:set_string("_is_swift", minetest.serialize(EF.swift[player]))
end end
else else
is_swift[player] = nil EF.swift[player] = nil
end end
end end
-- Check for Night Vision equipped players -- Check for Night Vision equipped players
for player, vals in pairs(is_cat) do for player, vals in pairs(EF.night_vision) do
if player:is_player() then if player:is_player() then
is_cat[player].timer = is_cat[player].timer + dtime EF.night_vision[player].timer = EF.night_vision[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#1010AA") end if player:get_pos() then mcl_potions._add_spawner(player, "#1010AA") end
if is_cat[player].timer >= is_cat[player].dur then if EF.night_vision[player].timer >= EF.night_vision[player].dur then
is_cat[player] = nil EF.night_vision[player] = nil
meta = player:get_meta() meta = player:get_meta()
meta:set_string("_is_cat", minetest.serialize(is_cat[player])) meta:set_string("_is_cat", minetest.serialize(EF.night_vision[player]))
meta:set_int("night_vision", 0) meta:set_int("night_vision", 0)
end end
mcl_weather.skycolor.update_sky_color({player}) mcl_weather.skycolor.update_sky_color({player})
else else
is_cat[player] = nil EF.night_vision[player] = nil
end end
end end
-- Check for Fire Proof players -- Check for Fire Proof players
for player, vals in pairs(is_fire_proof) do for player, vals in pairs(EF.fire_proof) do
if player:is_player() then if player:is_player() then
player = player or player:get_luaentity() player = player or player:get_luaentity()
is_fire_proof[player].timer = is_fire_proof[player].timer + dtime EF.fire_proof[player].timer = EF.fire_proof[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#E0B050") end if player:get_pos() then mcl_potions._add_spawner(player, "#E0B050") end
if is_fire_proof[player].timer >= is_fire_proof[player].dur then if EF.fire_proof[player].timer >= EF.fire_proof[player].dur then
is_fire_proof[player] = nil EF.fire_proof[player] = nil
meta = player:get_meta() meta = player:get_meta()
meta:set_string("_is_fire_proof", minetest.serialize(is_fire_proof[player])) meta:set_string("_is_fire_proof", minetest.serialize(EF.fire_proof[player]))
end end
else else
is_fire_proof[player] = nil EF.fire_proof[player] = nil
end end
end end
-- Check for Weak players -- Check for Weak players
for player, vals in pairs(is_weak) do for player, vals in pairs(EF.weak) do
if player:is_player() then if player:is_player() then
is_weak[player].timer = is_weak[player].timer + dtime EF.weak[player].timer = EF.weak[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#7700BB") end if player:get_pos() then mcl_potions._add_spawner(player, "#7700BB") end
if is_weak[player].timer >= is_weak[player].dur then if EF.weak[player].timer >= EF.weak[player].dur then
is_weak[player] = nil EF.weak[player] = nil
meta = player:get_meta() meta = player:get_meta()
meta:set_string("_is_weak", minetest.serialize(is_weak[player])) meta:set_string("_is_weak", minetest.serialize(EF.weak[player]))
end end
else else
is_weak[player] = nil EF.weak[player] = nil
end end
end end
-- Check for Strong players -- Check for Strong players
for player, vals in pairs(is_strong) do for player, vals in pairs(EF.strong) do
if player:is_player() then if player:is_player() then
is_strong[player].timer = is_strong[player].timer + dtime EF.strong[player].timer = EF.strong[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#7700BB") end if player:get_pos() then mcl_potions._add_spawner(player, "#7700BB") end
if is_strong[player].timer >= is_strong[player].dur then if EF.strong[player].timer >= EF.strong[player].dur then
is_strong[player] = nil EF.strong[player] = nil
meta = player:get_meta() meta = player:get_meta()
meta:set_string("_is_strong", minetest.serialize(is_strong[player])) meta:set_string("_is_strong", minetest.serialize(EF.strong[player]))
end end
else else
is_strong[player] = nil EF.strong[player] = nil
end end
end end
@ -307,7 +370,7 @@ local is_fire_node = { ["mcl_core:lava_flowing"]=true,
-- Prevent damage to player with Fire Resistance enabled -- Prevent damage to player with Fire Resistance enabled
minetest.register_on_player_hpchange(function(player, hp_change, reason) minetest.register_on_player_hpchange(function(player, hp_change, reason)
if is_fire_proof[player] and hp_change < 0 then if EF.fire_proof[player] and hp_change < 0 then
-- This is a bit forced, but it assumes damage is taken by fire and avoids it -- 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 -- 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... -- it's worth noting that you don't take damage from players in this case...
@ -350,26 +413,26 @@ function mcl_potions._reset_player_effects(player)
meta = player:get_meta() meta = player:get_meta()
mcl_potions.make_invisible(player, false) mcl_potions.make_invisible(player, false)
is_invisible[player] = nil EF.invisible[player] = nil
is_poisoned[player] = nil EF.poisoned[player] = nil
is_regenerating[player] = nil EF.regenerating[player] = nil
is_strong[player] = nil EF.strong[player] = nil
is_weak[player] = nil EF.weak[player] = nil
is_water_breathing[player] = nil EF.water_breathing[player] = nil
is_leaping[player] = nil EF.leaping[player] = nil
playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping") playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping")
is_swift[player] = nil EF.swift[player] = nil
playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness") playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness")
is_cat[player] = nil EF.night_vision[player] = nil
meta:set_int("night_vision", 0) meta:set_int("night_vision", 0)
mcl_weather.skycolor.update_sky_color({player}) mcl_weather.skycolor.update_sky_color({player})
is_fire_proof[player] = nil EF.fire_proof[player] = nil
potions_set_hudbar(player) potions_set_hud(player)
end end
@ -380,16 +443,16 @@ function mcl_potions._save_player_effects(player)
end end
meta = player:get_meta() meta = player:get_meta()
meta:set_string("_is_invisible", minetest.serialize(is_invisible[player])) meta:set_string("_is_invisible", minetest.serialize(EF.invisible[player]))
meta:set_string("_is_poisoned", minetest.serialize(is_poisoned[player])) meta:set_string("_is_poisoned", minetest.serialize(EF.poisoned[player]))
meta:set_string("_is_regenerating", minetest.serialize(is_regenerating[player])) meta:set_string("_is_regenerating", minetest.serialize(EF.regenerating[player]))
meta:set_string("_is_strong", minetest.serialize(is_strong[player])) meta:set_string("_is_strong", minetest.serialize(EF.strong[player]))
meta:set_string("_is_weak", minetest.serialize(is_weak[player])) meta:set_string("_is_weak", minetest.serialize(EF.weak[player]))
meta:set_string("_is_water_breathing", minetest.serialize(is_water_breathing[player])) meta:set_string("_is_water_breathing", minetest.serialize(EF.water_breathing[player]))
meta:set_string("_is_leaping", minetest.serialize(is_leaping[player])) meta:set_string("_is_leaping", minetest.serialize(EF.leaping[player]))
meta:set_string("_is_swift", minetest.serialize(is_swift[player])) meta:set_string("_is_swift", minetest.serialize(EF.swift[player]))
meta:set_string("_is_cat", minetest.serialize(is_cat[player])) meta:set_string("_is_cat", minetest.serialize(EF.night_vision[player]))
meta:set_string("_is_fire_proof", minetest.serialize(is_fire_proof[player])) meta:set_string("_is_fire_proof", minetest.serialize(EF.fire_proof[player]))
end end
@ -401,53 +464,58 @@ function mcl_potions._load_player_effects(player)
meta = player:get_meta() meta = player:get_meta()
if minetest.deserialize(meta:get_string("_is_invisible")) then if minetest.deserialize(meta:get_string("_is_invisible")) then
is_invisible[player] = minetest.deserialize(meta:get_string("_is_invisible")) EF.invisible[player] = minetest.deserialize(meta:get_string("_is_invisible"))
mcl_potions.make_invisible(player, true) mcl_potions.make_invisible(player, true)
end end
if minetest.deserialize(meta:get_string("_is_poisoned")) then if minetest.deserialize(meta:get_string("_is_poisoned")) then
is_poisoned[player] = minetest.deserialize(meta:get_string("_is_poisoned")) EF.poisoned[player] = minetest.deserialize(meta:get_string("_is_poisoned"))
end end
if minetest.deserialize(meta:get_string("_is_regenerating")) then if minetest.deserialize(meta:get_string("_is_regenerating")) then
is_regenerating[player] = minetest.deserialize(meta:get_string("_is_regenerating")) EF.regenerating[player] = minetest.deserialize(meta:get_string("_is_regenerating"))
end end
if minetest.deserialize(meta:get_string("_is_strong")) then if minetest.deserialize(meta:get_string("_is_strong")) then
is_strong[player] = minetest.deserialize(meta:get_string("_is_strong")) EF.strong[player] = minetest.deserialize(meta:get_string("_is_strong"))
end end
if minetest.deserialize(meta:get_string("_is_weak")) then if minetest.deserialize(meta:get_string("_is_weak")) then
is_weak[player] = minetest.deserialize(meta:get_string("_is_weak")) EF.weak[player] = minetest.deserialize(meta:get_string("_is_weak"))
end end
if minetest.deserialize(meta:get_string("_is_water_breathing")) then if minetest.deserialize(meta:get_string("_is_water_breathing")) then
is_water_breathing[player] = minetest.deserialize(meta:get_string("_is_water_breathing")) EF.water_breathing[player] = minetest.deserialize(meta:get_string("_is_water_breathing"))
end end
if minetest.deserialize(meta:get_string("_is_leaping")) then if minetest.deserialize(meta:get_string("_is_leaping")) then
is_leaping[player] = minetest.deserialize(meta:get_string("_is_leaping")) EF.leaping[player] = minetest.deserialize(meta:get_string("_is_leaping"))
end end
if minetest.deserialize(meta:get_string("_is_swift")) then if minetest.deserialize(meta:get_string("_is_swift")) then
is_swift[player] = minetest.deserialize(meta:get_string("_is_swift")) EF.swift[player] = minetest.deserialize(meta:get_string("_is_swift"))
end end
if minetest.deserialize(meta:get_string("_is_cat")) then if minetest.deserialize(meta:get_string("_is_cat")) then
is_cat[player] = minetest.deserialize(meta:get_string("_is_cat")) EF.night_vision[player] = minetest.deserialize(meta:get_string("_is_cat"))
end end
if minetest.deserialize(meta:get_string("_is_fire_proof")) then if minetest.deserialize(meta:get_string("_is_fire_proof")) then
is_fire_proof[player] = minetest.deserialize(meta:get_string("_is_fire_proof")) EF.fire_proof[player] = minetest.deserialize(meta:get_string("_is_fire_proof"))
end end
minetest.after(1, function(player_ref)
potions_set_hudbar(player) if player_ref and player_ref:is_player() then
potions_set_hud(player_ref)
end
end, player)
end end
minetest.register_on_leaveplayer( function(player) minetest.register_on_leaveplayer( function(player)
mcl_potions._save_player_effects(player) mcl_potions._save_player_effects(player)
mcl_potions._reset_player_effects(player) -- clearout the buffer to prevent looking for a player not there mcl_potions._reset_player_effects(player) -- clearout the buffer to prevent looking for a player not there
icon_ids[player:get_player_name()] = nil
icon_types[player:get_player_name()] = nil
end) end)
minetest.register_on_dieplayer( function(player) minetest.register_on_dieplayer( function(player)
@ -455,6 +523,7 @@ minetest.register_on_dieplayer( function(player)
end) end)
minetest.register_on_joinplayer( function(player) minetest.register_on_joinplayer( function(player)
potions_init_icons(player)
mcl_potions._reset_player_effects(player) -- make sure there are no wierd holdover effects mcl_potions._reset_player_effects(player) -- make sure there are no wierd holdover effects
mcl_potions._load_player_effects(player) mcl_potions._load_player_effects(player)
end) end)
@ -516,9 +585,9 @@ function mcl_potions.make_invisible(player, toggle)
if toggle then -- hide player if toggle then -- hide player
if player:is_player() then if player:is_player() then
is_invisible[player].old_size = player:get_properties().visual_size EF.invisible[player].old_size = player:get_properties().visual_size
elseif entity then elseif entity then
is_invisible[player].old_size = entity.visual_size EF.invisible[player].old_size = entity.visual_size
else -- if not a player or entity, do nothing else -- if not a player or entity, do nothing
return return
end end
@ -526,9 +595,9 @@ function mcl_potions.make_invisible(player, toggle)
player:set_properties({visual_size = {x = 0, y = 0}}) player:set_properties({visual_size = {x = 0, y = 0}})
player:set_nametag_attributes({color = {a = 0}}) player:set_nametag_attributes({color = {a = 0}})
elseif is_invisible[player] then -- show player elseif EF.invisible[player] then -- show player
player:set_properties({visual_size = is_invisible[player].old_size}) player:set_properties({visual_size = EF.invisible[player].old_size})
player:set_nametag_attributes({color = {r = 255, g = 255, b = 255, a = 255}}) player:set_nametag_attributes({color = {r = 255, g = 255, b = 255, a = 255}})
end end
@ -645,21 +714,26 @@ function mcl_potions.swiftness_func(player, factor, duration)
return false return false
end end
if not is_swift[player] then if not EF.swift[player] then
is_swift[player] = {dur = duration, timer = 0} EF.swift[player] = {dur = duration, timer = 0, is_slow = factor < 1}
playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor) playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor)
else else
local victim = is_swift[player] local victim = EF.swift[player]
playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor) playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor)
victim.dur = math.max(duration, victim.dur - victim.timer) victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0 victim.timer = 0
victim.is_slow = factor < 1
end end
if player:is_player() then
potions_set_icons(player)
end
end end
function mcl_potions.leaping_func(player, factor, duration) function mcl_potions.leaping_func(player, factor, duration)
@ -668,14 +742,14 @@ function mcl_potions.leaping_func(player, factor, duration)
return false return false
end end
if not is_leaping[player] then if not EF.leaping[player] then
is_leaping[player] = {dur = duration, timer = 0} EF.leaping[player] = {dur = duration, timer = 0}
playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor) playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor)
else else
local victim = is_leaping[player] local victim = EF.leaping[player]
playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor) playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor)
victim.dur = math.max(duration, victim.dur - victim.timer) victim.dur = math.max(duration, victim.dur - victim.timer)
@ -683,18 +757,22 @@ function mcl_potions.leaping_func(player, factor, duration)
end end
if player:is_player() then
potions_set_icons(player)
end
end end
function mcl_potions.weakness_func(player, factor, duration) function mcl_potions.weakness_func(player, factor, duration)
if not is_weak[player] then if not EF.weak[player] then
is_weak[player] = {dur = duration, timer = 0, factor = factor} EF.weak[player] = {dur = duration, timer = 0, factor = factor}
else else
local victim = is_weak[player] local victim = EF.weak[player]
victim.factor = factor victim.factor = factor
victim.dur = math.max(duration, victim.dur - victim.timer) victim.dur = math.max(duration, victim.dur - victim.timer)
@ -702,18 +780,22 @@ function mcl_potions.weakness_func(player, factor, duration)
end end
if player:is_player() then
potions_set_icons(player)
end
end end
function mcl_potions.strength_func(player, factor, duration) function mcl_potions.strength_func(player, factor, duration)
if not is_strong[player] then if not EF.strong[player] then
is_strong[player] = {dur = duration, timer = 0, factor = factor} EF.strong[player] = {dur = duration, timer = 0, factor = factor}
else else
local victim = is_strong[player] local victim = EF.strong[player]
victim.factor = factor victim.factor = factor
victim.dur = math.max(duration, victim.dur - victim.timer) victim.dur = math.max(duration, victim.dur - victim.timer)
@ -721,18 +803,22 @@ function mcl_potions.strength_func(player, factor, duration)
end end
if player:is_player() then
potions_set_icons(player)
end
end end
function mcl_potions.poison_func(player, factor, duration) function mcl_potions.poison_func(player, factor, duration)
if not is_poisoned[player] then if not EF.poisoned[player] then
is_poisoned[player] = {step = factor, dur = duration, timer = 0} EF.poisoned[player] = {step = factor, dur = duration, timer = 0}
else else
local victim = is_poisoned[player] local victim = EF.poisoned[player]
victim.step = math.min(victim.step, factor) victim.step = math.min(victim.step, factor)
victim.dur = math.max(duration, victim.dur - victim.timer) victim.dur = math.max(duration, victim.dur - victim.timer)
@ -741,7 +827,7 @@ function mcl_potions.poison_func(player, factor, duration)
end end
if player:is_player() then if player:is_player() then
potions_set_hudbar(player) potions_set_hud(player)
end end
end end
@ -749,13 +835,13 @@ end
function mcl_potions.regeneration_func(player, factor, duration) function mcl_potions.regeneration_func(player, factor, duration)
if not is_regenerating[player] then if not EF.regenerating[player] then
is_regenerating[player] = {step = factor, dur = duration, timer = 0} EF.regenerating[player] = {step = factor, dur = duration, timer = 0}
else else
local victim = is_regenerating[player] local victim = EF.regenerating[player]
victim.step = math.min(victim.step, factor) victim.step = math.min(victim.step, factor)
victim.dur = math.max(duration, victim.dur - victim.timer) victim.dur = math.max(duration, victim.dur - victim.timer)
@ -764,7 +850,7 @@ function mcl_potions.regeneration_func(player, factor, duration)
end end
if player:is_player() then if player:is_player() then
potions_set_hudbar(player) potions_set_hud(player)
end end
end end
@ -772,67 +858,79 @@ end
function mcl_potions.invisiblility_func(player, null, duration) function mcl_potions.invisiblility_func(player, null, duration)
if not is_invisible[player] then if not EF.invisible[player] then
is_invisible[player] = {dur = duration, timer = 0} EF.invisible[player] = {dur = duration, timer = 0}
mcl_potions.make_invisible(player, true) mcl_potions.make_invisible(player, true)
else else
local victim = is_invisible[player] local victim = EF.invisible[player]
victim.dur = math.max(duration, victim.dur - victim.timer) victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0 victim.timer = 0
end end
if player:is_player() then
potions_set_icons(player)
end
end end
function mcl_potions.water_breathing_func(player, null, duration) function mcl_potions.water_breathing_func(player, null, duration)
if not is_water_breathing[player] then if not EF.water_breathing[player] then
is_water_breathing[player] = {dur = duration, timer = 0} EF.water_breathing[player] = {dur = duration, timer = 0}
else else
local victim = is_water_breathing[player] local victim = EF.water_breathing[player]
victim.dur = math.max(duration, victim.dur - victim.timer) victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0 victim.timer = 0
end end
if player:is_player() then
potions_set_icons(player)
end
end end
function mcl_potions.fire_resistance_func(player, null, duration) function mcl_potions.fire_resistance_func(player, null, duration)
if not is_fire_proof[player] then if not EF.fire_proof[player] then
is_fire_proof[player] = {dur = duration, timer = 0} EF.fire_proof[player] = {dur = duration, timer = 0}
else else
local victim = is_fire_proof[player] local victim = EF.fire_proof[player]
victim.dur = math.max(duration, victim.dur - victim.timer) victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0 victim.timer = 0
end end
if player:is_player() then
potions_set_icons(player)
end
end end
function mcl_potions.night_vision_func(player, null, duration) function mcl_potions.night_vision_func(player, null, duration)
meta = player:get_meta() meta = player:get_meta()
if not is_cat[player] then if not EF.night_vision[player] then
is_cat[player] = {dur = duration, timer = 0} EF.night_vision[player] = {dur = duration, timer = 0}
else else
local victim = is_cat[player] local victim = EF.night_vision[player]
victim.dur = math.max(duration, victim.dur - victim.timer) victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0 victim.timer = 0
@ -847,6 +945,10 @@ function mcl_potions.night_vision_func(player, null, duration)
end end
mcl_weather.skycolor.update_sky_color({player}) mcl_weather.skycolor.update_sky_color({player})
if player:is_player() then
potions_set_icons(player)
end
end end
function mcl_potions._extinguish_nearby_fire(pos, radius) function mcl_potions._extinguish_nearby_fire(pos, radius)

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