Mineclonia/mods/ITEMS/mcl_potions/functions.lua

1003 lines
34 KiB
Lua

local EF = {}
EF.invisible = {}
EF.poisoned = {}
EF.regenerating = {}
EF.strong = {}
EF.weak = {}
EF.water_breathing = {}
EF.leaping = {}
EF.swift = {} -- for swiftness AND slowness
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 function potions_set_hudbar(player)
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")
elseif EF.poisoned[player] then
hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_health_poison.png", nil, "hudbars_bar_health.png")
elseif EF.regenerating[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")
end
end
local function potions_init_icons(player)
local name = player:get_player_name()
icon_ids[name] = {}
for e=1, EFFECT_TYPES do
local x = -7 + -38 * e
local id = player:hud_add({
hud_elem_type = "image",
text = "blank.png",
position = { x = 1, y = 0 },
offset = { x = x, y = 272 },
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 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")
end
end
end
local function potions_set_hud(player)
potions_set_hudbar(player)
potions_set_icons(player)
end
-- ███╗░░░███╗░█████╗░██╗███╗░░██╗  ███████╗███████╗███████╗███████╗░█████╗░████████╗
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-- ██╔████╔██║███████║██║██╔██╗██║  █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░
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-- ██║░╚═╝░██║██║░░██║██║██║░╚███║  ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░
-- ╚═╝░░░░░╚═╝╚═╝░░╚═╝╚═╝╚═╝░░╚══╝  ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░
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-- ╚█████╔╝██║░░██║███████╗╚█████╔╝██║░╚██╗███████╗██║░░██║
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local is_player, entity, meta
minetest.register_globalstep(function(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, "#B0B0B0") 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]))
end
end
end
-- Check for poisoned players
for player, vals in pairs(EF.poisoned) do
is_player = player:is_player()
entity = player:get_luaentity()
EF.poisoned[player].timer = EF.poisoned[player].timer + 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 EF.poisoned[player].hit_timer >= EF.poisoned[player].step then
if entity and entity._cmi_is_mob then
entity.health = math.max(entity.health - 1, 1)
EF.poisoned[player].hit_timer = 0
elseif is_player then
player:set_hp( math.max(player:get_hp() - 1, 1), { type = "punch", other = "poison"})
EF.poisoned[player].hit_timer = 0
else -- if not player or mob then remove
EF.poisoned[player] = nil
end
end
if EF.poisoned[player] and EF.poisoned[player].timer >= EF.poisoned[player].dur then
EF.poisoned[player] = nil
if is_player then
meta = player:get_meta()
meta:set_string("_is_poisoned", minetest.serialize(EF.poisoned[player]))
potions_set_hud(player)
end
end
end
-- Check for regnerating players
for player, vals in pairs(EF.regenerating) do
is_player = player:is_player()
entity = player:get_luaentity()
EF.regenerating[player].timer = EF.regenerating[player].timer + 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 EF.regenerating[player].heal_timer >= EF.regenerating[player].step then
if is_player then
player:set_hp(math.min(player:get_properties().hp_max or 20, player:get_hp() + 1), { type = "set_hp", other = "regeneration" })
EF.regenerating[player].heal_timer = 0
elseif entity and entity._cmi_is_mob then
entity.health = math.min(entity.hp_max, entity.health + 1)
EF.regenerating[player].heal_timer = 0
else -- stop regenerating if not a player or mob
EF.regenerating[player] = nil
end
end
if EF.regenerating[player] and EF.regenerating[player].timer >= EF.regenerating[player].dur then
EF.regenerating[player] = nil
if is_player then
meta = player:get_meta()
meta:set_string("_is_regenerating", minetest.serialize(EF.regenerating[player]))
potions_set_hud(player)
end
end
end
-- Check for water breathing players
for player, vals in pairs(EF.water_breathing) do
if player:is_player() then
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_breath() then
if player:get_breath() < 10 then player:set_breath(10) end
end
if EF.water_breathing[player].timer >= EF.water_breathing[player].dur then
meta = player:get_meta()
meta:set_string("_is_water_breathing", minetest.serialize(EF.water_breathing[player]))
EF.water_breathing[player] = nil
end
else
EF.water_breathing[player] = nil
end
end
-- Check for leaping players
for player, vals in pairs(EF.leaping) do
if player:is_player() then
EF.leaping[player].timer = EF.leaping[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#00CC33") end
if EF.leaping[player].timer >= EF.leaping[player].dur then
playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping")
EF.leaping[player] = nil
meta = player:get_meta()
meta:set_string("_is_leaping", minetest.serialize(EF.leaping[player]))
end
else
EF.leaping[player] = nil
end
end
-- Check for swift players
for player, vals in pairs(EF.swift) do
if player:is_player() then
EF.swift[player].timer = EF.swift[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#009999") end
if EF.swift[player].timer >= EF.swift[player].dur then
playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness")
EF.swift[player] = nil
meta = player:get_meta()
meta:set_string("_is_swift", minetest.serialize(EF.swift[player]))
end
else
EF.swift[player] = nil
end
end
-- Check for Night Vision equipped players
for player, vals in pairs(EF.night_vision) do
if player:is_player() then
EF.night_vision[player].timer = EF.night_vision[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#1010AA") end
if EF.night_vision[player].timer >= EF.night_vision[player].dur then
EF.night_vision[player] = nil
meta = player:get_meta()
meta:set_string("_is_cat", minetest.serialize(EF.night_vision[player]))
meta:set_int("night_vision", 0)
end
mcl_weather.skycolor.update_sky_color({player})
else
EF.night_vision[player] = nil
end
end
-- Check for Fire Proof players
for player, vals in pairs(EF.fire_proof) do
if player:is_player() then
player = player or player:get_luaentity()
EF.fire_proof[player].timer = EF.fire_proof[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#E0B050") end
if EF.fire_proof[player].timer >= EF.fire_proof[player].dur then
EF.fire_proof[player] = nil
meta = player:get_meta()
meta:set_string("_is_fire_proof", minetest.serialize(EF.fire_proof[player]))
end
else
EF.fire_proof[player] = nil
end
end
-- Check for Weak players
for player, vals in pairs(EF.weak) do
if player:is_player() then
EF.weak[player].timer = EF.weak[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#7700BB") end
if EF.weak[player].timer >= EF.weak[player].dur then
EF.weak[player] = nil
meta = player:get_meta()
meta:set_string("_is_weak", minetest.serialize(EF.weak[player]))
end
else
EF.weak[player] = nil
end
end
-- Check for Strong players
for player, vals in pairs(EF.strong) do
if player:is_player() then
EF.strong[player].timer = EF.strong[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#7700BB") end
if EF.strong[player].timer >= EF.strong[player].dur then
EF.strong[player] = nil
meta = player:get_meta()
meta:set_string("_is_strong", minetest.serialize(EF.strong[player]))
end
else
EF.strong[player] = nil
end
end
end)
local is_fire_node = { ["mcl_core:lava_flowing"]=true,
["mcl_core:lava_source"]=true,
["mcl_fire:eternal_fire"]=true,
["mcl_fire:fire"]=true,
["mcl_nether:magma"]=true,
["mcl_nether:nether_lava_source"]=true,
["mcl_nether:nether_lava_flowing"]=true,
["mcl_nether:nether_lava_source"]=true
}
-- Prevent damage to player with Fire Resistance enabled
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if 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
-- also assumes any change in hp happens between calls to this function
-- it's worth noting that you don't take damage from players in this case...
local player_info = mcl_playerinfo[player:get_player_name()]
if is_fire_node[player_info.node_head] or is_fire_node[player_info.node_feet] or is_fire_node[player_info.node_stand] then
return 0
else
return hp_change
end
else
return hp_change
end
end, true)
-- ███████╗███████╗███████╗███████╗░█████╗░████████╗
-- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝
-- █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░
-- ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░
-- ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░
-- ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░
--
-- ██╗░░░░░░█████╗░░█████╗░██████╗░░░░░██╗░██████╗░█████╗░██╗░░░██╗███████╗
-- ██║░░░░░██╔══██╗██╔══██╗██╔══██╗░░░██╔╝██╔════╝██╔══██╗██║░░░██║██╔════╝
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-- ╚══════╝░╚════╝░╚═╝░░╚═╝╚═════╝░╚═╝░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝
function mcl_potions._reset_player_effects(player, set_hud)
if not player:is_player() then
return
end
meta = player:get_meta()
mcl_potions.make_invisible(player, false)
EF.invisible[player] = nil
EF.poisoned[player] = nil
EF.regenerating[player] = nil
EF.strong[player] = nil
EF.weak[player] = nil
EF.water_breathing[player] = nil
EF.leaping[player] = nil
playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping")
EF.swift[player] = nil
playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness")
EF.night_vision[player] = nil
meta:set_int("night_vision", 0)
mcl_weather.skycolor.update_sky_color({player})
EF.fire_proof[player] = nil
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
meta = player:get_meta()
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]))
meta:set_string("_is_strong", minetest.serialize(EF.strong[player]))
meta:set_string("_is_weak", minetest.serialize(EF.weak[player]))
meta:set_string("_is_water_breathing", minetest.serialize(EF.water_breathing[player]))
meta:set_string("_is_leaping", minetest.serialize(EF.leaping[player]))
meta:set_string("_is_swift", minetest.serialize(EF.swift[player]))
meta:set_string("_is_cat", minetest.serialize(EF.night_vision[player]))
meta:set_string("_is_fire_proof", minetest.serialize(EF.fire_proof[player]))
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)
end
if minetest.deserialize(meta:get_string("_is_poisoned")) then
EF.poisoned[player] = minetest.deserialize(meta:get_string("_is_poisoned"))
end
if minetest.deserialize(meta:get_string("_is_regenerating")) then
EF.regenerating[player] = minetest.deserialize(meta:get_string("_is_regenerating"))
end
if minetest.deserialize(meta:get_string("_is_strong")) then
EF.strong[player] = minetest.deserialize(meta:get_string("_is_strong"))
end
if minetest.deserialize(meta:get_string("_is_weak")) then
EF.weak[player] = minetest.deserialize(meta:get_string("_is_weak"))
end
if minetest.deserialize(meta:get_string("_is_water_breathing")) then
EF.water_breathing[player] = minetest.deserialize(meta:get_string("_is_water_breathing"))
end
if minetest.deserialize(meta:get_string("_is_leaping")) then
EF.leaping[player] = minetest.deserialize(meta:get_string("_is_leaping"))
end
if minetest.deserialize(meta:get_string("_is_swift")) then
EF.swift[player] = minetest.deserialize(meta:get_string("_is_swift"))
end
if minetest.deserialize(meta:get_string("_is_cat")) then
EF.night_vision[player] = minetest.deserialize(meta:get_string("_is_cat"))
end
if minetest.deserialize(meta:get_string("_is_fire_proof")) then
EF.fire_proof[player] = minetest.deserialize(meta:get_string("_is_fire_proof"))
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
minetest.register_on_leaveplayer( function(player)
mcl_potions._save_player_effects(player)
mcl_potions._reset_player_effects(player) -- clearout the buffer to prevent looking for a player not there
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 wierd holdover effects
mcl_potions._load_player_effects(player)
potions_init_icons(player)
-- .after required because player:hud_change doesn't work when called
-- in same tick as player:hud_add
-- (see <https://github.com/minetest/minetest/pull/9611>)
-- FIXME: Remove minetest.after
minetest.after(3, function(player)
if player and player:is_player() then
potions_set_hud(player)
end
end, player)
end)
minetest.register_on_shutdown(function()
-- save player effects on server shutdown
for _,player in ipairs(minetest.get_connected_players()) do
mcl_potions._save_player_effects(player)
end
end)
-- ░██████╗██╗░░░██╗██████╗░██████╗░░█████╗░██████╗░████████╗██╗███╗░░██╗░██████╗░
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-- ╚═════╝░░╚═════╝░╚═╝░░░░░╚═╝░░░░░░╚════╝░╚═╝░░╚═╝░░░╚═╝░░░╚═╝╚═╝░░╚══╝░╚═════╝░
--
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-- ██╔════╝██║░░░██║████╗░██║██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║██╔════╝
-- █████╗░░██║░░░██║██╔██╗██║██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║╚█████╗░
-- ██╔══╝░░██║░░░██║██║╚████║██║░░██╗░░░██║░░░██║██║░░██║██║╚████║░╚═══██╗
-- ██║░░░░░╚██████╔╝██║░╚███║╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║██████╔╝
-- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░
function mcl_potions.is_obj_hit(self, pos)
local entity
for _,object in pairs(minetest.get_objects_inside_radius(pos, 1.1)) do
entity = object:get_luaentity()
if entity and entity.name ~= self.object:get_luaentity().name then
if entity._cmi_is_mob then
return true
end
elseif object:is_player() and self._thrower ~= object:get_player_name() then
return true
end
end
return false
end
function mcl_potions.make_invisible(player, toggle)
if not player then
return false
end
local is_player = player:is_player()
local entity = player:get_luaentity()
if toggle then -- hide player
if player:is_player() then
EF.invisible[player].old_size = player:get_properties().visual_size
elseif entity then
EF.invisible[player].old_size = entity.visual_size
else -- if not a player or entity, do nothing
return
end
player:set_properties({visual_size = {x = 0, y = 0}})
player:set_nametag_attributes({color = {a = 0}})
elseif EF.invisible[player] then -- show player
player:set_properties({visual_size = EF.invisible[player].old_size})
player:set_nametag_attributes({color = {r = 255, g = 255, b = 255, a = 255}})
end
end
function mcl_potions._use_potion(item, obj, color)
local d = 0.1
local pos = obj:get_pos()
minetest.sound_play("mcl_potions_drinking", {pos = pos, max_hear_distance = 6, gain = 1})
minetest.add_particlespawner({
amount = 25,
time = 1,
minpos = {x=pos.x-d, y=pos.y+1, z=pos.z-d},
maxpos = {x=pos.x+d, y=pos.y+2, z=pos.z+d},
minvel = {x=-0.1, y=0, z=-0.1},
maxvel = {x=0.1, y=0.1, z=0.1},
minacc = {x=-0.1, y=0, z=-0.1},
maxacc = {x=0.1, y=.1, z=0.1},
minexptime = 1,
maxexptime = 5,
minsize = 0.5,
maxsize = 1,
collisiondetection = true,
vertical = false,
texture = "mcl_particles_effect.png^[colorize:"..color..":127",
})
end
function mcl_potions._add_spawner(obj, color)
local d = 0.2
local pos = obj:get_pos()
minetest.add_particlespawner({
amount = 1,
time = 1,
minpos = {x=pos.x-d, y=pos.y+1, z=pos.z-d},
maxpos = {x=pos.x+d, y=pos.y+2, z=pos.z+d},
minvel = {x=-0.1, y=0, z=-0.1},
maxvel = {x=0.1, y=0.1, z=0.1},
minacc = {x=-0.1, y=0, z=-0.1},
maxacc = {x=0.1, y=.1, z=0.1},
minexptime = 0.5,
maxexptime = 1,
minsize = 0.5,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_effect.png^[colorize:"..color..":127",
})
end
-- ██████╗░░█████╗░░██████╗███████╗  ██████╗░░█████╗░████████╗██╗░█████╗░███╗░░██╗
-- ██╔══██╗██╔══██╗██╔════╝██╔════╝  ██╔══██╗██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║
-- ██████╦╝███████║╚█████╗░█████╗░░  ██████╔╝██║░░██║░░░██║░░░██║██║░░██║██╔██╗██║
-- ██╔══██╗██╔══██║░╚═══██╗██╔══╝░░  ██╔═══╝░██║░░██║░░░██║░░░██║██║░░██║██║╚████║
-- ██████╦╝██║░░██║██████╔╝███████╗  ██║░░░░░╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║
-- ╚═════╝░╚═╝░░╚═╝╚═════╝░╚══════╝  ╚═╝░░░░░░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝
--
-- ███████╗███████╗███████╗███████╗░█████╗░████████╗
-- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝
-- █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░
-- ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░
-- ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░
-- ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░
--
-- ███████╗██╗░░░██╗███╗░░██╗░█████╗░████████╗██╗░█████╗░███╗░░██╗░██████╗
-- ██╔════╝██║░░░██║████╗░██║██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║██╔════╝
-- █████╗░░██║░░░██║██╔██╗██║██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║╚█████╗░
-- ██╔══╝░░██║░░░██║██║╚████║██║░░██╗░░░██║░░░██║██║░░██║██║╚████║░╚═══██╗
-- ██║░░░░░╚██████╔╝██║░╚███║╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║██████╔╝
-- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░
function mcl_potions.healing_func(player, hp)
local obj = player:get_luaentity()
if obj and obj.harmed_by_heal then hp = -hp end
if hp > 0 then
-- at least 1 HP
if hp < 1 then
hp = 1
end
if obj and obj._cmi_is_mob then
obj.health = math.max(obj.health + hp, obj.hp_max)
elseif player:is_player() then
player:set_hp(math.min(player:get_hp() + hp, player:get_properties().hp_max), { type = "set_hp", other = "healing" })
end
elseif hp < 0 then
if hp > -1 then
hp = -1
end
if obj and obj._cmi_is_mob then
obj.health = obj.health + hp
elseif player:is_player() then
player:set_hp(player:get_hp() + hp, { type = "punch", other = "harming" })
end
end
end
function mcl_potions.swiftness_func(player, factor, duration)
if not player:get_meta() then
return false
end
if not EF.swift[player] then
EF.swift[player] = {dur = duration, timer = 0, is_slow = factor < 1}
playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor)
else
local victim = EF.swift[player]
playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
victim.is_slow = factor < 1
end
if player:is_player() then
potions_set_icons(player)
end
end
function mcl_potions.leaping_func(player, factor, duration)
if not player:get_meta() then
return false
end
if not EF.leaping[player] then
EF.leaping[player] = {dur = duration, timer = 0}
playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor)
else
local victim = EF.leaping[player]
playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
end
function mcl_potions.weakness_func(player, factor, duration)
if not EF.weak[player] then
EF.weak[player] = {dur = duration, timer = 0, factor = factor}
else
local victim = EF.weak[player]
victim.factor = factor
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
end
function mcl_potions.strength_func(player, factor, duration)
if not EF.strong[player] then
EF.strong[player] = {dur = duration, timer = 0, factor = factor}
else
local victim = EF.strong[player]
victim.factor = factor
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
end
function mcl_potions.poison_func(player, factor, duration)
if not EF.poisoned[player] then
EF.poisoned[player] = {step = factor, dur = duration, timer = 0}
else
local victim = EF.poisoned[player]
victim.step = math.min(victim.step, factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_hud(player)
end
end
function mcl_potions.regeneration_func(player, factor, duration)
if not EF.regenerating[player] then
EF.regenerating[player] = {step = factor, dur = duration, timer = 0}
else
local victim = EF.regenerating[player]
victim.step = math.min(victim.step, factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_hud(player)
end
end
function mcl_potions.invisiblility_func(player, null, duration)
if not EF.invisible[player] then
EF.invisible[player] = {dur = duration, timer = 0}
mcl_potions.make_invisible(player, true)
else
local victim = EF.invisible[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
end
function mcl_potions.water_breathing_func(player, null, duration)
if not EF.water_breathing[player] then
EF.water_breathing[player] = {dur = duration, timer = 0}
else
local victim = EF.water_breathing[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
end
function mcl_potions.fire_resistance_func(player, null, duration)
if not EF.fire_proof[player] then
EF.fire_proof[player] = {dur = duration, timer = 0}
else
local victim = EF.fire_proof[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
end
function mcl_potions.night_vision_func(player, null, duration)
meta = player:get_meta()
if not EF.night_vision[player] then
EF.night_vision[player] = {dur = duration, timer = 0}
else
local victim = EF.night_vision[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
is_player = player:is_player()
if is_player then
meta:set_int("night_vision", 1)
else
return -- Do not attempt to set night_vision on mobs
end
mcl_weather.skycolor.update_sky_color({player})
if player:is_player() then
potions_set_icons(player)
end
end
function mcl_potions._extinguish_nearby_fire(pos, radius)
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 then
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
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"})
for n=1, #nodes do
minetest.sound_play("fire_extinguish_flame", {pos = nodes[n], gain = 0.25, max_hear_distance = 16}, true)
minetest.remove_node(nodes[n])
exting = true
end
end
return exting
end