local S = minetest.get_translator(minetest.get_current_modname()) local EF = {} mcl_potions.registered_effects = {} local registered_effects = mcl_potions.registered_effects -- shorthand ref -- effects affecting item speed utilize numerous hacks, so they have to be counted separately local item_speed_effects = {} 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 - b) == 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 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 -- after_end - function(object) - called when the effect wears off, after purging the data of the effect -- on_save_effect - function(object - called when the effect is to be serialized for saving (supposed to do cleanup) -- particle_color - string - colorstring for particles - defaults to #3000EE -- uses_factor - bool - whether factor affects the effect -- lvl1_factor - number - factor for lvl1 effect - defaults to 1 if uses_factor -- lvl2_factor - number - 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 -- affects_item_speed - table -- -- if provided, effect gets added to the item_speed_effects table, this should be true if the effect affects item speeds, -- -- otherwise it won't work properly with other such effects (like haste and fatigue) -- -- -- factor_is_positive - bool - whether values of factor between 0 and 1 should be considered +factor% or speed multiplier -- -- -- - obviously +factor% is positive and speed multiplier is negative interpretation -- -- -- - values of factor higher than 1 will have a positive effect regardless -- -- -- - values of factor lower than 0 will have a negative effect regardless -- -- -- - open an issue on our tracker if you have a usage that isn't supported by this API 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" or name == "heal" or name == "remove" or name == "clear" then error("Unable to register effect: " .. name .. " 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 pdef.on_save_effect = def.on_save_effect 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] = {} item_speed_effects[name] = def.affects_item_speed end mcl_potions.register_effect({ name = "invisibility", description = S("Invisiblity"), 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"), get_tt = function(factor) return S("+@1% melee damage", 100*(factor-1)) end, particle_color = "#932423", uses_factor = true, lvl1_factor = 1.3, lvl2_factor = 1.6, }) mcl_potions.register_effect({ name = "weakness", description = S("Weakness"), get_tt = function(factor) return S("-@1% melee damage", 100*(1-factor)) end, particle_color = "#485D48", uses_factor = true, lvl1_factor = 0.8, lvl2_factor = 0.6, }) -- implementation of strength and weakness effects -- mobs have this implemented in mcl_mobs/combat.lua in mob_class:on_punch() mcl_damage.register_modifier(function(object, damage, reason) if reason.direct and reason.direct == reason.source then local hitter = reason.direct local strength = EF.strength[hitter] local weakness = EF.weakness[hitter] if not strength and not weakness then return end local str_fac = strength and strength.factor or 1 local weak_fac = weakness and weakness.factor or 1 return damage * str_fac * weak_fac end end, 0) mcl_potions.register_effect({ name = "water_breathing", description = S("Water Breathing"), get_tt = function(factor) return S("limitless breathing under water") end, res_condition = function(object) return (not object:is_player()) -- TODO add support for breath setting for mobs end, on_step = function(dtime, object, factor, duration) 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 = "dolphin_grace", description = S("Dolphin's Grace"), get_tt = function(factor) return S("swimming gracefully") end, res_condition = function(object) return (not object:is_player()) -- TODO needs mob physics factor API end, on_hit_timer = function(object, factor, duration) local node = minetest.get_node_or_nil(object:get_pos()) if node and minetest.registered_nodes[node.name] and minetest.get_item_group(node.name, "liquid") ~= 0 then playerphysics.add_physics_factor(object, "speed", "mcl_potions:dolphin", 2) else playerphysics.remove_physics_factor(object, "speed", "mcl_potions:dolphin", 2) end end, particle_color = "#6AABFD", uses_factor = false, timer_uses_factor = false, hit_timer_step = 1, }) 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()) -- TODO needs mob physics factor API 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()) -- TODO needs mob physics factor API 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() if not vel then return end vel = vel.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()) -- TODO needs mob physics factor API 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()) -- TODO needs mob physics factor API 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() if not vel then return end vel = vel.y if vel 0.6 then EF.darkness[object].flashdir = false end flash = EF.darkness[object].flashdir and (flash + dtime) or (flash - dtime) object:set_sky({fog = { fog_start = flash, }}) EF.darkness[object].flash = flash else object:set_sky({fog = { fog_start = 0.9, }}) end mcl_weather.skycolor.update_sky_color({object}) end, on_end = function(object) local meta = object:get_meta() if not meta then return end meta:set_int("darkness", 0) mcl_weather.skycolor.update_sky_color({object}) object:set_sky({fog = { fog_distance = -1, fog_start = -1, }}) end, particle_color = "#000000", uses_factor = true, lvl1_factor = 30, lvl2_factor = 20, }) local GLOW_DISTANCE = 30 local CLOSE_GLOW_LIMIT = 3 local MIN_GLOW_SCALE = 1 local MAX_GLOW_SCALE = 4 local SCALE_DIFF = MAX_GLOW_SCALE - MIN_GLOW_SCALE local SCALE_FACTOR = (GLOW_DISTANCE - CLOSE_GLOW_LIMIT) / SCALE_DIFF local abs = math.abs mcl_potions.register_effect({ name = "glowing", description = S("Glowing"), get_tt = function(factor) return S("more visible at all times") end, on_start = function(object, factor) EF.glowing[object].waypoints = {} end, on_step = function(dtime, object, factor, duration) local pos = object:get_pos() if not pos then return end local x, y, z = pos.x, pos.y, pos.z for _, player in pairs(minetest.get_connected_players()) do local pp = player:get_pos() if pp and player ~= object then local hud_id = EF.glowing[object].waypoints[player] if abs(pp.x-x) < GLOW_DISTANCE and abs(pp.y-y) < GLOW_DISTANCE and abs(pp.z-z) < GLOW_DISTANCE then local distance = vector.distance(pos, pp) local scale if distance <= CLOSE_GLOW_LIMIT then scale = MAX_GLOW_SCALE elseif distance >= GLOW_DISTANCE then scale = MIN_GLOW_SCALE else scale = (GLOW_DISTANCE - distance) / SCALE_FACTOR + MIN_GLOW_SCALE end if hud_id then player:hud_change(hud_id, "world_pos", pos) player:hud_change(hud_id, "scale", {x = scale, y = scale}) else EF.glowing[object].waypoints[player] = player:hud_add({ hud_elem_type = "image_waypoint", position = {x = 0.5, y = 0.5}, scale = {x = scale, y = scale}, text = "mcl_potions_glow_waypoint.png", alignment = {x = 0, y = -1}, world_pos = pos, }) end elseif hud_id then player:hud_remove(hud_id) EF.glowing[object].waypoints[player] = nil end end end end, on_end = function(object) for player, hud_id in pairs(EF.glowing[object].waypoints) do if player:get_pos() then player:hud_remove(hud_id) end end end, on_save_effect = function(object) for player, hud_id in pairs(EF.glowing[object].waypoints) do if player:get_pos() then player:hud_remove(hud_id) end end EF.glowing[object].waypoints = {} end, particle_color = "#FFFF77", 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()) -- TODO needs mob HP modifier API? 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()) -- TODO dmg modifiers don't work for mobs 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"), get_tt = function(factor) return S("resistance to fire damage") end, res_condition = function(object) return (not object:is_player()) -- TODO dmg modifiers don't work for mobs 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()) -- TODO dmg modifiers don't work for mobs 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 = "luck", description = S("Luck"), particle_color = "#7BFF42", res_condition = function(object) return (not object:is_player()) -- TODO what should it do for mobs? end, on_start = function(object, factor) mcl_luck.apply_luck_modifier(object:get_player_name(), "mcl_potions:luck", factor) end, on_load = function(object, factor) mcl_luck.apply_luck_modifier(object:get_player_name(), "mcl_potions:luck", factor) end, on_end = function(object) mcl_luck.remove_luck_modifier(object:get_player_name(), "mcl_potions:luck") end, uses_factor = true, }) mcl_potions.register_effect({ name = "bad_luck", description = S("Bad Luck"), particle_color = "#887343", res_condition = function(object) return (not object:is_player()) -- TODO what should it do for mobs? end, on_start = function(object, factor) mcl_luck.apply_luck_modifier(object:get_player_name(), "mcl_potions:bad_luck", -factor) end, on_load = function(object, factor) mcl_luck.apply_luck_modifier(object:get_player_name(), "mcl_potions:bad_luck", -factor) end, on_end = function(object) mcl_luck.remove_luck_modifier(object:get_player_name(), "mcl_potions:bad_luck") end, uses_factor = true, }) mcl_potions.register_effect({ name = "bad_omen", description = S("Bad Omen"), get_tt = function(factor) return S("danger is imminent") end, particle_color = "#472331", uses_factor = true, }) 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 = "#292929", uses_factor = true, lvl1_factor = 2, lvl2_factor = 1, timer_uses_factor = true, }) 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()) -- TODO needs mob physics factor API end, on_start = function(object, factor) mcl_burning.extinguish(object) playerphysics.add_physics_factor(object, "speed", "mcl_potions:frost", 1-factor) if EF.frost[object].vignette then return end 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, 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()) -- TODO what should it do for mobs? 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, }) mcl_potions.register_effect({ name = "nausea", description = S("Nausea"), get_tt = function(factor) return S("not feeling very well...").."\n"..S("frequency: @1 / 1 s", factor) end, res_condition = function(object) return (not object:is_player()) -- TODO what should it do for mobs? 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", factor) mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_low", factor) EF.nausea[object].high = false else mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_high", factor) mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_low", factor) 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 = true, lvl1_factor = 2, lvl2_factor = 1, timer_uses_factor = true, }) 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()) -- TODO what should it do for mobs? 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()) -- TODO what should it do for mobs? 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, }) -- constants relevant for effects altering mining and attack speed local LONGEST_MINING_TIME = 300 local LONGEST_PUNCH_INTERVAL = 10 mcl_potions.LONGEST_MINING_TIME = LONGEST_MINING_TIME mcl_potions.LONGEST_PUNCH_INTERVAL = LONGEST_PUNCH_INTERVAL function mcl_potions.apply_haste_fatigue(toolcaps, h_fac, f_fac) if f_fac == 0 then local fpi = toolcaps.full_punch_interval toolcaps.full_punch_interval = fpi > LONGEST_PUNCH_INTERVAL and fpi or LONGEST_PUNCH_INTERVAL else toolcaps.full_punch_interval = toolcaps.full_punch_interval / (1+h_fac) / f_fac end for name, group in pairs(toolcaps.groupcaps) do local t = group.times for i=1, #t do if f_fac == 0 then t[i] = t[i] > LONGEST_MINING_TIME and t[i] or LONGEST_MINING_TIME else local old_time = t[i] t[i] = t[i] / (1+h_fac) / f_fac if old_time < LONGEST_MINING_TIME and t[i] > LONGEST_MINING_TIME then t[i] = LONGEST_MINING_TIME end end end end return toolcaps end function mcl_potions.hf_update_internal(hand, object) -- TODO add a check for creative mode? local meta = hand:get_meta() local h_fac = mcl_potions.get_total_haste(object) local f_fac = mcl_potions.get_total_fatigue(object) local toolcaps = hand:get_tool_capabilities() meta:set_tool_capabilities(mcl_potions.apply_haste_fatigue(toolcaps, h_fac, f_fac)) return hand end local function haste_fatigue_hand_update(object) local inventory = object:get_inventory() if not inventory or inventory:get_size("hand") < 1 then return end local hand = inventory:get_stack("hand", 1) inventory:set_stack("hand", 1, mcl_potions.hf_update_internal(hand, object)) end mcl_potions.register_effect({ name = "haste", description = S("Haste"), get_tt = function(factor) return S("+@1% mining and attack speed", math.floor(factor*100)) end, res_condition = function(object) return (not object:is_player()) -- TODO needs mob API support end, on_start = haste_fatigue_hand_update, after_end = function(object) haste_fatigue_hand_update(object) mcl_potions._reset_haste_fatigue_item_meta(object) end, particle_color = "#FFFF00", uses_factor = true, lvl1_factor = 0.2, lvl2_factor = 0.4, affects_item_speed = {factor_is_positive = true}, }) mcl_potions.register_effect({ name = "fatigue", description = S("Fatigue"), get_tt = function(factor) return S("-@1% mining and attack speed", math.floor((1-factor)*100)) end, res_condition = function(object) return (not object:is_player()) -- TODO needs mob API support end, on_start = haste_fatigue_hand_update, after_end = function(object) haste_fatigue_hand_update(object) mcl_potions._reset_haste_fatigue_item_meta(object) end, particle_color = "#64643D", uses_factor = true, lvl1_factor = 0.3, lvl2_factor = 0.09, affects_item_speed = {}, }) mcl_potions.register_effect({ name = "conduit_power", description = S("Conduit Power"), get_tt = function(factor) return S("+@1% mining and attack speed in water").."\n"..S("limitless breathing under water", math.floor(factor*100)) end, res_condition = function(object) return (not object:is_player()) -- TODO needs mob API support end, on_start = haste_fatigue_hand_update, on_step = function(dtime, object, factor, duration) if not object:is_player() then return end local node = minetest.get_node_or_nil(object:get_pos()) if node and minetest.registered_nodes[node.name] and minetest.get_item_group(node.name, "liquid") ~= 0 and minetest.get_item_group(node.name, "water") ~= 0 then EF.conduit_power[object].blocked = nil if object:get_breath() then hb.hide_hudbar(object, "breath") if object:get_breath() < 10 then object:set_breath(10) end end -- TODO implement improved underwater vision with this effect else EF.conduit_power[object].blocked = true end end, after_end = function(object) haste_fatigue_hand_update(object) mcl_potions._reset_haste_fatigue_item_meta(object) end, particle_color = "#1FB1BA", uses_factor = true, lvl1_factor = 0.2, lvl2_factor = 0.4, affects_item_speed = {factor_is_positive = true}, }) -- implementation of haste and fatigue effects function mcl_potions.update_haste_and_fatigue(player) if mcl_gamemode.get_gamemode(player) == "creative" then return end local item = player:get_wielded_item() local meta = item:get_meta() local item_haste = meta:get_float("mcl_potions:haste") local item_fatig = 1 - meta:get_float("mcl_potions:fatigue") local h_fac = mcl_potions.get_total_haste(player) local f_fac = mcl_potions.get_total_fatigue(player) if item_haste ~= h_fac or item_fatig ~= f_fac then if h_fac ~= 0 then meta:set_float("mcl_potions:haste", h_fac) else meta:set_string("mcl_potions:haste", "") end if f_fac ~= 1 then meta:set_float("mcl_potions:fatigue", 1 - f_fac) else meta:set_string("mcl_potions:fatigue", "") end meta:set_tool_capabilities() meta:set_string("groupcaps_hash","") mcl_enchanting.update_groupcaps(item) if h_fac == 0 and f_fac == 1 then player:set_wielded_item(item) return end local toolcaps = item:get_tool_capabilities() meta:set_tool_capabilities(mcl_potions.apply_haste_fatigue(toolcaps, h_fac, f_fac)) player:set_wielded_item(item) end haste_fatigue_hand_update(player, h_fac, f_fac) end minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing) mcl_potions.update_haste_and_fatigue(puncher) end) minetest.register_on_punchplayer(function(player, hitter) if not hitter:is_player() then return end -- TODO implement haste and fatigue support for mobs? mcl_potions.update_haste_and_fatigue(hitter) end) -- update when hitting mob implemented in mcl_mobs/combat.lua -- ██╗░░░██╗██████╗░██████╗░░█████╗░████████╗███████╗ -- ██║░░░██║██╔══██╗██╔══██╗██╔══██╗╚══██╔══╝██╔════╝ -- ██║░░░██║██████╔╝██║░░██║███████║░░░██║░░░█████╗░░ -- ██║░░░██║██╔═══╝░██║░░██║██╔══██║░░░██║░░░██╔══╝░░ -- ╚██████╔╝██║░░░░░██████╦╝██║░░██║░░░██║░░░███████╗ -- ░╚═════╝░╚═╝░░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝ -- -- ██╗░░██╗██╗░░░██╗██████╗░ -- ██║░░██║██║░░░██║██╔══██╗ -- ███████║██║░░░██║██║░░██║ -- ██╔══██║██║░░░██║██║░░██║ -- ██║░░██║╚██████╔╝██████╦╝ -- ╚═╝░░╚═╝░╚═════╝░╚═════╝░ 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, }) 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", priority = 30, }) 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 end hb.change_hudbar(player, "health", nil, nil, "hudbars_icon_health.png", nil, "hudbars_bar_health.png") end local icon_ids = {} 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({ hud_elem_type = "image", text = "blank.png", position = { x = 1, y = 0 }, offset = { x = x, y = 3 }, scale = { x = 0.375, y = 0.375 }, 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, }) table.insert(icon_ids[name], id) end hb.init_hudbar(player, "absorption") 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] 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 > 3000 or level == math.huge then level = "∞" elseif level < 0 then level = "???" elseif level == 0 then level = "0" else level = mcl_util.to_roman(level) end player:hud_change(label, "text", level) else player:hud_change(label, "text", "") end if vals.dur == math.huge then player:hud_change(timestamp, "text", "∞") else local dur = math.round(vals.dur-vals.timer) player:hud_change(timestamp, "text", math.floor(dur/60)..string.format(":%02d",math.floor(dur % 60))) end EF[effect_name][player].hud_index = i i = i + 1 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 end local function potions_set_hud(player) potions_set_hudbar(player) potions_set_icons(player) end -- ███╗░░░███╗░█████╗░██╗███╗░░██╗  ███████╗███████╗███████╗███████╗░█████╗░████████╗ -- ████╗░████║██╔══██╗██║████╗░██║  ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝ -- ██╔████╔██║███████║██║██╔██╗██║  █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░ -- ██║╚██╔╝██║██╔══██║██║██║╚████║  ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░ -- ██║░╚═╝░██║██║░░██║██║██║░╚███║  ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░ -- ╚═╝░░░░░╚═╝╚═╝░░╚═╝╚═╝╚═╝░░╚══╝  ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░ -- -- ░█████╗░██╗░░██╗███████╗░█████╗░██╗░░██╗███████╗██████╗░ -- ██╔══██╗██║░░██║██╔════╝██╔══██╗██║░██╔╝██╔════╝██╔══██╗ -- ██║░░╚═╝███████║█████╗░░██║░░╚═╝█████═╝░█████╗░░██████╔╝ -- ██║░░██╗██╔══██║██╔══╝░░██║░░██╗██╔═██╗░██╔══╝░░██╔══██╗ -- ╚█████╔╝██║░░██║███████╗╚█████╔╝██║░╚██╗███████╗██║░░██║ -- ░╚════╝░╚═╝░░╚═╝╚══════╝░╚════╝░╚═╝░░╚═╝╚══════╝╚═╝░░╚═╝ minetest.register_globalstep(function(dtime) for name, effect in pairs(registered_effects) do for object, vals in pairs(EF[name]) do if vals.dur ~= math.huge then EF[name][object].timer = vals.timer + dtime end if object:get_pos() and not vals.no_particles 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 object or not EF[name][object] or EF[name][object].timer >= vals.dur or not object:get_pos() then if effect.on_end then effect.on_end(object) end EF[name][object] = nil if effect.after_end then effect.after_end(object) end if object:is_player() then meta = object:get_meta() meta:set_string("mcl_potions:_EF_"..name, "") potions_set_hud(object) else local ent = object:get_luaentity() if ent and ent._mcl_potions then ent._mcl_potions["_EF_"..name] = nil end end elseif object:is_player() then if vals.dur == math.huge then object:hud_change(icon_ids[object:get_player_name()][vals.hud_index].timestamp, "text", "∞") else 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 else local ent = object:get_luaentity() if ent and ent._mcl_potions then ent._mcl_potions["_EF_"..name] = EF[name][object] end end end end end) -- ███████╗███████╗███████╗███████╗░█████╗░████████╗ -- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝ -- █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░ -- ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░ -- ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░ -- ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░ -- -- ██╗░░░░░░█████╗░░█████╗░██████╗░░░░░██╗░██████╗░█████╗░██╗░░░██╗███████╗ -- ██║░░░░░██╔══██╗██╔══██╗██╔══██╗░░░██╔╝██╔════╝██╔══██╗██║░░░██║██╔════╝ -- ██║░░░░░██║░░██║███████║██║░░██║░░██╔╝░╚█████╗░███████║╚██╗░██╔╝█████╗░░ -- ██║░░░░░██║░░██║██╔══██║██║░░██║░██╔╝░░░╚═══██╗██╔══██║░╚████╔╝░██╔══╝░░ -- ███████╗╚█████╔╝██║░░██║██████╔╝██╔╝░░░██████╔╝██║░░██║░░╚██╔╝░░███████╗ -- ╚══════╝░╚════╝░╚═╝░░╚═╝╚═════╝░╚═╝░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝ function mcl_potions._reset_haste_fatigue_item_meta(player) local inv = player:get_inventory() if not inv then return end local lists = inv:get_lists() for _, list in pairs(lists) do for _, item in pairs(list) do local meta = item:get_meta() meta:set_string("mcl_potions:haste", "") meta:set_string("mcl_potions:fatigue", "") meta:set_tool_capabilities() meta:set_string("groupcaps_hash","") mcl_enchanting.update_groupcaps(item) end end inv:set_lists(lists) end mcl_gamemode.register_on_gamemode_change(mcl_potions._reset_haste_fatigue_item_meta) function mcl_potions._clear_cached_effect_data(object) for name, effect in pairs(EF) do effect[object] = nil end if not object:is_player() then return end local meta = object:get_meta() meta:set_int("night_vision", 0) end function mcl_potions._reset_effects(object, set_hud) local set_hud = set_hud if not object:is_player() then set_hud = false end local removed_effects = {} for name, effect in pairs(registered_effects) do if EF[name][object] and effect.on_end then effect.on_end(object) end if effect.after_end then table.insert(removed_effects, effect.after_end) end end mcl_potions._clear_cached_effect_data(object) for i=1, #removed_effects do removed_effects[i](object) end if set_hud ~= false then potions_set_hud(object) 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 if effect.on_save_effect and EF[name][player] then effect.on_save_effect(player) end meta:set_string("mcl_potions:_EF_"..name, minetest.serialize(EF[name][player])) end end 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] then -- this is needed because of legacy effects loaded separately if effect.uses_factor and type(EF[name][player].factor) ~= "number" then EF[name][player].factor = effect.level_to_factor(1) end if effect.on_load then effect.on_load(player, EF[name][player].factor) end end end end function mcl_potions._load_entity_effects(entity) if not entity or not entity._mcl_potions or entity._mcl_potions == {} then return end local object = entity.object if not object or not object:get_pos() then return end for name, effect in pairs(registered_effects) do local loaded = entity._mcl_potions["_EF_"..name] if loaded then EF[name][object] = loaded if effect.uses_factor and not loaded.factor then EF[name][object].factor = effect.level_to_factor(1) end if effect.on_load then effect.on_load(object, EF[name][object].factor) end end end end -- Returns true if object has given effect function mcl_potions.has_effect(object, effect_name) if not EF[effect_name] then return false end return EF[effect_name][object] ~= nil end function mcl_potions.get_effect(object, effect_name) if not EF[effect_name] or not EF[effect_name][object] then return false end return EF[effect_name][object] end function mcl_potions.get_effect_level(object, effect_name) if not EF[effect_name] then return end local effect = EF[effect_name][object] 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 function mcl_potions.get_total_haste(object) local accum_factor = 1 for name, def in pairs(item_speed_effects) do if EF[name][object] and not EF[name][object].blocked then local factor = EF[name][object].factor if def.factor_is_positive then factor = factor + 1 end if factor > 1 then accum_factor = accum_factor * factor end end end return accum_factor - 1 end function mcl_potions.get_total_fatigue(object) local accum_factor = 1 for name, def in pairs(item_speed_effects) do if EF[name][object] and not EF[name][object].blocked then local factor = EF[name][object].factor if def.factor_is_positive then factor = factor + 1 end if factor <= 0 then return 0 end if factor < 1 then accum_factor = accum_factor * factor end end end return accum_factor end function mcl_potions.clear_effect(object, effect) if not EF[effect] then minetest.log("warning", "[mcl_potions] Tried to remove an effect that is not registered: " .. dump(effect)) return false end local def = registered_effects[effect] if EF[effect][object] then if def.on_end then def.on_end(object) end EF[effect][object] = nil if def.after_end then def.after_end(object) end end if not object:is_player() then return end potions_set_hud(object) end minetest.register_on_leaveplayer( function(player) mcl_potions._save_player_effects(player) mcl_potions._clear_cached_effect_data(player) -- clear 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_effects(player) potions_set_hud(player) end) minetest.register_on_joinplayer( function(player) mcl_potions._reset_effects(player, false) -- make sure there are no weird holdover effects mcl_potions._load_player_effects(player) mcl_potions._reset_haste_fatigue_item_meta(player) potions_init_icons(player) potions_set_hud(player) end) minetest.register_on_shutdown(function() -- save player effects on server shutdown for _,player in pairs(minetest.get_connected_players()) do mcl_potions._save_player_effects(player) end end) -- ░██████╗██╗░░░██╗██████╗░██████╗░░█████╗░██████╗░████████╗██╗███╗░░██╗░██████╗░ -- ██╔════╝██║░░░██║██╔══██╗██╔══██╗██╔══██╗██╔══██╗╚══██╔══╝██║████╗░██║██╔════╝░ -- ╚█████╗░██║░░░██║██████╔╝██████╔╝██║░░██║██████╔╝░░░██║░░░██║██╔██╗██║██║░░██╗░ -- ░╚═══██╗██║░░░██║██╔═══╝░██╔═══╝░██║░░██║██╔══██╗░░░██║░░░██║██║╚████║██║░░╚██╗ -- ██████╔╝╚██████╔╝██║░░░░░██║░░░░░╚█████╔╝██║░░██║░░░██║░░░██║██║░╚███║╚██████╔╝ -- ╚═════╝░░╚═════╝░╚═╝░░░░░╚═╝░░░░░░╚════╝░╚═╝░░╚═╝░░░╚═╝░░░╚═╝╚═╝░░╚══╝░╚═════╝░ -- -- ███████╗██╗░░░██╗███╗░░██╗░█████╗░████████╗██╗░█████╗░███╗░░██╗░██████╗ -- ██╔════╝██║░░░██║████╗░██║██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║██╔════╝ -- █████╗░░██║░░░██║██╔██╗██║██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║╚█████╗░ -- ██╔══╝░░██║░░░██║██║╚████║██║░░██╗░░░██║░░░██║██║░░██║██║╚████║░╚═══██╗ -- ██║░░░░░╚██████╔╝██║░╚███║╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║██████╔╝ -- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░ function mcl_potions.is_obj_hit(self, pos) local entity for _,object in pairs(minetest.get_objects_inside_radius(pos, 1.1)) do entity = object:get_luaentity() if entity and entity.name ~= self.object:get_luaentity().name then if entity.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(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 } }) end else 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 }) end end end function mcl_potions._use_potion(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 -- ██████╗░░█████╗░░██████╗███████╗  ██████╗░░█████╗░████████╗██╗░█████╗░███╗░░██╗ -- ██╔══██╗██╔══██╗██╔════╝██╔════╝  ██╔══██╗██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║ -- ██████╦╝███████║╚█████╗░█████╗░░  ██████╔╝██║░░██║░░░██║░░░██║██║░░██║██╔██╗██║ -- ██╔══██╗██╔══██║░╚═══██╗██╔══╝░░  ██╔═══╝░██║░░██║░░░██║░░░██║██║░░██║██║╚████║ -- ██████╦╝██║░░██║██████╔╝███████╗  ██║░░░░░╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║ -- ╚═════╝░╚═╝░░╚═╝╚═════╝░╚══════╝  ╚═╝░░░░░░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝ -- -- ███████╗███████╗███████╗███████╗░█████╗░████████╗ -- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝ -- █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░ -- ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░ -- ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░ -- ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░ -- -- ███████╗██╗░░░██╗███╗░░██╗░█████╗░████████╗██╗░█████╗░███╗░░██╗░██████╗ -- ██╔════╝██║░░░██║████╗░██║██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║██╔════╝ -- █████╗░░██║░░░██║██╔██╗██║██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║╚█████╗░ -- ██╔══╝░░██║░░░██║██║╚████║██║░░██╗░░░██║░░░██║██║░░██║██║╚████║░╚═══██╗ -- ██║░░░░░╚██████╔╝██║░╚███║╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║██████╔╝ -- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░ local registered_res_predicates = {} -- API -- This is supposed to add custom resistance functions independent of effects -- E.g. some entity could be resistant to all (or some) effects under specific conditions -- predicate - function(object, effect_name) - return true if resists effect function mcl_potions.register_generic_resistance_predicate(predicate) if type(predicate) == "function" then table.insert(registered_res_predicates, predicate) else error("Attempted to register non-function as a predicate") end end local function target_valid(object, name) if not object or object:get_hp() <= 0 then return false end -- Don't apply effects to anything other than players and entities that have mcl_potions support -- but are not bosses local entity = object:get_luaentity() if not object:is_player() and (not entity or entity.is_boss or not entity._mcl_potions) then return false end -- Check resistances for i=1, #registered_res_predicates do if registered_res_predicates[i](object, name) then return false end 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, no_particles) 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, no_particles = no_particles} 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 if duration == "INF" then vals.dur = math.huge end EF[name][object] = vals if edef.on_start then edef.on_start(object, factor) end else local present = EF[name][object] present.no_particles = no_particles 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 if duration == "INF" then present.dur = math.huge 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, no_particles) if level == 0 then return false end if not registered_effects[name] then minetest.log("warning", "[mcl_potions] Trying to give unknown effect "..tostring(name)) return false end if not registered_effects[name].uses_factor then return mcl_potions.give_effect(name, object, 0, duration, no_particles) end local factor = registered_effects[name].level_to_factor(level) return mcl_potions.give_effect(name, object, factor, duration, no_particles) 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 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 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 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) end function mcl_potions.regeneration_func(object, factor, duration) return mcl_potions.give_effect("regeneration", object, factor, duration) end 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) end function mcl_potions.fire_resistance_func(object, null, duration) return mcl_potions.give_effect("fire_resistance", object, null, duration) 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) 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 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 exting = true end end return exting end function mcl_potions.bad_omen_func(object, factor, duration) mcl_potions.give_effect("bad_omen", object, factor, duration) end