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 -- ███╗░░░███╗░█████╗░██╗███╗░░██╗  ███████╗███████╗███████╗███████╗░█████╗░████████╗ -- ████╗░████║██╔══██╗██║████╗░██║  ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝ -- ██╔████╔██║███████║██║██╔██╗██║  █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░ -- ██║╚██╔╝██║██╔══██║██║██║╚████║  ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░ -- ██║░╚═╝░██║██║░░██║██║██║░╚███║  ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░ -- ╚═╝░░░░░╚═╝╚═╝░░╚═╝╚═╝╚═╝░░╚══╝  ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░ -- -- ░█████╗░██╗░░██╗███████╗░█████╗░██╗░░██╗███████╗██████╗░ -- ██╔══██╗██║░░██║██╔════╝██╔══██╗██║░██╔╝██╔════╝██╔══██╗ -- ██║░░╚═╝███████║█████╗░░██║░░╚═╝█████═╝░█████╗░░██████╔╝ -- ██║░░██╗██╔══██║██╔══╝░░██║░░██╗██╔═██╗░██╔══╝░░██╔══██╗ -- ╚█████╔╝██║░░██║███████╗╚█████╔╝██║░╚██╗███████╗██║░░██║ -- ░╚════╝░╚═╝░░╚═╝╚══════╝░╚════╝░╚═╝░░╚═╝╚══════╝╚═╝░░╚═╝ 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 mcl_util.get_hp(player) - 1 > 0 then mcl_util.deal_damage(player, 1, {type = "magic"}) end EF.poisoned[player].hit_timer = 0 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.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) -- Prevent damage to player with Fire Resistance enabled mcl_damage.register_modifier(function(obj, damage, reason) if EF.fire_proof[obj] and not reason.flags.bypasses_magic and reason.flags.is_fire then return 0 end end, -50) -- ███████╗███████╗███████╗███████╗░█████╗░████████╗ -- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝ -- █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░ -- ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░ -- ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░ -- ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░ -- -- ██╗░░░░░░█████╗░░█████╗░██████╗░░░░░██╗░██████╗░█████╗░██╗░░░██╗███████╗ -- ██║░░░░░██╔══██╗██╔══██╗██╔══██╗░░░██╔╝██╔════╝██╔══██╗██║░░░██║██╔════╝ -- ██║░░░░░██║░░██║███████║██║░░██║░░██╔╝░╚█████╗░███████║╚██╗░██╔╝█████╗░░ -- ██║░░░░░██║░░██║██╔══██║██║░░██║░██╔╝░░░╚═══██╗██╔══██║░╚████╔╝░██╔══╝░░ -- ███████╗╚█████╔╝██║░░██║██████╔╝██╔╝░░░██████╔╝██║░░██║░░╚██╔╝░░███████╗ -- ╚══════╝░╚════╝░╚═╝░░╚═╝╚═════╝░╚═╝░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝ 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 ) -- 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 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(player, toggle) if not player then return false end local is_player = player:is_player() local entity = player:get_luaentity() local playername = player:get_player_name() local skin_file = "" if toggle then -- hide player skin_file = "empty.png" if entity then EF.invisible[player].old_size = entity.visual_size elseif not player:is_player() then -- if not a player or entity, do nothing return end if player:is_player() then mcl_player.player_set_skin(player, "empty.png") elseif not player:is_player() then player:set_properties({visual_size = {x = 0, y = 0}}) end player:set_nametag_attributes({color = {a = 0}}) elseif EF.invisible[player] then -- show player if player:is_player() then mcl_skins.update_player_skin(player) elseif not player:is_player() then player:set_properties({visual_size = EF.invisible[player].old_size}) end 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 player:get_hp() == 0 then return end 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.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 mcl_util.deal_damage(player, -hp, {type = "magic"}) 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