VoxeLibre/mods/ITEMS/mcl_potions/functions.lua

1995 lines
74 KiB
Lua

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)
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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<factor then object:add_velocity(vector.new(0,factor,0)) end
end,
particle_color = "#420E7E",
uses_factor = true,
lvl1_factor = 0.9,
lvl2_factor = 1.8,
})
mcl_potions.register_effect({
name = "night_vision",
description = S("Night Vision"),
get_tt = function(factor)
return S("improved vision during the night")
end,
res_condition = function(object)
return (not object:is_player()) -- TODO what should it do for mobs?
end,
on_start = function(object, factor)
object:get_meta():set_int("night_vision", 1)
mcl_weather.skycolor.update_sky_color({object})
end,
on_load = function(object, factor)
object:get_meta():set_int("night_vision", 1)
mcl_weather.skycolor.update_sky_color({object})
end,
on_step = function(dtime, object, factor, duration)
mcl_weather.skycolor.update_sky_color({object})
end,
on_end = function(object)
local meta = object:get_meta()
if not meta then return end
meta:set_int("night_vision", 0)
mcl_weather.skycolor.update_sky_color({object})
end,
particle_color = "#1F1FA1",
uses_factor = false,
})
mcl_potions.register_effect({
name = "darkness",
description = S("Darkness"),
get_tt = function(factor)
return S("surrounded by darkness").."\n"..S("not seeing anything beyond @1 nodes", 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:get_meta():set_int("darkness", 1)
mcl_weather.skycolor.update_sky_color({object})
object:set_sky({fog = {
fog_distance = factor,
}})
EF.darkness[object].flash = 0.6
end,
on_step = function(dtime, object, factor, duration)
if object:get_meta():get_int("night_vision") ~= 1 then
local flash = EF.darkness[object].flash
if flash < 0.2 then EF.darkness[object].flashdir = true
elseif flash > 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
-- ██████╗░░█████╗░░██████╗███████╗  ██████╗░░█████╗░████████╗██╗░█████╗░███╗░░██╗
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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