local EF = {} <<<<<<< HEAD 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 = {} EF.bad_omen = {} EF.withering = {} ======= local registered_effects = {} >>>>>>> df28ce66d (General effects API overhaul) 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_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_modifier_func(name, dmg_flag, mod_func) 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) or 0 end end end -- API - registers an effect -- required parameters in def: -- name - string - effect name in code -- optional parameters in def: -- 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 -- particle_color - string - colorstring for particles - defaults to #3000EE -- uses_factor - bool - whether factor affects the effect -- lvl1_factor - integer - factor for lvl1 effect - defaults to 1 if uses_factor -- lvl2_factor - integer - 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 -- modifier_func - function(damage) - see damage_modifier, if not defined damage_modifier defaults to 100% resistance -- modifier_priority - integer - priority passed when registering damage_modifier - defaults to -50 function mcl_potions.register_effect(def) local modname = minetest.get_current_modname() if def.name == nil then error("Unable to register effect: name is nil") end if def.name == "list" then error("Unable to register effect: list is a reserved word") end if def.name == "heal" then error("Unable to register effect: heal is a reserved word") end if registered_effects[name] then error("Effect named "..name.." already registered!") end local name = def.name local pdef = {} if not def.icon then pdef.icon = modname.."_effect_"..name..".png" else pdef.icon = def.icon end 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 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) elseif l1 > l2 then pdef.level_to_factor = generate_rational_lvl_to_fac(l1, l2) 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.modifier_priority or -50 ) end registered_effects[name] = pdef EF[name] = {} end function mcl_potions.get_registered_effects() return table.copy(registered_effects) end function mcl_potions.is_effect_registered(name) if registered_effects[name] then return true else return false end end mcl_potions.register_effect({ name = "invisibility", 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", 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", 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", res_condition = function(object) return (not object:is_player()) end, particle_color = "#932423", }) mcl_potions.register_effect({ name = "weakness", res_condition = function(object) return (not object:is_player()) end, particle_color = "#484D48", }) mcl_potions.register_effect({ name = "water_breathing", on_step = function(dtime, object, factor, duration) if not object:is_player() then return end 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 = "leaping", res_condition = function(object) return (not object:is_player()) 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 = "swiftness", res_condition = function(object) return (not object:is_player()) 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", res_condition = function(object) return (not object:is_player()) 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 = "night_vision", res_condition = function(object) return (not object:is_player()) end, on_start = 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() 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 = "fire_resistance", res_condition = function(object) return (not object:is_player()) end, particle_color = "#E49A3A", uses_factor = false, damage_modifier = "is_fire", }) mcl_potions.register_effect({ name = "bad_omen", particle_color = "#0b6138", }) mcl_potions.register_effect({ name = "withering", 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 = "#000000", uses_factor = true, lvl1_factor = 2, lvl2_factor = 0.5, timer_uses_factor = true, }) -- ██╗░░░██╗██████╗░██████╗░░█████╗░████████╗███████╗ -- ██║░░░██║██╔══██╗██╔══██╗██╔══██╗╚══██╔══╝██╔════╝ -- ██║░░░██║██████╔╝██║░░██║███████║░░░██║░░░█████╗░░ -- ██║░░░██║██╔═══╝░██║░░██║██╔══██║░░░██║░░░██╔══╝░░ -- ╚██████╔╝██║░░░░░██████╦╝██║░░██║░░░██║░░░███████╗ -- ░╚═════╝░╚═╝░░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝ -- -- ██╗░░██╗██╗░░░██╗██████╗░ -- ██║░░██║██║░░░██║██╔══██╗ -- ███████║██║░░░██║██║░░██║ -- ██╔══██║██║░░░██║██║░░██║ -- ██║░░██║╚██████╔╝██████╦╝ -- ╚═╝░░╚═╝░╚═════╝░╚═════╝░ local icon_ids = {} local function potions_set_hudbar(player) <<<<<<< HEAD if EF.withering[player] and EF.regenerating[player] then hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_regen_wither.png", nil, "hudbars_bar_health.png") elseif EF.withering[player] then hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_wither.png", nil, "hudbars_bar_health.png") elseif EF.poisoned[player] and EF.regenerating[player] then ======= if EF.withering[player] and EF.regeneration[player] then hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_regen_wither.png", nil, "hudbars_bar_health.png") elseif EF.withering[player] then hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_wither.png", nil, "hudbars_bar_health.png") elseif EF.poison[player] and EF.regeneration[player] then >>>>>>> df28ce66d (General effects API overhaul) hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_regen_poison.png", nil, "hudbars_bar_health.png") elseif EF.poison[player] then hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_health_poison.png", nil, "hudbars_bar_health.png") elseif EF.regeneration[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 = -52 * e - 2 local id = 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, }) 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 == nil then player:hud_change(icon, "text", "blank.png") else player:hud_change(icon, "text", "mcl_potions_effect_"..effect_name..".png^[resize:128x128") end 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 EF[name][object].timer = vals.timer + dtime if object:get_pos() 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 EF[name][object].timer >= vals.dur then if effect.on_end then effect.on_end(object) end EF[name][object] = nil if object:is_player() then meta = object:get_meta() meta:set_string("mcl_potions:"..name, minetest.serialize(EF[name][object])) potions_set_hud(object) end end end end <<<<<<< HEAD -- Check for withering players for player, vals in pairs(EF.withering) do is_player = player:is_player() entity = player:get_luaentity() EF.withering[player].timer = EF.withering[player].timer + dtime EF.withering[player].hit_timer = (EF.withering[player].hit_timer or 0) + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#000000") end if EF.withering[player].hit_timer >= EF.withering[player].step then if is_player or entity then mcl_util.deal_damage(player, 1, {type = "magic"}) end if EF.withering[player] then EF.withering[player].hit_timer = 0 end end if EF.withering[player] and EF.withering[player].timer >= EF.withering[player].dur then EF.withering[player] = nil if is_player then meta = player:get_meta() meta:set_string("_is_withering", minetest.serialize(EF.withering[player])) potions_set_hud(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, "#4E9331") 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 regenerating 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, "#CD5CAB") 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, "#2E5299") end if player:get_breath() then hb.hide_hudbar(player, "breath") 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 potions_set_hud(player) 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, "#22FF4C") 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 potions_set_hud(player) 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, "#7CAFC6") 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 potions_set_hud(player) 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, "#1F1FA1") 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}) potions_set_hud(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, "#E49A3A") 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 potions_set_hud(player) 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, "#484D48") 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, "#932423") 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 -- Check for Bad Omen for player, vals in pairs(EF.bad_omen) do is_player = player:is_player() EF.bad_omen[player].timer = EF.bad_omen[player].timer + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#0b6138") end if EF.bad_omen[player] and EF.bad_omen[player].timer >= EF.bad_omen[player].dur then EF.bad_omen[player] = nil if is_player then meta = player:get_meta() meta:set_string("_has_bad_omen", minetest.serialize(EF.bad_omen[player])) potions_set_hud(player) end end end ======= >>>>>>> df28ce66d (General effects API overhaul) end) -- ███████╗███████╗███████╗███████╗░█████╗░████████╗ -- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝ -- █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░ -- ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░ -- ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░ -- ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░ -- -- ██╗░░░░░░█████╗░░█████╗░██████╗░░░░░██╗░██████╗░█████╗░██╗░░░██╗███████╗ -- ██║░░░░░██╔══██╗██╔══██╗██╔══██╗░░░██╔╝██╔════╝██╔══██╗██║░░░██║██╔════╝ -- ██║░░░░░██║░░██║███████║██║░░██║░░██╔╝░╚█████╗░███████║╚██╗░██╔╝█████╗░░ -- ██║░░░░░██║░░██║██╔══██║██║░░██║░██╔╝░░░╚═══██╗██╔══██║░╚████╔╝░██╔══╝░░ -- ███████╗╚█████╔╝██║░░██║██████╔╝██╔╝░░░██████╔╝██║░░██║░░╚██╔╝░░███████╗ -- ╚══════╝░╚════╝░╚═╝░░╚═╝╚═════╝░╚═╝░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝ function mcl_potions._clear_cached_player_data(player) <<<<<<< HEAD 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 EF.swift[player] = nil EF.night_vision[player] = nil EF.fire_proof[player] = nil EF.bad_omen[player] = nil EF.withering[player] = nil ======= for name, effect in pairs(EF) do effect[player] = nil end >>>>>>> df28ce66d (General effects API overhaul) meta = player:get_meta() meta:set_int("night_vision", 0) end function mcl_potions._reset_player_effects(player, set_hud) if not player:is_player() then return end for name, effect in pairs(registered_effects) do if effect.on_end then effect.on_end(player) end end mcl_potions._clear_cached_player_data(player) 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() <<<<<<< HEAD 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])) meta:set_string("_has_bad_omen", minetest.serialize(EF.bad_omen[player])) meta:set_string("_is_withering", minetest.serialize(EF.withering[player])) ======= for name, effect in pairs(registered_effects) do meta:set_string("mcl_potions:_EF_"..name, minetest.serialize(EF[name][player])) end >>>>>>> df28ce66d (General effects API overhaul) end function mcl_potions._load_player_effects(player) if not player:is_player() then return end 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] and effect.on_load then effect.on_load(player, EF[name][player].factor) end end <<<<<<< HEAD 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 if minetest.deserialize(meta:get_string("_has_bad_omen")) then EF.bad_omen[player] = minetest.deserialize(meta:get_string("_has_bad_omen")) end if minetest.deserialize(meta:get_string("_is_withering")) then EF.withering[player] = minetest.deserialize(meta:get_string("_is_withering")) end ======= >>>>>>> df28ce66d (General effects API overhaul) 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 function mcl_potions.player_get_effect(player, effect_name) if not EF[effect_name] or not EF[effect_name][player] then return false end return EF[effect_name][player] end function mcl_potions.player_clear_effect(player,effect) EF[effect][player] = nil potions_set_hud(player) end minetest.register_on_leaveplayer( function(player) mcl_potions._save_player_effects(player) mcl_potions._clear_cached_player_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_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 weird 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(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.invisible[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.invisible[obj_ref].old_size }) end 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 -- ██████╗░░█████╗░░██████╗███████╗  ██████╗░░█████╗░████████╗██╗░█████╗░███╗░░██╗ -- ██╔══██╗██╔══██╗██╔════╝██╔════╝  ██╔══██╗██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║ -- ██████╦╝███████║╚█████╗░█████╗░░  ██████╔╝██║░░██║░░░██║░░░██║██║░░██║██╔██╗██║ -- ██╔══██╗██╔══██║░╚═══██╗██╔══╝░░  ██╔═══╝░██║░░██║░░░██║░░░██║██║░░██║██║╚████║ -- ██████╦╝██║░░██║██████╔╝███████╗  ██║░░░░░╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║ -- ╚═════╝░╚═╝░░╚═╝╚═════╝░╚══════╝  ╚═╝░░░░░░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝ -- -- ███████╗███████╗███████╗███████╗░█████╗░████████╗ -- ██╔════╝██╔════╝██╔════╝██╔════╝██╔══██╗╚══██╔══╝ -- █████╗░░█████╗░░█████╗░░█████╗░░██║░░╚═╝░░░██║░░░ -- ██╔══╝░░██╔══╝░░██╔══╝░░██╔══╝░░██║░░██╗░░░██║░░░ -- ███████╗██║░░░░░██║░░░░░███████╗╚█████╔╝░░░██║░░░ -- ╚══════╝╚═╝░░░░░╚═╝░░░░░╚══════╝░╚════╝░░░░╚═╝░░░ -- -- ███████╗██╗░░░██╗███╗░░██╗░█████╗░████████╗██╗░█████╗░███╗░░██╗░██████╗ -- ██╔════╝██║░░░██║████╗░██║██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║██╔════╝ -- █████╗░░██║░░░██║██╔██╗██║██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║╚█████╗░ -- ██╔══╝░░██║░░░██║██║╚████║██║░░██╗░░░██║░░░██║██║░░██║██║╚████║░╚═══██╗ -- ██║░░░░░╚██████╔╝██║░╚███║╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║██████╔╝ -- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░ local function target_valid(object, name) if object:get_hp() <= 0 then return false end local entity = object:get_luaentity() if entity and entity.is_boss then return false 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) 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,} 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 EF[name][object] = vals if edef.on_start then edef.on_start(object, factor) end else local present = EF[name][object] if not edef.uses_factor or (edef.uses_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 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) if level == 0 then return false end if not registered_effects[name].uses_factor then return mcl_potions.give_effect(name, object, 0, duration) end local factor = registered_effects[name].level_to_factor(level) return mcl_potions.give_effect(name, object, factor, duration) end function mcl_potions.healing_func(player, hp) <<<<<<< HEAD if not player or player:get_hp() <= 0 then return false end ======= if player:get_hp() <= 0 then return false end >>>>>>> df28ce66d (General effects API overhaul) local obj = player:get_luaentity() if obj and obj.harmed_by_heal then hp = -hp end if hp > 0 then -- at least 1 HP if hp < 1 then hp = 1 end if obj and obj.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 <<<<<<< HEAD function mcl_potions.swiftness_func(player, factor, duration) if not player or player:get_hp() <= 0 then return false end local entity = player:get_luaentity() if entity and entity.is_boss then return false end 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 or player:get_hp() <= 0 then return false end local entity = player:get_luaentity() if entity and entity.is_boss then return false end 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 player or player:get_hp() <= 0 then return false end local entity = player:get_luaentity() if entity and entity.is_boss then return false end 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 ======= >>>>>>> df28ce66d (General effects API overhaul) function mcl_potions.strength_func(player, factor, duration) return mcl_potions.give_effect("strength", player, factor, duration) end function mcl_potions.leaping_func(player, factor, duration) return mcl_potions.give_effect("leaping", player, factor, duration) end function mcl_potions.weakness_func(player, factor, duration) return mcl_potions.give_effect("weakness", player, factor, duration) end function mcl_potions.swiftness_func(player, factor, duration) return mcl_potions.give_effect("swiftness", player, factor, duration) end function mcl_potions.slowness_func(player, factor, duration) return mcl_potions.give_effect("slowness", player, factor, duration) end <<<<<<< HEAD if not player or player:get_hp() <= 0 then return false end local entity = player:get_luaentity() if entity and entity.is_boss then return false end 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 ======= function mcl_potions.withering_func(player, factor, duration) return mcl_potions.give_effect("withering", player, factor, duration) >>>>>>> df28ce66d (General effects API overhaul) end function mcl_potions.withering_func(player, factor, duration) if not player or player:get_hp() <= 0 then return false end local entity = player:get_luaentity() if entity and (entity.is_boss or string.find(entity.name, "wither")) then return false end if not EF.withering[player] then EF.withering[player] = {step = factor, dur = duration, timer = 0} else local victim = EF.withering[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.poison_func(player, factor, duration) <<<<<<< HEAD if not player or player:get_hp() <= 0 then return false end local entity = player:get_luaentity() if entity and (entity.is_boss or entity.harmed_by_heal or string.find(entity.name, "spider")) then return false end 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 ======= return mcl_potions.give_effect("poison", player, factor, duration) >>>>>>> df28ce66d (General effects API overhaul) end function mcl_potions.regeneration_func(player, factor, duration) <<<<<<< HEAD if not player or player:get_hp() <= 0 then return false end local entity = player:get_luaentity() if entity and (entity.is_boss or entity.harmed_by_heal) then return false end 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 ======= return mcl_potions.give_effect("regeneration", player, factor, duration) >>>>>>> df28ce66d (General effects API overhaul) end function mcl_potions.invisiblility_func(player, null, duration) <<<<<<< HEAD if not player or player:get_hp() <= 0 then return false end local entity = player:get_luaentity() if entity and entity.is_boss then return false end 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 player or player:get_hp() <= 0 then return false end local entity = player:get_luaentity() if entity and entity.is_boss then return false end 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 ======= return mcl_potions.give_effect("invisibility", player, null, duration) end function mcl_potions.water_breathing_func(player, null, duration) return mcl_potions.give_effect("water_breathing", player, null, duration) >>>>>>> df28ce66d (General effects API overhaul) end function mcl_potions.fire_resistance_func(player, null, duration) <<<<<<< HEAD if not player or player:get_hp() <= 0 then return false end local entity = player:get_luaentity() if entity and entity.is_boss then return false end 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 ======= return mcl_potions.give_effect("fire_resistance", player, null, duration) >>>>>>> df28ce66d (General effects API overhaul) end function mcl_potions.night_vision_func(player, null, duration) <<<<<<< HEAD if not player or player:get_hp() <= 0 then return false end local entity = player:get_luaentity() if entity and entity.is_boss then return false end 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 ======= return mcl_potions.give_effect("night_vision", player, null, duration) >>>>>>> df28ce66d (General effects API overhaul) 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(player, factor, duration) mcl_potions.give_effect("bad_omen", player, factor, duration) -- if not EF.bad_omen[player] then -- EF.bad_omen[player] = {dur = duration, timer = 0, factor = factor} -- else -- local victim = EF.bad_omen[player] -- victim.dur = math.max(duration, victim.dur - victim.timer) -- victim.timer = 0 -- victim.factor = factor -- end -- -- if player:is_player() then -- potions_set_icons(player) -- end end