surface_effect/function.lua

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local S = minetest.get_translator("surface_effect")
surface_effect.dump = function(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. surface_effect.dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
surface_effect.showLogo = function(player)
local name = player:get_player_name()
if surface_effect.nplayer[name]['logo'] == 'off' then
local id = player:hud_add({
name = "logo",
hud_elem_type = "image",
position = {x = 0.2, y = 0.9},
scale = {
x = -30,
y = -10
},
text = "surfaces_effect_Mine_apocalypse.png"
})
surface_effect.nplayer[name]['logo'] = "on"
minetest.log("action", name .. " status logo " .. surface_effect.nplayer[name]['logo'] .. " id " .. id)
end
end
surface_effect.setHud = function(player)
local name = player:get_player_name()
if type(surface_effect.nplayer[name]) == 'nil' then
surface_effect.nplayer[name] = {
radiation_damage = "OFF",
id_varning_text = false,
logo = 'off',
id_mask = false,
id_status_chemical = false,
}
minetest.log("action", "Load nplayer: " .. surface_effect.dump(surface_effect.nplayer))
end
end
--Состояние костюма химической защиты вывод в процентах.
surface_effect.getHazmatState = function(player)
local name, inv = armor:get_valid_player(player)
if not name then
return -- Armor not initialized yet
end
if not inv:contains_item("armor", "hazmat_suit:suit_hazmat") then
return -- Skip checking every stack
end
for i=1, inv:get_size("armor") do
local stack = inv:get_stack("armor", i)
if stack:get_name() == "hazmat_suit:suit_hazmat" then
local arm = 65535 / 100
local percent = (65535 - stack:get_wear()) / arm
--stack:add_wear(1)
--inv:set_stack("armor", i, stack)
--armor:save_armor_inventory(player)
return math.round(percent)
end
end
end
surface_effect.checkHazmat = function(player)
local armor = armor:get_weared_armor_elements (player)
surface_effect.getHazmatState(player)
if armor ~= 'nil' then
if type(armor) == 'nil' then return false end
if armor.head == "hazmat_suit:suit_hazmat" then
return true
else
return false
end
end
return false
end
surface_effect.radiaton_off = function(player)
local name = player:get_player_name()
if surface_effect.nplayer[name]["radiation_damage"] == "ON" then
player:hud_remove(surface_effect.nplayer[name]['id_varning_text'])
surface_effect.nplayer[name]["radiation_damage"] = "OFF"
surface_effect.nplayer[name]["id_varning_text"] = nil
end
end
--Защита от радиацйии
surface_effect.technic_forcefield_radiation_protection = function(pos, player)
if not minetest.get_modpath("technic") then return false end
local radius = 20
local protectors = minetest.find_nodes_in_area(
{x = pos.x - radius , y = pos.y - radius , z = pos.z - radius},
{x = pos.x + radius , y = pos.y + radius , z = pos.z + radius},
{"technic:forcefield_emitter_on"})
if #protectors > 0 then
local npos = protectors[1]
local meta = minetest.get_meta(npos)
local pos1 = vector.subtract(pos, npos)
local range = meta:get_int("range")
if math.round(pos1.x) < range and math.round(pos1.x) > 0 - range and
math.round(pos1.y) < range and math.round(pos1.y) > 0 - range and
math.round(pos1.z) < range and math.round(pos1.z) > 0 - range
then
surface_effect.radiaton_off(player)
return true
end
return false
else
return false
end
end
surface_effect.mask = function(player)
local name = player:get_player_name()
if surface_effect.checkHazmat(player) == true and surface_effect.nplayer[name]["id_mask"] == false then
local id = player:hud_add({
name = "Radiation effect",
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {
x = -100,
y = -110
},
z_index = -100,
text = "surface_effect_mask.png"
})
surface_effect.nplayer[name]["id_status_chemical"] = player:hud_add({
name = "Chemical protection status indicator",
hud_elem_type = "text",
position = {x = 0.7, y = 0.1},
2024-07-31 16:36:24 +03:00
offset = {x = 90, y = -50},
scale = {
x = 50,
y = 10
},
z_index = -99,
size = 2,
text = S("Chemical protection status: @1%", surface_effect.getHazmatState(player)),
number = 0x000000
})
surface_effect.nplayer[name]["id_mask"] = id
elseif surface_effect.nplayer[name]["id_mask"] ~= false and surface_effect.checkHazmat(player) == false then
player:hud_remove(surface_effect.nplayer[name]['id_mask'])
surface_effect.nplayer[name]["id_mask"] = false
player:hud_remove(surface_effect.nplayer[name]['id_status_chemical'])
surface_effect.nplayer[name]["id_status_chemical"] = false
return
end
if surface_effect.nplayer[name]["id_status_chemical"] ~= false then
player:hud_change(surface_effect.nplayer[name]["id_status_chemical"],
"text", S("Chemical protection status: @1%", surface_effect.getHazmatState(player)))
end
return
end
su.rediationDomage = function (player, pos)
local name = player:get_player_name()
if pos.y > -40 and pos.y < 1500 then
if surface_effect.technic_forcefield_radiation_protection(pos,player) == true then
return
end
if surface_effect.detectNuclides(player) == true then
minetest.sound_play("surface_effect_radiaciya",{
gain = 1.0,
to_player = name,
})
end
persistent_api.add_persistent_effect({
name = "damage_player", -- identifier
object = player, -- affected object
duration = 10, -- this effect will last 10 seconds
effect = function(player)
if surface_effect.nplayer[name]['radiation_damage'] == "OFF" then
local idtext = player:hud_add({
name = "Attention! Radiation ",
hud_elem_type = "text",
position = {x = 1, y = 0.5},
offset = {x = -180, y = 0},
text = S("Attention! High levels of radiation."),
alignment = -1,
scale = { x = 50, y = 10},
number = 0xFF0000,
})
minetest.after(1.52, function(name, id)
local player = minetest.get_player_by_name(name)
if player then
--player:hud_remove(id)
else
-- player has left the game
end
end, player:get_player_name(), id)
surface_effect.nplayer[name]["radiation_damage"] = "ON"
surface_effect.nplayer[name]["id_varning_text"] = idtext
end
if surface_effect.checkHazmat(player) == false then
player:set_hp(player:get_hp()-0.1) -- damage the player one half heart
end
end,
persistence = 2, -- every 0.1 seconds for 10 seconds the previous function will be run.
})
else
surface_effect.radiaton_off(player)
end
end
surface_effect.detectNuclides = function (player)
local inv = player:get_inventory()
if not inv:contains_item("main", "surface_effect:dosimeter") then
return false
end
for i=1, inv:get_size("main") do
local stack = inv:get_stack("main", i)
if stack:get_name() == "surface_effect:dosimeter" then
local meta = stack:get_meta()
local charge = meta:get_int("technic:charge")
minetest.log("action", "Detect nuclides, power: " .. charge)
if charge > 0 then
return true
end
end
end
return false
end
local function battery_dosimeter(stack)
local meta = stack:get_meta()
local charge = meta:get_int("technic:charge")
minetest.log("action", "Dosimeter power: " .. charge)
if charge == -1 then return end
charge = charge - 1
if charge < 0 then
technic.set_RE_wear(stack, 0, 65535)
meta:set_int("technic:charge", -1)
return
end
if charge > 0 then
technic.set_RE_wear(stack, charge, 65535)
meta:set_int("technic:charge", charge)
return
end
return true
end
surface_effect.update_inventory = function (player)
local inv = player:get_inventory()
if not inv:contains_item("main", "surface_effect:dosimeter") then
return -- Skip checking every stack
end
for i=1, inv:get_size("main") do
local stack = inv:get_stack("main", i)
if stack:get_name() == "surface_effect:dosimeter" then
battery_dosimeter(stack)
inv:set_stack("main", i, stack)
end
end
end
surface_effect.technicDetectUranium = function(player)
local pos = player:get_pos()
local radius = 20
local protectors = minetest.find_nodes_in_area(
{x = pos.x - radius , y = pos.y - radius , z = pos.z - radius},
{x = pos.x + radius , y = pos.y + radius , z = pos.z + radius},
{"technic:uranium35_block"})
if #protectors > 0 then
local npos = protectors[1]
local meta = minetest.get_meta(npos)
local pos1 = vector.subtract(pos, npos)
if surface_effect.detectNuclides(player) then
minetest.log("action", "Radiation detect technic " .. surface_effect.dump(protectors[1]))
minetest.sound_play({name = "radiant_damage_geiger",
--gain = math.min(1, damage/10)
gain = 1.0
}, {
to_player=player:get_player_name()
})
end
end
end