Efficiency updates and fixes

master
ElCeejo 2020-04-10 14:50:56 -07:00 committed by GitHub
parent b007c4b6e9
commit 60478df200
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 154 additions and 197 deletions

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@ -1,9 +1,7 @@
--------------------------
-- Advanced Lightsabers --
--------------------------
-------- Ver 1.0 ---------
local modpath, modname = ...
------- Ver 1.0.1 --------
colors={"green","blue","red"}
@ -20,7 +18,7 @@ minetest.register_craftitem("adv_lightsabers:kyber_crystal", { -- Uncolored Ligh
stack_max = 1,
})
for n,color in ipairs(colors) do
for _,color in ipairs(colors) do
for n,hilt in ipairs(hilts) do
minetest.register_craftitem("adv_lightsabers:kyber_crystal_"..color, { -- Colored Kyber Crystal
description = "Kyber Crystal",

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@ -1,7 +1,7 @@
--------------------------
-- Advanced Lightsabers --
--------------------------
-------- Ver 1.0 ---------
------- Ver 1.0.1 --------
force_ability = {}
ability_cooldown = {}
@ -21,6 +21,16 @@ minetest.register_on_leaveplayer(function(player)
force_ability[player:get_player_name()] = nil
end)
function cooldown(player,duration)
local playername = player:get_player_name()
ability_cooldown[playername] = duration
minetest.after(duration,function()
ability_cooldown[playername] = 0.0
end)
return ability_cooldown[playername]
end
-------------------
-- Menu Formspec --
-------------------
@ -59,9 +69,7 @@ local function ray_pointed_thing(player)
for pointed_thing in ray do
if pointed_thing.type == "object" then
local pointedobject = pointed_thing.ref
if pointedobject:is_player() and pointedobject:get_player_name() == player:get_player_name() then
pointedobject = nil
else
if pointedobject:is_player() and pointedobject:get_player_name() ~= player:get_player_name() then
return pointedobject
end
end
@ -73,39 +81,24 @@ end
---------------------
function force_jump(player) -- Heightened Jump
local playername = player:get_player_name()
local cooldown = ability_cooldown[playername]
local ability = force_ability[playername]
if player:get_player_control().sneak == true and player:get_player_control().jump == true then
player:add_player_velocity({x=0,y=8,z=0})
ability_cooldown[playername] = 20
minetest.after(ability_cooldown[playername],function(playername)
ability_cooldown[playername] = 0.0
end, playername)
cooldown(player,20)
end
end
function force_push(player) -- Push entities a far distance
local playername = player:get_player_name()
local cooldown = ability_cooldown[playername]
local ability = force_ability[playername]
local pointedobject = ray_pointed_thing(player)
if player:get_player_control().sneak == true and player:get_player_control().LMB == true then
if pointedobject and pointedobject:is_player() then
local dir = player:get_look_dir()
pointedobject:add_player_velocity(vector.multiply(dir,25))
ability_cooldown[playername] = 30
minetest.after(ability_cooldown[playername],function(playername)
ability_cooldown[playername] = 0.0
end, playername)
cooldown(player,20)
end
end
end
function force_choke(player) -- Lift a Player off the ground and slowly choke them
local playername = player:get_player_name()
local cooldown = ability_cooldown[playername]
local ability = force_ability[playername]
local pointedobject = ray_pointed_thing(player)
if player:get_player_control().sneak == true and player:get_player_control().LMB == true then
if pointedobject and pointedobject:is_player() then
@ -124,49 +117,31 @@ function force_choke(player) -- Lift a Player off the ground and slowly choke th
minetest.after(7.5,function()
pointedobject:set_physics_override(1.0,1.0,1.0,true,true,false)
end)
ability_cooldown[playername] = 60
minetest.after(ability_cooldown[playername],function(playername)
ability_cooldown[playername] = 0.0
end, playername)
cooldown(player,20)
end
end
end
function force_dash(player) -- Give yourself a short but quick burst of speed
local playername = player:get_player_name()
local cooldown = ability_cooldown[playername]
local ability = force_ability[playername]
local pointedobject = ray_pointed_thing(player)
if player:get_player_control().sneak == true and player:get_player_control().up == true and player:get_player_control().down == true then
if player:get_player_control().sneak == true
and player:get_player_control().up == true
and player:get_player_control().down == true then
local dir = player:get_look_dir()
dir.y = dir.y * 0.1
player:add_player_velocity(vector.multiply(dir,25))
ability_cooldown[playername] = 20
minetest.after(ability_cooldown[playername],function(playername)
ability_cooldown[playername] = 0.0
end, playername)
cooldown(player,20)
end
end
function force_heal(player) -- Heal yourself by 4 hearts
local playername = player:get_player_name()
local cooldown = ability_cooldown[playername]
local ability = force_ability[playername]
local pointedobject = ray_pointed_thing(player)
if player:get_player_control().sneak == true and player:get_player_control().RMB then
local hp = player:get_hp()
player:set_hp(hp + 8)
ability_cooldown[playername] = 60
minetest.after(ability_cooldown[playername],function(playername)
ability_cooldown[playername] = 0.0
end, playername)
cooldown(player,20)
end
end
function force_stun(player) -- Freeze Players in place for 5 seconds
local playername = player:get_player_name()
local cooldown = ability_cooldown[playername]
local ability = force_ability[playername]
local pointedobject = ray_pointed_thing(player)
if player:get_player_control().sneak == true and player:get_player_control().LMB == true then
if pointedobject and pointedobject:is_player() then
@ -174,10 +149,7 @@ function force_stun(player) -- Freeze Players in place for 5 seconds
minetest.after(5,function()
pointedobject:set_physics_override(1.0,1.0,1.0,true,true,false)
end)
ability_cooldown[playername] = 60
minetest.after(ability_cooldown[playername],function(playername)
ability_cooldown[playername] = 0.0
end, playername)
cooldown(player,20)
end
end
end
@ -190,22 +162,22 @@ function adv_lightsabers.force_menu()
for _,player in ipairs(minetest.get_connected_players()) do
if minetest.check_player_privs(player:get_player_name(), {force_abilities = true}) then
local playername = player:get_player_name()
local cooldown = ability_cooldown[playername]
local ability = force_ability[playername]
if player:get_player_control().LMB == true and player:get_player_control().up == true and player:get_player_control().down == true then
if player:get_player_control().LMB == true
and player:get_player_control().up == true
and player:get_player_control().down == true then
adv_lightsabers.show_force_menu(player:get_player_name())
end
if ability == "force_jump" and cooldown == 0.0 then
if force_ability[playername] == "force_jump" and ability_cooldown[playername] == 0.0 then
force_jump(player)
elseif ability == "force_push" and cooldown == 0.0 then
elseif force_ability[playername] == "force_push" and ability_cooldown[playername] == 0.0 then
force_push(player)
elseif ability == "force_choke" and cooldown == 0.0 then
elseif force_ability[playername] == "force_choke" and ability_cooldown[playername] == 0.0 then
force_choke(player)
elseif ability == "force_dash" and cooldown == 0.0 then
elseif force_ability[playername] == "force_dash" and ability_cooldown[playername] == 0.0 then
force_dash(player)
elseif ability == "force_heal" and cooldown == 0.0 then
elseif force_ability[playername] == "force_heal" and ability_cooldown[playername] == 0.0 then
force_heal(player)
elseif ability == "force_stun" and cooldown == 0.0 then
elseif force_ability[playername] == "force_stun" and ability_cooldown[playername] == 0.0 then
force_stun(player)
end
end
@ -259,7 +231,8 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end
if fields.bleed then
local playername = player:get_player_name()
if player:get_wielded_item():get_name() == "adv_lightsabers:kyber_crystal_blue" or player:get_wielded_item():get_name() == "adv_lightsabers:kyber_crystal_green" then
if player:get_wielded_item():get_name() == "adv_lightsabers:kyber_crystal_blue"
or player:get_wielded_item():get_name() == "adv_lightsabers:kyber_crystal_green" then
minetest.chat_send_player(playername,"You have bled your Kyber Crystal")
player:set_wielded_item("adv_lightsabers:kyber_crystal_red")
end
@ -273,4 +246,4 @@ end)
minetest.register_globalstep(function(dtime)
adv_lightsabers.force_menu()
end)
end)

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@ -1,17 +1,18 @@
--------------------------
-- Advanced Lightsabers --
--------------------------
-------- Ver 1.0 ---------
------- Ver 1.0.1 --------
local modpath = minetest.get_modpath("adv_lightsabers")
adv_lightsabers = {}
force_ability = {}
ability_cooldown = {}
local modname = "adv_lightsabers"
local modpath = minetest.get_modpath(modname)
assert(loadfile(modpath .. "/force_api.lua"))(modpath, modname)
assert(loadfile(modpath .. "/register_lightsabers.lua"))(modpath, modname)
assert(loadfile(modpath .. "/lightsabers.lua"))(modpath, modname)
assert(loadfile(modpath .. "/craftitems.lua"))(modpath, modname)
assert(loadfile(modpath .. "/ores.lua"))(modpath, modname)
dofile(modpath.."/force_api.lua")
dofile(modpath.."/register_lightsabers.lua")
dofile(modpath.."/lightsabers.lua")
dofile(modpath.."/craftitems.lua")
dofile(modpath.."/ores.lua")

View File

@ -1,9 +1,7 @@
--------------------------
-- Advanced Lightsabers --
--------------------------
-------- Ver 1.0 ---------
local modpath, modname = ...
------- Ver 1.0.1 --------
colors={"green","blue","red"}

View File

@ -1,9 +1,7 @@
--------------------------
-- Advanced Lightsabers --
--------------------------
-------- Ver 1.0 ---------
local modpath, modname = ...
------- Ver 1.0.1 --------
minetest.register_node("adv_lightsabers:kyber_ore", {
description = "Kyber Ore",

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@ -1,19 +1,23 @@
--------------------------
-- Advanced Lightsabers --
--------------------------
-------- Ver 1.0 ---------
local modpath, modname = ...
------- Ver 1.0.1 --------
function adv_lightsabers.play_sound(player,soundfile)
minetest.sound_play(soundfile,{object = minetest.get_player_by_name(player:get_player_name()),gain = 1.0,max_hear_distance = 32,loop = false })
minetest.sound_play(soundfile,{
object = minetest.get_player_by_name(player:get_player_name()),
gain = 1.0,
max_hear_distance = 32,
loop = false,
})
end
function adv_lightsabers.lightsaber_attack(player,pointed_thing,swing,clash)
adv_lightsabers.play_sound(player,swing)
if pointed_thing.type == "object" and pointed_thing.ref:is_player() then
local pointed_weapon = pointed_thing.ref:get_wielded_item():get_name()
if minetest.registered_items[pointed_weapon].groups.lightsaber == 1 and pointed_thing.ref:get_player_control().LMB == true then
if minetest.registered_items[pointed_weapon].groups.lightsaber == 1
and pointed_thing.ref:get_player_control().LMB == true then
adv_lightsabers.play_sound(player,clash)
else
pointed_thing.ref:punch(player,1.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 8}},nil)
@ -26,112 +30,114 @@ function adv_lightsabers.lightsaber_attack(player,pointed_thing,swing,clash)
end
end
function adv_lightsabers:register_lightsaber_entity(type,color)
colors={"green","blue","red"}
local function is_owner_at_pos(self,pos) -- Check if Lightsaber owner is at current position
for _,player in pairs(minetest.get_objects_inside_radius(pos,1.5)) do
if player:is_player() and player:get_player_name() == self.owner then
return true, player
end
hilts={"single","cross","double"}
for _,color in ipairs(colors) do
for n,type in ipairs(hilts) do
local function is_owner_at_pos(self,pos) -- Check if Lightsaber owner is at current position
for _,player in pairs(minetest.get_objects_inside_radius(pos,1.5)) do
if player:is_player() and player:get_player_name() == self.owner then
return true, player
end
end
end
local function return_to_owner(self,pos) -- Return to Owner
local owner = minetest.get_player_by_name(self.owner)
local owner_pos = owner:get_pos()
local node = minetest.get_node_or_nil(owner_pos)
owner_pos.y = owner_pos.y + 1
local dir = vector.direction(pos,owner_pos)
local dist = vector.distance(pos,owner_pos)
for _,entity in pairs(minetest.get_objects_inside_radius(pos,2)) do
if entity:is_player() and entity:get_player_name() ~= self.owner then -- Punch Player
entity:punch(self.object,2.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 6}},nil)
end
local luaentity = entity:get_luaentity() -- Punch Mob
if luaentity and not self.removing then
if luaentity.name ~= self.object:get_luaentity().name then
if entity:get_armor_groups().fleshy then
entity:punch(self.object,2.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 6}},nil)
end
local function return_to_owner(self,pos) -- Return to Owner
local owner = minetest.get_player_by_name(self.owner)
local owner_pos = owner:get_pos()
owner_pos.y = owner_pos.y + 1
local dir = vector.direction(pos,owner_pos)
for _,entity in pairs(minetest.get_objects_inside_radius(pos,2)) do
if entity:is_player() and entity:get_player_name() ~= self.owner then -- Punch Player
entity:punch(self.object,2.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 6}},nil)
end
local luaentity = entity:get_luaentity() -- Punch Mob
if luaentity and not self.removing then
if luaentity.name ~= self.object:get_luaentity().name then
if entity:get_armor_groups().fleshy then
entity:punch(self.object,2.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 6}},nil)
end
end
end
self.returning_to_owner = true
self.object:set_velocity(vector.multiply(dir,15))
local get_owner, player = is_owner_at_pos(self,pos)
end
self.returning_to_owner = true
self.object:set_velocity(vector.multiply(dir,15))
local get_owner, player = is_owner_at_pos(self,pos)
if get_owner then
self.removing = true
if player:get_wielded_item():get_name() == "" then
player:set_wielded_item("adv_lightsabers:lightsaber_"..type.."_"..color.."_on")
self.object:remove()
else
self.object:remove()
minetest.add_item(pos,"adv_lightsabers:lightsaber_"..type.."_"..color.."_off")
end
end
end
local function punch_entities(self,pos) -- Punch Players and Entities
for _,entity in pairs(minetest.get_objects_inside_radius(pos,2)) do
if entity:is_player() and entity:get_player_name() ~= self.owner then -- Punch Player
entity:punch(self.object,2.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 6}},nil)
return_to_owner(self,pos)
return
end
local luaentity = entity:get_luaentity()
if luaentity and not self.removing then -- Punch Mob
if luaentity.name ~= self.object:get_luaentity().name then
if entity:get_armor_groups().fleshy then
entity:punch(self.object,2.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 6}},nil)
return_to_owner(self,pos)
return
end
end
end
end
end
minetest.register_entity("adv_lightsabers:lightsaber_"..type.."_"..color.."_ent", { -- Register entity
physical = false,
visual = "wielditem",
visual_size = {x=.25,y=.25,z=.25},
textures = {"adv_lightsabers:lightsaber_"..type.."_"..color.."_on"},
collisionbox = {-0.125,-0.125,-0.125,0.125,0.125,0.125},
glow = 10,
owner = {},
timer = 0,
on_activate = function(self)
self.object:set_armor_groups({immortal=1})
local pos = self.object:get_pos()
for _,player in pairs(minetest.get_objects_inside_radius(pos,1.0)) do
if player:is_player() then
local name = player:get_player_name()
self.owner = name
end
end
local rot = self.object:get_rotation()
self.object:set_rotation({x=rot.x,y=rot.y,z=-40})
if self.owner == nil then
self.object:remove()
minetest.add_item(pos,"adv_lightsabers:lightsaber_"..type.."_"..color.."_off")
end
end,
on_step = function(self)
local pos = self.object:get_pos()
self.timer = self.timer + 1
local rot = self.object:get_rotation()
self.object:set_rotation({x=rot.x,y=self.timer,z=rot.z})
if self.timer >= 35 and self.owner ~= nil then
return_to_owner(self,pos)
end
punch_entities(self,pos)
local node = minetest.get_node_or_nil(pos)
if get_owner then
self.removing = true
if player:get_wielded_item():get_name() == "" then
player:set_wielded_item("adv_lightsabers:lightsaber_"..type.."_"..color.."_on")
self.object:remove()
else
self.object:remove()
minetest.add_item(pos,"adv_lightsabers:lightsaber_"..type.."_"..color.."_off")
end
if minetest.registered_nodes[node.name].walkable then
return_to_owner(self,pos)
end
end,
})
end
local function punch_entities(self,pos) -- Punch Players and Entities
for _,entity in pairs(minetest.get_objects_inside_radius(pos,2)) do
if entity:is_player() and entity:get_player_name() ~= self.owner then -- Punch Player
entity:punch(self.object,2.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 6}},nil)
return_to_owner(self,pos)
return
end
local luaentity = entity:get_luaentity()
if luaentity and not self.removing then -- Punch Mob
if luaentity.name ~= self.object:get_luaentity().name then
if entity:get_armor_groups().fleshy then
entity:punch(self.object,2.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 6}},nil)
return_to_owner(self,pos)
return
end
end
end
end
end
minetest.register_entity("adv_lightsabers:lightsaber_"..type.."_"..color.."_ent", { -- Register entity
physical = false,
visual = "wielditem",
visual_size = {x=.25,y=.25,z=.25},
textures = {"adv_lightsabers:lightsaber_"..type.."_"..color.."_on"},
collisionbox = {-0.125,-0.125,-0.125,0.125,0.125,0.125},
glow = 10,
owner = owner,
timer = 0,
on_activate = function(self)
self.object:set_armor_groups({immortal=1})
local pos = self.object:get_pos()
for _,player in pairs(minetest.get_objects_inside_radius(pos,1.0)) do
if player:is_player() then
local name = player:get_player_name()
self.owner = name
end
end
local rot = self.object:get_rotation()
self.object:set_rotation({x=rot.x,y=rot.y,z=-40})
if self.owner == nil then
self.object:remove()
minetest.add_item(pos,"adv_lightsabers:lightsaber_"..type.."_"..color.."_off")
end
end,
on_step = function(self)
local pos = self.object:get_pos()
self.timer = self.timer + 1
local rot = self.object:get_rotation()
self.object:set_rotation({x=rot.x,y=self.timer,z=rot.z})
if self.timer >= 35 and self.owner ~= nil then
return_to_owner(self,pos)
end
punch_entities(self,pos)
local node = minetest.get_node_or_nil(pos)
if minetest.registered_nodes[node.name].walkable then
return_to_owner(self,pos)
end
end,
})
end
function adv_lightsabers:saber_throw(itemstack,player,type,color)
@ -150,8 +156,6 @@ function adv_lightsabers:register_lightsaber(type,color)
if type == "single" then
adv_lightsabers:register_lightsaber_entity(type,color)
minetest.register_craftitem("adv_lightsabers:lightsaber_single_"..color.."_off", {
description = "Lightsaber",
inventory_image = "adv_lightsabers_hilt_single_inv.png",
@ -180,10 +184,6 @@ function adv_lightsabers:register_lightsaber(type,color)
local playername = player:get_player_name()
if force_ability[playername] == "saber_throw" then
adv_lightsabers:saber_throw(itemstack,player,type,color)
ability_cooldown[playername] = 5
minetest.after(ability_cooldown[playername],function(playername)
ability_cooldown[playername] = 0.0
end, playername)
return itemstack
end
else
@ -207,8 +207,6 @@ function adv_lightsabers:register_lightsaber(type,color)
if type == "cross" then
adv_lightsabers:register_lightsaber_entity(type,color)
minetest.register_craftitem("adv_lightsabers:lightsaber_cross_"..color.."_off", {
description = "Crossguarded Lightsaber",
inventory_image = "adv_lightsabers_hilt_cross_inv.png",
@ -237,10 +235,6 @@ function adv_lightsabers:register_lightsaber(type,color)
local playername = player:get_player_name()
if force_ability[playername] == "saber_throw" then
adv_lightsabers:saber_throw(itemstack,player,type,color)
ability_cooldown[playername] = 5
minetest.after(ability_cooldown[playername],function(playername)
ability_cooldown[playername] = 0.0
end, playername)
return itemstack
end
else
@ -264,8 +258,6 @@ function adv_lightsabers:register_lightsaber(type,color)
if type == "double" then
adv_lightsabers:register_lightsaber_entity(type,color)
minetest.register_craftitem("adv_lightsabers:lightsaber_double_"..color.."_off", {
description = "Double Bladed Lightsaber",
inventory_image = "adv_lightsabers_hilt_double_inv.png",
@ -295,9 +287,6 @@ function adv_lightsabers:register_lightsaber(type,color)
if force_ability[playername] == "saber_throw" then
adv_lightsabers:saber_throw(itemstack,player,type,color)
ability_cooldown[playername] = 5
minetest.after(ability_cooldown[playername],function(playername)
ability_cooldown[playername] = 0.0
end, playername)
return itemstack
end
else