Regnum/mods/experience/Xp4_gelb.lua

153 lines
5.3 KiB
Lua

minetest.register_on_dignode(function(pos, oldnode, digger)
local namer = oldnode.name
local see_if_mineral = minetest.get_item_group(namer, "xpy")
if see_if_mineral > 0 then
minetest.env:add_entity(pos, "experience:orb_gelb")
end
end)
minetest.register_on_newplayer(function(player)
local file = io.open(minetest.get_worldpath().."/"..player:get_player_name().."_experience_gelb", "w")
file:write("0")
file:close()
end)
minetest.register_globalstep(function(dtime)
for _,player in ipairs(minetest.get_connected_players()) do
local pos = player:getpos()
pos.y = pos.y+0.5
for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 1)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "experience:orb_gelb" then
--RIGHT HERE ADD IN THE CODE TO UPGRADE PLAYERS
object:setvelocity({x=0,y=0,z=0})
object:get_luaentity().name = "STOP"
minetest.sound_play("orb", {
to_player = player:get_player_name(),
})
xpy = io.open(minetest.get_worldpath().."/"..player:get_player_name().."_experience_gelb", "r")
experience_gelb = xpy:read("*l")
xpy:close()
experience_gelb = experience_gelb + 0
if experience_gelb ~= nil then
new_xpy = experience_gelb + 1
xpy_write = io.open(minetest.get_worldpath().."/"..player:get_player_name().."_experience_gelb", "w")
xpy_write:write(new_xpy)
xpy_write:close()
local player_inv = player:get_inventory()
local h = 0
for i=1,100 do
local g = 0
if i < 11 then
g = i*1
elseif i < 21 then
g = 10+(i-10)*2
elseif i < 31 then
g = 30+(i-20)*3
elseif i < 41 then
g = 60+(i-30)*4
elseif i < 51 then
g = 100+(i-40)*5
elseif i < 61 then
g = 150+(i-50)*6
elseif i < 71 then
g = 210+(i-60)*7
elseif i < 81 then
g = 280+(i-70)*8
elseif i < 91 then
g = 360+(i-80)*9
elseif i < 101 then
g = 450+(i-90)*10
end
if new_xpy == g then
player_inv:set_size("xpi05", 10)
player_inv:add_item("xpi05", "tutorial:coin_gelb 1")
player_inv:set_size("xpi5", 100)
player_inv:set_stack("xpi5", i, "tutorial:level"..i.."_gelb 1")
minetest.sound_play("level_up", {
to_player = player:get_player_name(),
})
end
end
if new_xpy == 550 then
player_inv:set_size("xpi05", 10)
player_inv:add_item("xpi05", "tutorial:golden_schluessel")
minetest.sound_play("level_up", {
to_player = player:get_player_name(),
})
end
if new_xpy == 600 then
player_inv:set_size("xpi05", 10)
player_inv:add_item("xpi05", "tutorial:coin_gelb 4")
player_inv:add_item("xpi05", "tutorial:levelMAX_gelb 1")
minetest.sound_play("level_up", {
to_player = player:get_player_name(),
})
end
end
object:remove()
end
end
for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 3)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "experience:orb_gelb" then
if object:get_luaentity().collect then
local pos1 = pos
pos1.y = pos1.y+0.2
local pos2 = object:getpos()
local vec = {x=pos1.x-pos2.x, y=pos1.y-pos2.y, z=pos1.z-pos2.z}
vec.x = vec.x*3
vec.y = vec.y*3
vec.z = vec.z*3
object:setvelocity(vec)
end
end
end
end
end)
minetest.register_entity("experience:orb_gelb", {
physical = true,
timer = 0,
textures = {"orb_gelb.png"},
visual_size = {x=0.3, y=0.3},
collisionbox = {-0.17,-0.17,-0.17,0.17,0.17,0.17},
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal=1})
self.object:setvelocity({x=0, y=1, z=0})
self.object:setacceleration({x=0, y=-10, z=0})
end,
collect = true,
on_step = function(self, dtime)
self.timer = self.timer + dtime
if (self.timer > 300) then
self.object:remove()
end
local p = self.object:getpos()
local nn = minetest.env:get_node(p).name
noder = minetest.env:get_node(p).name
p.y = p.y - 0.3
local nn = minetest.env:get_node(p).name
if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable then
if self.physical_state then
self.object:setvelocity({x=0, y=0, z=0})
self.object:setacceleration({x=0, y=0, z=0})
self.physical_state = false
self.object:set_properties({
physical = false
})
end
else
if not self.physical_state then
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self.physical_state = true
self.object:set_properties({
physical = true
})
end
end
end,
})