add knockout
removed the knockout bat, at least for the time being
This commit is contained in:
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21
mods/knockout/LICENSE
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21
mods/knockout/LICENSE
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@ -0,0 +1,21 @@
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MIT License
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Copyright (c) 2018 Billy S
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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7
mods/knockout/README.md
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7
mods/knockout/README.md
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# knockout
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Adds a knockout system to minetest.
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Once a player is knocked out, (s)he can be picked up by other players and moved around.
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To pick up a player, right-click them once they are knocked out.
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To drop a player, jump.
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While a player is knocked out, they cannot move, talk, or run /killme.
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They are also annoyed by a persistant formspec telling them how long they will be knocked out for.
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12
mods/knockout/api.lua
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12
mods/knockout/api.lua
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@ -0,0 +1,12 @@
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-- toolname is the name of the tool (ex "default:pick_wood")
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-- chance is the chance that the target will be knocked out when hit with the tool
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-- (A value betwen 1 and 0; 1 = will happen every time; 0 = will never happed. Note that a chance of 1 may fail to knock players out if the tool is not used wiht a full punch)
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-- max_health is the maximum health the player will have to be knocked out with the tool
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-- (If the player's health is greater then max_health, they won't be knocked out, regardless of chance)
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-- max_time is the maximum time (in seconds) that the player will be knocked out for (note that this would happen if the player was hit when they had 0 hp, aka never)
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-- the minimum time the player will be knocked out for is half of max_time
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-- The actual time the player is knocked out for is calculated by the following equation:
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-- time knocked out = max_time * (1 - current hp / (max_health * 2))
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knockout.register_tool = function(toolname, chance, max_health, max_time)
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knockout.tools[toolname] = {chance = chance, max_health = max_health, max_time = max_time}
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end
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2
mods/knockout/depends.txt
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2
mods/knockout/depends.txt
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default
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lottweapons?
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87
mods/knockout/handlers.lua
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87
mods/knockout/handlers.lua
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@ -0,0 +1,87 @@
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-- Create formspec structure
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local function getFs(name)
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return "size[5,3]label[1.4,1;You are unconscious!]label[0.8,2;Time remaining: " .. tostring(knockout.knocked_out[name]) .. " seconds]"
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end
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-- Globalstep to revive players
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local gs_time = 0
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minetest.register_globalstep(function(dtime)
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-- Decrease knockout time
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gs_time = gs_time + dtime
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if gs_time >= 1 then
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gs_time = 0
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for name, _ in pairs(knockout.knocked_out) do
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local p = minetest.get_player_by_name(name)
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if p ~= nil then
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if p:get_hp() > 0 then
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knockout.decrease_knockout_time(name, 1)
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minetest.show_formspec(name, "knockout:fs", getFs(name))
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end
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end
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end
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knockout.save()
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end
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for name, carried in pairs(knockout.carrying) do
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-- Check for player drop
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local p = minetest.get_player_by_name(name)
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if p:get_player_control().jump then
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knockout.carrier_drop(name)
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end
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-- Set the look direction to make it more realistic
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local c = minetest.get_player_by_name(carried)
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c:set_look_horizontal(p:get_look_horizontal())
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end
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end)
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-- Oh no you don't. I like that formspec open
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minetest.register_on_player_receive_fields(function(player, fName, _)
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if player:get_hp() <= 0 then return false end
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if fName == "knockout:fs" then
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local name = player:get_player_name()
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minetest.show_formspec(name, fName, getFs(name))
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return true
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end
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end)
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-- If the player is killed, they "wake up"
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minetest.register_on_dieplayer(function(p)
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local pName = p:get_player_name()
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knockout.wake_up(pName)
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-- If the player is carrying another player, drop them
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knockout.carrier_drop(pName)
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end)
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-- If the player was carrying another player, drop them
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minetest.register_on_leaveplayer(function(p, _)
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knockout.carrier_drop(p:get_player_name())
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end)
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-- Catch those pesky players that try to leave/join to get un-knocked out
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minetest.register_on_joinplayer(function(p)
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local koed = false
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local name = p:get_player_name()
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if knockout.knocked_out[name] ~= nil then
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minetest.after(1, knockout.knockout, name)
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end
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end)
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-- Catch whacks with various tools and calculate if the victim should be knocked out
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minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage)
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local victim = player:get_player_name()
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local currHp = player:get_hp()
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if knockout.knocked_out[victim] ~= nil then return end
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if currHp <= 0 then return end
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local tool = hitter:get_wielded_item():get_name() -- Get tool used
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local def = knockout.tools[tool]
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if def == nil then return end
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-- Calculate
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if currHp <= def.max_health then
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local chanceMult = time_from_last_punch / tool_capabilities.full_punch_interval -- You can't knock people out with lots of love taps
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if chanceMult > 1 then chanceMult = 1 end
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if math.random() < def.chance * chanceMult then
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-- Knocked out
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local koTime = math.floor(def.max_time * (1 - currHp / (def.max_health * 2)))
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knockout.knockout(victim, koTime)
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end
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end
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end)
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195
mods/knockout/init.lua
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195
mods/knockout/init.lua
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@ -0,0 +1,195 @@
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local path = minetest.get_modpath(minetest.get_current_modname())
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dofile(path .. "/overrides.lua")
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-- Create globals
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knockout = {}
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knockout.knocked_out = {}
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knockout.carrying = {}
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knockout.tools = {}
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-- Create mod storage
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knockout.storage = minetest.get_mod_storage()
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-- Created locals
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local knockout_huds = {}
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-- Register entity
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minetest.register_entity("knockout:entity", {
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hp_max = 1000,
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physical = true,
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weight = 5,
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collisionbox = {-0.35, 0, -0.35, 0.35, 1.8, 0.35},
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visual = "cube",
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textures = {"invisible.png", "invisible.png", "invisible.png", "invisible.png", "invisible.png", "invisible.png"},
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is_visible = true,
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makes_footstep_sound = false,
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automatic_rotate = false,
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on_activate = function(e, sdata, dtime)
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e.grabbed_name = sdata
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e.object:set_armor_groups({immortal = 1})
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local p = minetest.get_player_by_name(e.grabbed_name)
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if p ~= nil then
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e.object:set_yaw(p:get_look_horizontal())
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end
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end,
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on_punch = function(e, puncher, time_from_last_punch, tool_capabilities, dir)
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-- The player can't punch themselves
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if puncher:get_player_name() == e.grabbed_name then return end
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-- If punched with a water bucket revive
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local tool = puncher:get_wielded_item():get_name()
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if tool == "bucket:bucket_water" then
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knockout.wake_up(e.grabbed_name)
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return
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end
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-- Otherwise hurt the player
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local p = minetest.get_player_by_name(e.grabbed_name)
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if p == nil then
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e.object:remove()
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else
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p:set_detach()
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p:punch(puncher, time_from_last_punch, tool_capabilities, dir)
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p:set_attach(e.object, "", {x = 0, y = 10, z = 0}, {x = 0, y = 0, z = 0})
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end
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end,
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on_rightclick = function(e, clicker)
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local cName = clicker:get_player_name()
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if cName == e.grabbed_name then return end
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for carryer, carried in pairs(knockout.carrying) do
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if carryer == cName or carried == e.grabbed_name then return end
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end
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victim = minetest.get_player_by_name(e.grabbed_name)
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if victim then
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victim:set_attach(clicker, "", {x = 0, y = 0, z = -15}, {x = 0, y = 0, z = 0})
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knockout.carrying[cName] = e.grabbed_name
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e.object:remove()
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end
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end,
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on_step = function(e, dtime)
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if knockout.knocked_out[e.grabbed_name] == nil or minetest.get_player_by_name(e.grabbed_name) == nil then
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e.object:remove()
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end
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end
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})
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-- Load knocked out players
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knockout.load = function()
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local ko = knockout.storage:get_string("knocked_out")
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if ko ~= "" then
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knockout.knocked_out = minetest.deserialize(ko)
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end
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end
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-- Save knocked out players
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knockout.save = function()
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knockout.storage:set_string("knocked_out", minetest.serialize(knockout.knocked_out))
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end
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-- Drop a player
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knockout.carrier_drop = function(pName) -- pname = name of carrier
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if knockout.carrying[pName] then
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local cName = knockout.carrying[pName]
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local carried = minetest.get_player_by_name(cName)
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if carried then
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carried:set_detach()
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knockout.knockout(cName)
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end
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knockout.carrying[pName] = nil
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end
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end
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-- Knock out player
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knockout.knockout = function(pName, duration)
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local p = minetest.get_player_by_name(pName)
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if not p then return end
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if duration == nil then
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if knockout.knocked_out[pName] == nil then return end
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else
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knockout.knocked_out[pName] = duration
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end
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-- Incase player is riding a horse or something
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p:set_detach()
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-- If the player is carrying another player, fix that
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knockout.carrier_drop(pName)
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-- Freeze player using entites
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local pos = p:get_pos()
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local e = minetest.add_entity(pos, "knockout:entity", pName)
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p:set_attach(e, "", {x = 0, y = 10, z = 0}, {x = 0, y = 0, z = 0})
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-- Make player lay down
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default.player_attached[pName] = true
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default.player_set_animation(p, "lay")
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-- Black screen
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if knockout_huds[pName] == nil then
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knockout_huds[pName] = p:hud_add({
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hud_elem_type = "image",
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text = "knockout_black.png",
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name = "knockedout",
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position = {x = 0.5, y = 0.5},
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scale = {x= -110, y= -110},
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alignment = {x = 0, y = 0},
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})
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end
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-- No interacting for you, player
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local privs = minetest.get_player_privs(pName)
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privs.shout = nil
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privs.interact = nil
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minetest.set_player_privs(pName, privs)
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-- Save
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knockout.save()
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end
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-- Wake up player
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knockout.wake_up = function(pName)
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local p = minetest.get_player_by_name(pName)
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knockout.knocked_out[pName] = nil
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-- Un-freeze player
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local e = p:get_attach()
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if e ~= nil then
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local pos = e:get_pos()
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e:remove()
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p:set_detach()
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p:set_pos(pos)
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end
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-- Make player stand back up
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default.player_attached[pName] = false
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default.player_set_animation(p, "stand")
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p:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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-- If the player was being carried, remove that
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for name, carried in pairs(knockout.carrying) do
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if carried == pName then
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knockout.carrying[name] = nil
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break
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end
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end
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-- Give the whiny player their privs back already
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local privs = minetest.get_player_privs(pName)
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privs.shout = true
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privs.interact = true
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minetest.set_player_privs(pName, privs)
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-- Hide formspec
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if p:get_hp() > 0 then
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minetest.close_formspec(pName, "knockout:fs")
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end
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-- Un-black screen
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if knockout_huds[pName] ~= nil then
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p:hud_remove(knockout_huds[pName])
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knockout_huds[pName] = nil
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end
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-- Save
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knockout.save()
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end
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-- Decrease knockout time
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knockout.decrease_knockout_time = function(pName, by)
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knockout.knocked_out[pName] = knockout.knocked_out[pName] - by
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if knockout.knocked_out[pName] <= 0 then
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knockout.wake_up(pName)
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end
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end
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-- Init
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knockout.load()
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dofile(path .. "/api.lua")
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dofile(path .. "/handlers.lua")
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dofile(path .. "/tools.lua")
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11
mods/knockout/overrides.lua
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11
mods/knockout/overrides.lua
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@ -0,0 +1,11 @@
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-- No, you don't get to kill yourself
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local oldKill = minetest.registered_chatcommands["killme"].func
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minetest.override_chatcommand("killme", {
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func = function(name, param)
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if knockout.knocked_out[name] == nil then
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return oldKill(name, param)
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else
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return false, "You can't kill yourself!"
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end
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end
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})
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BIN
mods/knockout/textures/invisible.png
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BIN
mods/knockout/textures/invisible.png
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Binary file not shown.
After Width: | Height: | Size: 174 B |
BIN
mods/knockout/textures/knockout_bat.png
Normal file
BIN
mods/knockout/textures/knockout_bat.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 411 B |
BIN
mods/knockout/textures/knockout_black.png
Normal file
BIN
mods/knockout/textures/knockout_black.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.1 KiB |
72
mods/knockout/tools.lua
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72
mods/knockout/tools.lua
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---------------
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--DEFINITIONS--
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---------------
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--[[
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minetest.register_tool("knockout:bat", {
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description = "Knockout Bat | Knocks out players with less then 4 hearts",
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inventory_image = "knockout_bat.png",
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})
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minetest.register_craft({
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output = "knockout:bat",
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recipe = {
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{"", "group:wood", "group:wood"},
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{"", "default:steel_ingot", "group:wood"},
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{"group:wood", "", ""},
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}
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})
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--]]
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--------------
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--KNOCK OUT---
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--------------
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--knockout.register_tool("knockout:bat", 0.8, 8, 120)
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-----------
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--DEFAULT--
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-----------
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-- Fist
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knockout.register_tool("", 0.6, 6, 80)
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-- picks have no knockout chance
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-- shovels have slight knockout chance with low knockout time
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knockout.register_tool("default:shovel_wood", 0.1, 10, 20)
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knockout.register_tool("default:shovel_stone", 0.05, 10, 20)
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knockout.register_tool("default:shovel_steel", 0.07, 10, 20)
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knockout.register_tool("default:shovel_bronze", 0.07, 10, 20)
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knockout.register_tool("default:shovel_mese", 0.1, 10, 20)
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knockout.register_tool("default:shovel_diamond", 0.1, 10, 20)
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-- Low-level axes have a slight knockout chance with medium knockout time
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knockout.register_tool("default:axe_wood", 0.3, 3, 100)
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knockout.register_tool("default:axe_stone", 0.1, 4, 110)
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-- Swords have a slight knockout chance with high knockout time, except for wooden sword = club
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knockout.register_tool("default:sword_wood", 0.7, 6, 140)
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knockout.register_tool("default:sword_stone", 0.3, 6, 150)
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knockout.register_tool("default:sword_steel", 0.1, 7, 150)
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knockout.register_tool("default:sword_bronze", 0.1, 7, 150)
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knockout.register_tool("default:sword_mese", 0.05, 8, 160)
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knockout.register_tool("default:sword_diamond", 0.05, 9, 160)
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-- Hoes have no knockout chance
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-----------------
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--LOTT WEAPONS--
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-----------------
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if minetest.get_modpath("lottweapons") ~= nil then
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-- Battleaxes (Low knockout chance, high knockout time.)
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knockout.register_tool("lottweapons:wood_battleaxe", 0.2, 4, 140)
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knockout.register_tool("lottweapons:stone_battleaxe", 0.1, 6, 150)
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knockout.register_tool("lottweapons:copper_battleaxe", 0.05, 7, 150)
|
||||
knockout.register_tool("lottweapons:steel_battleaxe", 0.05, 7, 150)
|
||||
-- Warhammers (high knockout chance, medium knockout time for lower levels.)
|
||||
knockout.register_tool("lottweapons:wood_warhammer", 0.7, 7, 80)
|
||||
knockout.register_tool("lottweapons:stone_warhammer", 0.3, 4, 100)
|
||||
knockout.register_tool("lottweapons:copper_warhammer", 0.1, 4, 120)
|
||||
knockout.register_tool("lottweapons:steel_warhammer", 0.1, 5, 120)
|
||||
-- Spears have no knockout chance
|
||||
-- Daggers have no knockout chance
|
||||
end
|
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Reference in New Issue
Block a user