2025-01-04 17:02:12 -08:00

300 lines
9.4 KiB
Lua

pvp_control = {}
local S = minetest.get_translator("pvp_pad")
local war_pad_texture = "war_pad.png"
local peace_pad_texture = "peace_pad.png"
local intval = 0.15 -- Determins interval of pad checking
local visc = 4 --max 15, slows progress across pad to ensure detection.
-- Function to remove nearby mcl_bows:arrow_entity around a player
local function remove_nearby_arrows(player, radius)
if not player or not player:is_player() then
return
end
local pos = player:get_pos()
local radius = radius or 5 -- default radius of 5 units
-- Get all objects within the radius
local objects = minetest.get_objects_inside_radius(pos, radius)
for _, obj in ipairs(objects) do
local luaentity = obj:get_luaentity()
-- Check if the object is the specific arrow entity
if luaentity and luaentity.name == "mcl_bows:arrow_entity" then
obj:remove() -- Remove the arrow entity
end
end
end
-- Function to toggle PvP for a player
local function toggle_pvp(player)
local pvp_setting = player:get_meta():get_string("pvp_enabled")
if pvp_setting == "" or pvp_setting == "false" then
pvp_on(player)
--player:get_meta():set_string("pvp_enabled", "true")
--minetest.chat_send_player(player:get_player_name(), "PvP is now enabled for you.")
else
pvp_off(player)
--player:get_meta():set_string("pvp_enabled", "false")
--minetest.chat_send_player(player:get_player_name(), "PvP is now disabled for you.")
end
end
local function pvp_off(player)
player:get_meta():set_string("pvp_enabled", "false")
minetest.chat_send_player(player:get_player_name(), "PEACE mode for you.")
--local player = minetest.get_player_by_name(user)
local color = {r = 0, g = 0, b = 255}
player:set_nametag_attributes({color = color})
player:set_attribute("nametag_color", minetest.serialize(color))
end
local function pvp_on(player)
player:get_meta():set_string("pvp_enabled", "true")
minetest.chat_send_player(player:get_player_name(), "WAR mode for you.")
--local player = minetest.get_player_by_name(user)
local color = {r = 255, g = 0, b = 0}
player:set_nametag_attributes({color = color})
player:set_attribute("nametag_color", minetest.serialize(color))
end
-- Function to check if PvP is enabled for a player
local function is_pvp_enabled(player)
local pvp_setting = player:get_meta():get_string("pvp_enabled")
return pvp_setting ~= "false"
end
-- Registering the /toggle_pvp command
minetest.register_chatcommand("toggle_pvp", {
description = "Toggle PvP on or off",
privs = {interact = true},
func = function(name)
local player = minetest.get_player_by_name(name)
if player then
toggle_pvp(player)
end
end,
})
-- Registering the /war command
minetest.register_chatcommand("war", {
description = "PvP on",
privs = {interact = true},
func = function(name)
local player = minetest.get_player_by_name(name)
if player then
pvp_on(player)
end
end,
})
-- Registering the /peace command
minetest.register_chatcommand("peace", {
description = "PvP off",
privs = {interact = true},
func = function(name)
local player = minetest.get_player_by_name(name)
if player then
pvp_off(player)
end
end,
})
-- Register the on punch player event
minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage)
-- Check if both player and hitter are valid and are players
if not player or not hitter or not player:is_player() or not hitter:is_player() then
return
end
local player_pvp_setting = player:get_meta():get_string("pvp_enabled")
local hitter_pvp_setting = hitter:get_meta():get_string("pvp_enabled")
-- Check if PvP is disabled for either player
if player_pvp_setting == "false" or hitter_pvp_setting == "false" then
if minetest.get_modpath("mcl_burning") then
mcl_burning.extinguish(player) -- Extinguish the player if they are on fire
end
return true -- Cancel the punch event
end
end)
-- Initialize PvP setting for each player as they join
minetest.register_on_joinplayer(function(player)
-- Default to PvP off if not already set
local pvp_setting = player:get_meta():get_string("pvp_enabled")
if pvp_setting == ""then
pvp_off(player)
end
if pvp_setting == "false" then
pvp_off(player)
end
if pvp_setting == "true" then
pvp_on(player)
end
end)
if minetest.get_modpath("mcl_inventory") then
-- Override the damage handling function
local original_damage_function = mcl_damage.run_modifiers
mcl_damage.run_modifiers = function(obj, damage, reason)
-- Check if obj and reason.source are valid and if the damage is caused by a projectile
if obj and obj:is_player() and reason.source and reason.source:is_player() then
-- Check PvP settings for both players
if not is_pvp_enabled(obj) or not is_pvp_enabled(reason.source) then
remove_nearby_arrows(obj, 5) -- Remove attached arrows to the player
mcl_hunger.stop_poison(obj) -- Stop poisoning the player
mcl_potions._reset_player_effects(obj) -- Remove all potion effects from the player
mcl_burning.extinguish(obj) -- Extinguish the player if they are on fire
return 0 -- No damage if PvP is disabled for either player
end
end
-- Call the original damage function for all other cases
return original_damage_function(obj, damage, reason)
end
minetest.log("action", "[PvP Mod] mcl_inventory modpath found. Registering PvP tab.")
mcl_inventory.register_survival_inventory_tab({
id = "pvp_control",
description = "PvP Control",
item_icon = "mcl_tools:sword_diamond", -- Replace with an appropriate icon
show_inventory = true,
build = function(player)
minetest.log("action", "[PvP Mod] Building PvP formspec for player " .. player:get_player_name())
local pvp_setting = player:get_meta():get_string("pvp_enabled")
local button_label = pvp_setting == "true" and "Disable PvP" or "Enable PvP"
return "label[1,1;PvP Settings]" ..
"button[2,2;3,1;toggle_pvp;" .. button_label .. "]"
end,
handle = function(player, fields)
minetest.log("action", "[PvP Mod] PvP tab pressed by" .. player:get_player_name())
if fields.toggle_pvp then
minetest.log("action", "[PvP Mod] PvP toggle button pressed by " .. player:get_player_name())
toggle_pvp(player)
mcl_inventory.update_inventory(player) -- Update inventory to refresh the tab
end
end,
})
minetest.log("action", "[PvP Mod] PvP tab registered.")
else
minetest.log("error", "[PvP Mod] mcl_inventory modpath not found. PvP tab not registered.")
end
--initialise pad node
minetest.register_node("pvp_control:war_pad", {
tiles = {war_pad_texture, war_pad_texture .. "^[transformFY"},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
liquid_range = 0,
liquidtype = "source",
liquid_viscosity = visc,
legacy_wallmounted = true,
walkable = true,
sunlight_propagates = true,
description = S("PvP WAR pad, set PvP to ON"),
inventory_image = war_pad_texture,
wield_image = war_pad_texture,
light_source = 5,
groups = {snappy = 3},
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
},
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
},
})
minetest.register_node("pvp_control:peace_pad", {
tiles = {peace_pad_texture, peace_pad_texture .. "^[transformFY"},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
liquid_range = 0,
liquidtype = "source",
liquid_viscosity = visc,
legacy_wallmounted = true,
walkable = true,
sunlight_propagates = true,
description = S("PvP PEACE pad, set PvP to OFF"),
inventory_image = peace_pad_texture,
wield_image = peace_pad_texture,
light_source = 5,
groups = {snappy = 3},
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
},
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
},
})
-- check pad, amend pvp meta if player above
minetest.register_abm({
label = "WAR pad",
nodenames = {"pvp_control:war_pad"},
interval = intval,
chance = 1,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
-- check objects on pad
local objs = minetest.get_objects_inside_radius(pos, 1)
if #objs == 0 then
return
end
for n = 1, #objs do
if objs[n]:is_player() then
stepper = objs[n]
pvp_on(stepper)
end
end
end
})
-- check pad, amend pvp meta if player above
minetest.register_abm({
label = "PEACE pad",
nodenames = {"pvp_control:peace_pad"},
interval = intval,
chance = 1,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
-- check objects on pad
local objs = minetest.get_objects_inside_radius(pos, 1)
if #objs == 0 then
return
end
for n = 1, #objs do
if objs[n]:is_player() then
stepper = objs[n]
pvp_off(stepper)
end
end
end
})