2018-01-03 12:09:13 +01:00

444 lines
12 KiB
Lua

skills = {}
skills.all_skills = {}
skills.selected = {}
skills.lvls = {}
skills.skills_file = minetest.get_worldpath() .. "/skills"
minetest.register_on_newplayer(function(player)
skills.lvls[player:get_player_name()] = {}
for s,a in pairs(skills.all_skills) do
if s == "miner" then
skills.lvls[player:get_player_name()][s] = 2
else
skills.lvls[player:get_player_name()][s] = 1
end
end
skills.save_skills()
end)
function skills.get_dmg(lvl)
return lvl+2
end
function skills.get_text(name)
local str = ""
for s,l in pairs(skills.lvls[name]) do
str = str .. s .. " : " .. l .. " "
end
return str
end
function skills.level_up(name, text)
if not(skills.lvls[name][text]) then
return false
end
local count = 0
for s,l in pairs(skills.lvls[name]) do
count = count + (l-1)
end
if xp.player_levels[name] > count then
skills.lvls[name][text] = skills.lvls[name][text] + 1
skills.save_skills()
cmsg.push_message_player(minetest.get_player_by_name(name), "[skills] " .. skills.get_text(name))
return true
else
return false
end
end
function skills.register_weapon(name, fromLevel, levels, def)
if not def.damage then
if def.damage_m and def.damage_d then
def.damage = math.floor(skills.get_dmg(fromLevel)*def.damage_m-def.damage_d)
end
end
for i = fromLevel, levels, 1 do
minetest.register_tool("skills:"..name .. "_lvl_" .. tostring(i), {
description = def.description.."\n Level: ".. tostring(i).. "\n Damage: " .. tostring(def.damage+ i-fromLevel) .." \n Skill: " .. def.skill,
inventory_image = def.inventory_image,
wield_scale = def.wield_scale,
tool_capabilities = {
max_drop_level=3,
damage_groups = {fleshy=def.damage+ i-fromLevel},
},
skill = def.skill,
on_use = function(itemstack, user, pointed_thing)
if user == nil then return end
if pointed_thing.type == "object" then
if skills.lvls[user:get_player_name()] and skills.lvls[user:get_player_name()][def.skill] > i-1 then
pointed_thing.ref:punch(user, 10,minetest.registered_tools[itemstack:get_name()].tool_capabilities)
itemstack:add_wear(300)
print("[info]" .. user:get_player_name() .. " is fighting!")
else
cmsg.push_message_player(user, "[info] You have to be " .. def.skill .. " level "..tostring(i).. " to use this weapon!")
end
return itemstack
end
end
})
minetest.register_craft({
output = "skills:"..name .. "_lvl_" .. tostring(i),
recipe = {"skills:"..name .. "_lvl_" .. tostring(i), "skills:"..name .. "_lvl_" ..tostring(i)},
type = "toolrepair",
})
if i < levels then
minetest.register_craft({
output = "skills:"..name .. "_lvl_" .. tostring(i+1),
recipe = {
{"skills:"..name .. "_lvl_" .. tostring(i), "potions:upgrading"},
}
})
end
end
if def.recipe then
minetest.register_craft({
output = "skills:"..name .. "_lvl_" .. tostring(fromLevel),
recipe = def.recipe,
})
end
end
function skills.register_tool(name, fromLevel, levels, def)
for i = fromLevel, levels, 1 do
local damage_string = ""
if def.get_damage then
damage_string = "\n Damage: " .. tostring(def.get_damage(i))
end
minetest.register_craftitem("skills:" .. name .. "_lvl_" .. tostring(i), {
description = def.description .. "\n Level: "..tostring(i) .. damage_string .. "\n Skill: " .. def.skill .. "\n Range: " .. tostring(def.range or 4),
inventory_image = def.inventory_image,
wield_image = def.wield_image or def.inventory_image,
skill = def.skill,
range = def.range or 4,
wield_scale = def.wield_scale,
on_use = function(itemstack, user, pointed_thing)
if user == nil then return end
if skills.lvls[user:get_player_name()] and skills.lvls[user:get_player_name()][def.skill] > i-1 then
def.on_use(itemstack, user, pointed_thing, i)
else
cmsg.push_message_player(user, "[info] You have to be " .. def.skill .. " level "..tostring(i).. " to use this tool!")
end
return nil
end
})
if i < levels then
minetest.register_craft({
output = "skills:"..name .. "_lvl_" .. tostring(i+1),
recipe = {
{"skills:"..name .. "_lvl_" .. tostring(i), "potions:upgrading"},
}
})
end
end
if def.recipe then
minetest.register_craft({
output = "skills:"..name .. "_lvl_" .. tostring(fromLevel),
recipe = def.recipe,
})
end
end
-- load save
function skills.load_skills()
local input = io.open(skills.skills_file, "r")
if input then
local str = input:read()
if minetest.deserialize(str) then
skills.lvls = minetest.deserialize(str)
end
io.close(input)
end
end
function skills.save_skills()
if skills.lvls then
local output = io.open(skills.skills_file, "w")
local str = minetest.serialize(skills.lvls)
output:write(str)
io.close(output)
end
end
default.player_inventory.register_tab({
name = "Skills",
type = "function",
get_formspec = function(name)
local count = 0
for s,l in pairs(skills.lvls[name]) do
count = count + (l-1)
end
local formspec = "size[8,7.5;]" ..
default.gui_colors ..
default.gui_bg ..
"label[0,0;Skills:]" ..
"label[7,0;" .. tostring(xp.player_levels[name] - count) .. "]"
local i = 0
for skill_name, skill_level in pairs(skills.lvls[name]) do
formspec = formspec .. "button[0,"..tostring(i+0.5)..";2,1;" .. skill_name .. ";" .. skill_name .. " : " .. tostring(skill_level) .. "]"
if skills.all_skills[skill_name] then
formspec = formspec .. "label[2.5,"..tostring(i+0.75)..";" .. skills.all_skills[skill_name].description .. "]"
end
i = i +1
end
return formspec
end,
on_event = function(player, fields)
local name = player:get_player_name()
for n,v in pairs(fields) do
if v then
skills.level_up(name, n)
end
end
end
})
-- cmd
minetest.register_chatcommand("skill", {
params = "<skill>",
description = "Level up <skill>",
privs = {},
func = function(name, text)
if text == "show" then
cmsg.push_message_player(minetest.get_player_by_name(name), "[skills] " .. skills.get_text(name))
return true,"Done"
end
if not(skills.lvls[name]) then
return false, "[ERROR] Please contact an admin."
end
if skills.lvls[name][text] then
local count = 0
for s,l in pairs(skills.lvls[name]) do
count = count + (l-1)
end
print(count)
print(xp.player_levels[name])
if xp.player_levels[name] > count then
skills.lvls[name][text] = skills.lvls[name][text] + 1
skills.save_skills()
cmsg.push_message_player(minetest.get_player_by_name(name), "[skills] " .. skills.get_text(name))
return true, "You leveled up " ..text
else
return true, "You cant level up "..text .. " at the moment."
end
else
return true, "You cant level up "..text
end
end,
})
minetest.register_chatcommand("reset_skills", {
params = "<player>",
description = "Resets <player>'s skills",
privs = {server=true},
func = function(name, param)
if minetest.get_player_by_name(param) then
skills.lvls[param] = {}
for s,a in pairs(skills.all_skills) do
skills.lvls[param][s] = 1
end
skills.save_skills()
else
return false,"Player " .. param .. "doesnt exist."
end
end,
})
skills.register_skill = function(name, def)
skills.all_skills[name] = def or {description = ""}
end
skills.register_skill("farmer", {
description = "You will get more xp for farming."
})
skills.register_skill("warrior", {
description = "You will be able to use better weapons."
})
skills.register_skill("miner", {
description = "You will get more xp for mining."
})
skills.register_skill("hunter", {
description = "You will be able to use better weapons."
})
skills.register_skill("builder", {
description = "-"
})
skills.load_skills()
skills.register_weapon("spear",1, 12, {
description = "Spear",
inventory_image = "skills_spear.png",
wield_scale = {x = 2, y=2, z = 1},
damage_m = 1.0,
damage_d = -1,
skill = "warrior",
recipe = {
{"", "default:flint", ""},
{"", "default:string_strong", ""},
{"", "default:stick", ""},
}
})
skills.register_weapon("chemical_spear",5, 17, {
description = "Chemical Spear",
inventory_image = "skills_chemical_spear.png",
wield_scale = {x = 2, y=2, z = 1},
damage_m = 1.1,
damage_d = -2,
skill = "warrior"
})
skills.register_tool("shield", 5, 5, {
description = "Shield",
inventory_image = "skills_shield.png",
wield_scale = {x = 2, y=2, z = 1},
skill = "warrior",
on_use = function(itemstack, user, pointed_thing, level)
user:set_armor_groups({friendly = 30})
user:set_physics_override({
speed = 0.3,
})
cmsg.push_message_player(user, "[armor] + shield")
minetest.after(3.0, function(player)
if not player or not player:is_player() then
return
end
armor.update_armor(player:get_player_name(), player)
player:set_physics_override({
speed = 1,
})
cmsg.push_message_player(player, "[armor] - shield")
end, user)
end
})
skills.register_weapon("sword", 10, 20, {
description = "Sword",
inventory_image = "skills_sword.png",
wield_scale = {x = 1.5, y=1.5, z = 1},
damage_m = 1.0,
damage_d = -1,
skill = "warrior",
recipe = {
{"", "default:blade", ""},
{"", "default:string_strong", ""},
{"", "furnace:iron_rod", ""},
}
})
skills.register_weapon("sword_copper", 17, 30, {
description = "Copper Sword",
inventory_image = "skills_sword_copper.png",
wield_scale = {x = 1.5, y=1.5, z = 1},
damage_m = 1.0,
damage_d = -1,
skill = "warrior",
recipe = {
{"", "default:blade", ""},
{"", "default:string_strong", ""},
{"", "furnace:copper_rod", ""},
}
})
skills.register_tool("bow", 1, 30, {
description = "Wooden Bow",
inventory_image = "skills_bow.png",
wield_image = "skills_bow_wield.png",
wield_scale = {x = 2.5, y=2.5, z = 1},
skill = "hunter",
range = 20,
on_use = function(itemstack, user, pointed_thing, level)
local p = user:getpos()
p.y = p.y + 1.5
local dir = user:get_look_dir()
minetest.add_particle({
pos = p,
velocity = vector.multiply(dir, 50),
acceleration = {x=0, y=0, z=0},
expirationtime = 7,
size = 1,
collisiondetection = false,
vertical = false,
texture = "default_wood.png"
})
if pointed_thing.type == "object" then
local pt = pointed_thing.ref
if not pt or not pt:getpos() or not user then
return
end
pt:punch(user, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=skills.get_dmg(level)-1},
})
end
end,
get_damage = function(level)
return skills.get_dmg(level)-1
end,
recipe = {
{"", "default:string_strong", "default:stick"},
{"default:string_strong", "", "default:stick"},
{"", "default:string_strong", "default:stick"},
}
})
-- minetest.override_item("default:stone_with_coal", {
-- on_dig = function(pos, node, player)
-- if skills.lvls[player:get_player_name()] then
-- xp.add_xp(player, (skills.lvls[player:get_player_name()]["miner"]-1))
-- end
-- minetest.node_dig(pos, node, player)
-- end,
-- })
--
-- minetest.override_item("default:stone_with_diamond", {
-- on_dig = function(pos, node, player)
-- if skills.lvls[player:get_player_name()] and skills.lvls[player:get_player_name()]["miner"] > 5 then
-- xp.add_xp(player,xp.get_xp(xp.player_levels[player:get_player_name()], 14))
-- end
-- minetest.node_dig(pos, node, player)
-- end,
-- })
--
-- minetest.override_item("default:stone", {
-- on_dig = function(pos, node, player)
-- if skills.lvls[player:get_player_name()] and skills.lvls[player:get_player_name()]["miner"] then
-- if skills.lvls[player:get_player_name()]["miner"] > 1 then
-- if math.random(0, 20) == 1 then
-- xp.add_xp(player,10)
-- end
-- end
-- end
-- minetest.node_dig(pos, node, player)
-- end,
--
--
-- })
local modpath = minetest.get_modpath("skills")
dofile(modpath.."/abilities.lua")