capturetheflag/mods/other/give_initial_stuff/init.lua

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give_initial_stuff = {}
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local tools = {"default:sword_", "default:pick_", "default:axe_", "default:shovel_"}
local tool_materials = {"stone", "steel", "bronze", "mese", "diamond"}
-- Add item to inv. Split item if count > stack_max using recursion
function give_initial_stuff.give_item(inv, item)
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-- Remove any lower tier tools of the same type as the item
for _, tool in pairs(tools) do
if item:get_name():find(tool) then -- Find what tool the new item is
-- Get the 'tier' of the new item
local newtier = table.indexof(tool_materials, item:get_name():sub(tool:len() + 1))
for tier, mat in ipairs(tool_materials) do
if tier < newtier then
inv:remove_item("main", tool..mat) -- Will do nothing if tool doesn't exist
elseif inv:contains_item("main", tool..mat) then
return -- A higher tier tool is already in inventory
end
end
end
end
-- Don't duplicate stacks
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if inv:contains_item("main", item:get_name()) and not inv:contains_item("main", "shooter_rocket:rocket") then
local safeguard = 0
local itemcount = item:get_count()-5
if itemcount < 0 then itemcount = 0 end
-- Replace stack if it's smaller than what we want to add
while not inv:contains_item("main", ("%s %d"):format(item:get_name(), itemcount)) do
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safeguard = safeguard + 1
inv:add_item("main", item:get_name() .. " 5")
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if safeguard >= 500 then
minetest.log("error", "[give_initial_stuff] Something went wrong when filling stack "..dump(item:get_name()))
break
end
end
return
end
inv:add_item("main", item:take_item(item:get_stack_max()))
-- If item isn't empty, add the leftovers again
if not item:is_empty() then
give_initial_stuff.give_item(inv, item)
end
end
setmetatable(give_initial_stuff, {
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__call = function(self, player, mode)
minetest.log("action", "Giving initial stuff to player "
.. player:get_player_name())
local inv = player:get_inventory()
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if mode ~= "replace_tools" then
inv:set_list("main", {})
inv:set_list("craft", {})
inv:set_size("craft", 1)
inv:set_size("craftresult", 0)
inv:set_size("hand", 0)
end
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local items = give_initial_stuff.get_stuff(player)
for _, item in pairs(items) do
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if mode == "replace_tools" then
for _, tool in pairs(tools) do
if item:find(tool) then
give_initial_stuff.give_item(inv, ItemStack(item))
end
end
else
give_initial_stuff.give_item(inv, ItemStack(item))
end
end
end
})
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local registered_stuff_providers = {}
function give_initial_stuff.register_stuff_provider(func, priority)
table.insert(registered_stuff_providers,
priority or (#registered_stuff_providers + 1),
func)
end
function give_initial_stuff.get_stuff(player)
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local seen_stuff = {}
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local stuff = {}
for i=1, #registered_stuff_providers do
local new_stuff = registered_stuff_providers[i](player)
assert(new_stuff)
for j=1, #new_stuff do
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local name = ItemStack(new_stuff[j]):get_name()
if not seen_stuff[name] then
seen_stuff[name] = true
stuff[#stuff + 1] = new_stuff[j]
end
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end
end
return stuff
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end
minetest.register_on_joinplayer(function(player)
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player:set_hp(player:get_properties().hp_max)
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give_initial_stuff(player)
end)
minetest.register_on_respawnplayer(give_initial_stuff)