capturetheflag/mods/ctf/ctf_respawn_immunity/init.lua

63 lines
1.8 KiB
Lua

respawn_immunity = {}
local IMMUNE_TIME = 15
local immune_serial = 0
local immune_players = {}
function respawn_immunity.is_immune(player)
return immune_players[player:get_player_name()]
end
function respawn_immunity.set_immune(player)
immune_serial = immune_serial + 1
immune_players[player:get_player_name()] = immune_serial
minetest.after(1, function()
respawn_immunity.update_effects(player)
end)
-- Set time out
minetest.after(IMMUNE_TIME, function(name, id)
if immune_players[name] == id then
immune_players[name] = nil
respawn_immunity.update_effects(minetest.get_player_by_name(name))
end
end, player:get_player_name(), immune_serial)
end
function respawn_immunity.update_effects(player)
-- TODO: transparent player when immune
--
-- if immune_players[player:get_player_name()] then
-- player:set_texture_mod("[multiply:#1f1")
-- else
-- player:set_texture_mod(nil)
-- end
end
minetest.register_on_punchplayer(function(player, hitter,
time_from_last_punch, tool_capabilities, dir, damage)
if not player or not hitter then
return false
end
local pname = player:get_player_name()
local hname = hitter:get_player_name()
if player and respawn_immunity.is_immune(player) then
minetest.chat_send_player(hname, minetest.colorize("FF8C77", pname ..
" just respawned or joined, and is immune to attacks!"))
return true
end
if hitter and respawn_immunity.is_immune(hitter) and
ctf.player(hname).team ~= ctf.player(pname).team then
minetest.chat_send_player(hname, minetest.colorize("#FF8C00",
"Your immunity has ended because you attacked a player"))
immune_players[hname] = nil
respawn_immunity.update_effects(hitter)
end
end)
minetest.register_on_joinplayer(respawn_immunity.set_immune)
minetest.register_on_respawnplayer(respawn_immunity.set_immune)