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Refactor builtin HUD (#14346)
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4 changed files with 262 additions and 220 deletions
261
builtin/game/hud.lua
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261
builtin/game/hud.lua
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--[[
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Register function to easily register new builtin hud elements
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`def` is a table and contains the following fields:
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elem_def the HUD element definition which can be changed with hud_replace_builtin
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events (optional) additional event names on which the element will be updated
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("hud_changed" will always be used.)
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show_elem(player, flags, id)
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(optional) a function to decide if the element should be shown to a player
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It is called before the element gets updated.
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update_def(player, elem_def)
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(optional) a function to change the elem_def before it will be used.
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(elem_def can be changed, since the table which got set by using
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hud_replace_builtin isn't exposed to the API.)
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update_elem(player, id)
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(optional) a function to change the element after it has been updated
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(Is not called when the element is first set or recreated.)
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]]--
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local registered_elements = {}
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local update_events = {}
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local function register_builtin_hud_element(name, def)
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registered_elements[name] = def
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for _, event in ipairs(def.events or {}) do
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update_events[event] = update_events[event] or {}
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table.insert(update_events[event], name)
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end
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end
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-- Stores HUD ids for all players
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local hud_ids = {}
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-- Updates one element
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-- In case the element is already added, it only calls the update_elem function from
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-- registered_elements. (To recreate the element remove it first.)
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local function update_element(player, player_hud_ids, elem_name, flags)
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local def = registered_elements[elem_name]
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local id = player_hud_ids[elem_name]
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if def.show_elem and not def.show_elem(player, flags, id) then
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if id then
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player:hud_remove(id)
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player_hud_ids[elem_name] = nil
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end
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return
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end
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if not id then
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if def.update_def then
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def.update_def(player, def.elem_def)
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end
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id = player:hud_add(def.elem_def)
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player_hud_ids[elem_name] = id
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return
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end
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if def.update_elem then
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def.update_elem(player, id)
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end
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end
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-- Updates all elements
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-- If to_update is specified it will only update those elements.
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local function update_hud(player, to_update)
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local flags = player:hud_get_flags()
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local playername = player:get_player_name()
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hud_ids[playername] = hud_ids[playername] or {}
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local player_hud_ids = hud_ids[playername]
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if to_update then
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for _, elem_name in ipairs(to_update) do
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update_element(player, player_hud_ids, elem_name, flags)
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end
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else
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for elem_name, _ in pairs(registered_elements) do
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update_element(player, player_hud_ids, elem_name, flags)
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end
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end
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end
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local function player_event_handler(player, eventname)
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assert(player:is_player())
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if eventname == "hud_changed" then
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update_hud(player)
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return
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end
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-- Custom events
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local to_update = update_events[eventname]
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if to_update then
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update_hud(player, to_update)
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end
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end
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-- Returns true if successful, otherwise false,
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-- but currently the return value is not documented in the Lua API.
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function core.hud_replace_builtin(elem_name, elem_def)
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assert(type(elem_def) == "table")
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local registered = registered_elements[elem_name]
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if not registered then
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return false
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end
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registered.elem_def = table.copy(elem_def)
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for playername, player_hud_ids in pairs(hud_ids) do
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local player = core.get_player_by_name(playername)
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local id = player_hud_ids[elem_name]
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if player and id then
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player:hud_remove(id)
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player_hud_ids[elem_name] = nil
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update_element(player, player_hud_ids, elem_name, player:hud_get_flags())
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end
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end
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return true
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end
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local function cleanup_builtin_hud(player)
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hud_ids[player:get_player_name()] = nil
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end
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-- Append "update_hud" as late as possible
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-- This ensures that the HUD is hidden when the flags are updated in this callback
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core.register_on_mods_loaded(function()
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core.register_on_joinplayer(function(player)
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update_hud(player)
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end)
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end)
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core.register_on_leaveplayer(cleanup_builtin_hud)
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core.register_playerevent(player_event_handler)
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---- Builtin HUD Elements
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--- Healthbar
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-- Cache setting
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local enable_damage = core.settings:get_bool("enable_damage")
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local function scale_to_hud_max(player, field)
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-- Scale "hp" or "breath" to the hud maximum dimensions
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local current = player["get_" .. field](player)
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local nominal
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if field == "hp" then -- HUD is called health but field is hp
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nominal = registered_elements.health.elem_def.item
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else
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nominal = registered_elements[field].elem_def.item
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end
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local max_display = math.max(player:get_properties()[field .. "_max"], current)
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return math.ceil(current / max_display * nominal)
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end
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register_builtin_hud_element("health", {
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elem_def = {
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type = "statbar",
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position = {x = 0.5, y = 1},
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text = "heart.png",
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text2 = "heart_gone.png",
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number = core.PLAYER_MAX_HP_DEFAULT,
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item = core.PLAYER_MAX_HP_DEFAULT,
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direction = 0,
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size = {x = 24, y = 24},
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offset = {x = (-10 * 24) - 25, y = -(48 + 24 + 16)},
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},
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events = {"properties_changed", "health_changed"},
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show_elem = function(player, flags)
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return flags.healthbar and enable_damage and
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player:get_armor_groups().immortal ~= 1
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end,
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update_def = function(player, elem_def)
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elem_def.item = elem_def.item or elem_def.number or core.PLAYER_MAX_HP_DEFAULT
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elem_def.number = scale_to_hud_max(player, "hp")
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end,
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update_elem = function(player, id)
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player:hud_change(id, "number", scale_to_hud_max(player, "hp"))
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end,
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})
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--- Breathbar
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-- Stores core.after calls for every player
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local breathbar_removal_jobs = {}
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register_builtin_hud_element("breath", {
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elem_def = {
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type = "statbar",
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position = {x = 0.5, y = 1},
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text = "bubble.png",
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text2 = "bubble_gone.png",
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number = core.PLAYER_MAX_BREATH_DEFAULT * 2,
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item = core.PLAYER_MAX_BREATH_DEFAULT * 2,
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direction = 0,
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size = {x = 24, y = 24},
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offset = {x = 25, y= -(48 + 24 + 16)},
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},
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events = {"properties_changed", "breath_changed"},
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show_elem = function(player, flags, id)
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local show_breathbar = flags.breathbar and enable_damage and
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player:get_armor_groups().immortal ~= 1
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if id then
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-- The element will not prematurely be removed by update_element
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-- (but may still be instantly removed if the flag changed)
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return show_breathbar
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end
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-- Don't add the element if the breath is full
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local breath_relevant = player:get_breath() < player:get_properties().breath_max
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return show_breathbar and breath_relevant
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end,
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update_def = function(player, elem_def)
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elem_def.item = elem_def.item or elem_def.number or core.PLAYER_MAX_BREATH_DEFAULT
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elem_def.number = scale_to_hud_max(player, "breath")
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end,
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update_elem = function(player, id)
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player:hud_change(id, "number", scale_to_hud_max(player, "breath"))
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local player_name = player:get_player_name()
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local breath_relevant = player:get_breath() < player:get_properties().breath_max
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if not breath_relevant then
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if not breathbar_removal_jobs[player_name] then
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-- The breathbar stays for some time and then gets removed.
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breathbar_removal_jobs[player_name] = core.after(1, function()
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local player = core.get_player_by_name(player_name)
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local id = hud_ids[player_name].breath
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if player and id then
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player:hud_remove(id)
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hud_ids[player_name].breath = nil
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end
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breathbar_removal_jobs[player_name] = nil
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end)
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end
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else
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-- Cancel removal
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local job = breathbar_removal_jobs[player_name]
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if job then
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job:cancel()
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breathbar_removal_jobs[player_name] = nil
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end
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end
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end,
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})
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--- Minimap
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register_builtin_hud_element("minimap", {
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elem_def = {
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type = "minimap",
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position = {x = 1, y = 0},
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alignment = {x = -1, y = 1},
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offset = {x = -10, y = 10},
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size = {x = 256, y = 256},
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},
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show_elem = function(player, flags)
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-- Don't add a minimap for clients which already have it hardcoded in C++.
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return flags.minimap and
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core.get_player_information(player:get_player_name()).protocol_version >= 44
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end,
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})
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