VoxeLibre/mods/PLAYER/mcl_player/init.lua

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local string = string
local sf = string.format
-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
mcl_player = {}
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-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0
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local function get_mouse_button(player)
local controls = player:get_player_control()
local get_wielded_item_name = player:get_wielded_item():get_name()
if controls.RMB and not string.find(get_wielded_item_name, "mcl_bows:bow") and
not string.find(get_wielded_item_name, "mcl_bows:crossbow") and
not mcl_shields.wielding_shield(player, 1) and not mcl_shields.wielding_shield(player, 2) or controls.LMB then
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return true
else
return false
end
end
mcl_player.registered_player_models = {}
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-- Local for speed.
local models = mcl_player.registered_player_models
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function mcl_player.player_register_model(name, def)
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models[name] = def
end
-- Player stats and animations
local player_model = {}
local player_textures = {}
local player_anim = {}
local player_sneak = {}
local player_visible = {}
mcl_player.player_attached = {}
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local function get_player_textures(name)
local textures = player_textures[name]
if textures then return textures end
local textures = { "character.png", "blank.png", "blank.png" }
player_textures[name] = textures
return textures
end
function mcl_player.player_get_animation(player)
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local name = player:get_player_name()
local textures = get_player_textures(name)
if not player_visible[name] then
textures = table.copy(textures)
textures[1] = "blank.png"
end
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return {
model = player_model[name],
textures = textures,
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animation = player_anim[name],
visibility = player_visible[name]
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}
end
local registered_on_visual_change = {}
function mcl_player.register_on_visual_change(func)
table.insert(registered_on_visual_change, func)
end
local function update_player_textures(player)
local name = player:get_player_name()
local textures = get_player_textures(name)
if not player_visible[name] then
textures = table.copy(textures)
textures[1] = "blank.png"
end
player:set_properties({ textures = textures })
-- Delay calling the callbacks because mods (including mcl_player)
-- need to fully initialize player data from minetest.register_on_joinplayer
-- before callbacks run
minetest.after(0.1, function()
if player:is_player() then
for i, func in ipairs(registered_on_visual_change) do
func(player)
end
end
end)
end
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-- Called when a player's appearance needs to be updated
function mcl_player.player_set_model(player, model_name)
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local name = player:get_player_name()
local model = models[model_name]
if model then
if player_model[name] == model_name then
return
end
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player_model[name] = model_name
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player:set_properties({
mesh = model_name,
visual = "mesh",
visual_size = model.visual_size or { x = 1, y = 1 },
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damage_texture_modifier = "^[colorize:red:130",
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})
update_player_textures(player)
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local new_anim = "stand"
local model_animations = models[model_name].animations
local old_anim = player_anim[name]
if model_animations and old_anim and model_animations[old_anim] then
new_anim = old_anim
end
mcl_player.player_set_animation(player, new_anim)
else
player:set_properties({
textures = { "player.png", "player_back.png", },
visual = "upright_sprite",
})
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end
end
function mcl_player.player_set_visibility(player, visible)
local name = player:get_player_name()
if player_visible[name] == visible then return end
player_visible[name] = visible
update_player_textures(player)
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end
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function mcl_player.player_set_skin(player, texture)
local name = player:get_player_name()
local textures = get_player_textures(name)
textures[1] = texture
update_player_textures(player)
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end
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function mcl_player.player_get_skin(player)
local name = player:get_player_name()
local textures = get_player_textures(name)
return textures[1]
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end
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function mcl_player.player_set_armor(player, texture)
local name = player:get_player_name()
local textures = get_player_textures(name)
textures[2] = texture
update_player_textures(player)
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end
---@param player mt.PlayerObjectRef
---@param x number
---@param y number
---@param w number
---@param h number
---@param fsname string
---@return string
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function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
local name = player:get_player_name()
local model = player_model[name]
local anim = models[model].animations["stand"]
local textures = get_player_textures(name)
if not player_visible[name] then
textures = table.copy(textures)
textures[1] = "blank.png"
end
return sf("model[%s,%s;%s,%s;%s;%s;%s;0,180;false;false;%s,%s]", x, y, w, h, fsname, model,
table.concat(textures, ","), anim.x, anim.y)
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end
function mcl_player.player_set_animation(player, anim_name, speed)
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local name = player:get_player_name()
if player_anim[name] == anim_name then
return
end
local model = player_model[name] and models[player_model[name]]
if not (model and model.animations[anim_name]) then
return
end
local anim = model.animations[anim_name]
player_anim[name] = anim_name
player:set_animation(anim, speed or model.animation_speed, animation_blend)
end
-- Update appearance when the player joins
minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
mcl_player.player_attached[name] = false
player_visible[name] = true
get_player_textures(name)
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--player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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-- player:set_fov(86.1) -- see <https://minecraft.gamepedia.com/Options#Video_settings>>>>
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end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_model[name] = nil
player_anim[name] = nil
player_textures[name] = nil
player_sneak[name] = nil
player_visible[name] = nil
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end)
-- Localize for better performance.
local player_set_animation = mcl_player.player_set_animation
local player_attached = mcl_player.player_attached
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-- Check each player and apply animations
minetest.register_globalstep(function(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
local model_name = player_model[name]
local model = model_name and models[model_name]
if model and not player_attached[name] then
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local controls = player:get_player_control()
local walking = false
local animation_speed_mod = model.animation_speed or 30
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
walking = true
end
-- Determine if the player is sneaking, and reduce animation speed if so
if controls.sneak then
animation_speed_mod = animation_speed_mod / 2
end
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if mcl_shields.is_blocking(player) then
animation_speed_mod = animation_speed_mod / 2
end
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-- ask if player is swiming
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local head_in_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0
-- ask if player is sprinting
local is_sprinting = mcl_sprint.is_sprinting(name)
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local velocity = player:get_velocity() or player:get_player_velocity()
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-- Apply animations based on what the player is doing
if player:get_hp() == 0 then
player_set_animation(player, "die")
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elseif player:get_meta():get_int("mcl_damage:damage_animation") > 0 then
player_set_animation(player, "walk", animation_speed_mod)
local name = player:get_player_name()
minetest.after(0.5, function()
local player = minetest.get_player_by_name(name)
if not player then return end
player:get_meta():set_int("mcl_damage:damage_animation", 0)
end)
elseif mcl_playerplus.elytra[player] and mcl_playerplus.elytra[player].active then
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elseif walking and velocity.x > 0.35
or walking and velocity.x < -0.35
or walking and velocity.z > 0.35
or walking and velocity.z < -0.35 then
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local wielded_itemname = player:get_wielded_item():get_name()
local no_arm_moving = string.find(wielded_itemname, "mcl_bows:bow") or
mcl_shields.wielding_shield(player, 1) or
mcl_shields.wielding_shield(player, 2)
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if player_sneak[name] ~= controls.sneak then
player_anim[name] = nil
player_sneak[name] = controls.sneak
end
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if get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_walk", animation_speed_mod)
elseif no_arm_moving and controls.RMB and controls.sneak or
string.find(wielded_itemname, "mcl_bows:crossbow_") and controls.sneak then
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player_set_animation(player, "bow_sneak", animation_speed_mod)
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elseif no_arm_moving and controls.RMB or string.find(wielded_itemname, "mcl_bows:crossbow_") then
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player_set_animation(player, "bow_walk", animation_speed_mod)
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elseif is_sprinting == true and get_mouse_button(player) == true and not controls.sneak and not head_in_water then
player_set_animation(player, "run_walk_mine", animation_speed_mod)
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elseif get_mouse_button(player) == true and not controls.sneak then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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elseif get_mouse_button(player) == true and controls.sneak and is_sprinting ~= true then
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player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
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elseif is_sprinting == true and not controls.sneak and not head_in_water then
player_set_animation(player, "run_walk", animation_speed_mod)
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elseif controls.sneak and not get_mouse_button(player) == true then
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player_set_animation(player, "sneak_walk", animation_speed_mod)
else
player_set_animation(player, "walk", animation_speed_mod)
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end
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elseif get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_mine")
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elseif not get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_stand")
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elseif get_mouse_button(player) == true and not controls.sneak then
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player_set_animation(player, "mine")
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elseif get_mouse_button(player) == true and controls.sneak then
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player_set_animation(player, "sneak_mine")
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_stand", animation_speed_mod)
elseif not controls.sneak then
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player_set_animation(player, "stand", animation_speed_mod)
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else
player_set_animation(player, "sneak_stand", animation_speed_mod)
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end
end
end
end)