VoxeLibre/mods/PLAYER/mcl_playerplus/init.lua

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mcl_playerplus = {
elytra = {},
}
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local is_pressing_jump = false
local get_connected_players = minetest.get_connected_players
local dir_to_yaw = minetest.dir_to_yaw
local get_item_group = minetest.get_item_group
local check_player_privs = minetest.check_player_privs
local find_node_near = minetest.find_node_near
local get_name_from_content_id = minetest.get_name_from_content_id
local get_voxel_manip = minetest.get_voxel_manip
local add_particle = minetest.add_particle
local add_particlespawner = minetest.add_particlespawner
local is_sprinting = mcl_sprint.is_sprinting
local exhaust = mcl_hunger.exhaust
local playerphysics = playerphysics
local vector = vector
local math = math
-- Internal player state
local mcl_playerplus_internal = {}
local time = 0
local look_pitch = 0
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local function player_collision(player)
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local pos = player:get_pos()
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--local vel = player:get_velocity()
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local x = 0
local z = 0
local width = .75
for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
local ent = object:get_luaentity()
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if (object:is_player() or (ent and ent.is_mob and object ~= player)) then
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local pos2 = object:get_pos()
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
local force = (width + 0.5) - vector.distance(
{x = pos.x, y = 0, z = pos.z},
{x = pos2.x, y = 0, z = pos2.z})
x = x + (vec.x * force)
z = z + (vec.z * force)
end
end
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return {x,z}
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end
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local function walking_player(player, control)
if control.up or control.down or control.left or control.right then
return true
else
return false
end
end
-- converts yaw to degrees
local function degrees(rad)
return rad * 180.0 / math.pi
end
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local function dir_to_pitch(dir)
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--local dir2 = vector.normalize(dir)
local xz = math.abs(dir.x) + math.abs(dir.z)
return -math.atan2(-dir.y, xz)
end
local player_vel_yaws = {}
function limit_vel_yaw(player_vel_yaw, yaw)
if player_vel_yaw < 0 then
player_vel_yaw = player_vel_yaw + 360
end
if yaw < 0 then
yaw = yaw + 360
end
if math.abs(player_vel_yaw - yaw) > 40 then
local player_vel_yaw_nm, yaw_nm = player_vel_yaw, yaw
if player_vel_yaw > yaw then
player_vel_yaw_nm = player_vel_yaw - 360
else
yaw_nm = yaw - 360
end
if math.abs(player_vel_yaw_nm - yaw_nm) > 40 then
local diff = math.abs(player_vel_yaw - yaw)
if diff > 180 and diff < 185 or diff < 180 and diff > 175 then
player_vel_yaw = yaw
elseif diff < 180 then
if player_vel_yaw < yaw then
player_vel_yaw = yaw - 40
else
player_vel_yaw = yaw + 40
end
else
if player_vel_yaw < yaw then
player_vel_yaw = yaw + 40
else
player_vel_yaw = yaw - 40
end
end
end
end
if player_vel_yaw < 0 then
player_vel_yaw = player_vel_yaw + 360
elseif player_vel_yaw > 360 then
player_vel_yaw = player_vel_yaw - 360
end
return player_vel_yaw
end
local node_stand, node_stand_below, node_head, node_feet, node_head_top
local is_swimming
-- This following part is 2 wrapper functions for player:set_bones
-- and player:set_properties preventing them from being resent on
-- every globalstep when they have not changed.
local function roundN(n, d)
if type(n) ~= "number" then return n end
local m = 10^d
return math.floor(n * m + 0.5) / m
end
local function close_enough(a,b)
local rt=true
if type(a) == "table" and type(b) == "table" then
for k,v in pairs(a) do
if roundN(v,2) ~= roundN(b[k],2) then
rt=false
break
end
end
else
rt = roundN(a,2) == roundN(b,2)
end
return rt
end
local function props_changed(props,oldprops)
local changed=false
local p={}
for k,v in pairs(props) do
if not close_enough(v,oldprops[k]) then
p[k]=v
changed=true
end
end
return changed,p
end
--tests for roundN
local test_round1=15
local test_round2=15.00199999999
local test_round3=15.00111111
local test_round4=15.00999999
assert(roundN(test_round1,2)==roundN(test_round1,2))
assert(roundN(test_round1,2)==roundN(test_round2,2))
assert(roundN(test_round1,2)==roundN(test_round3,2))
assert(roundN(test_round1,2)~=roundN(test_round4,2))
-- tests for close_enough
local test_cb = {-0.35,0,-0.35,0.35,0.8,0.35} --collisionboxes
local test_cb_close = {-0.351213,0,-0.35,0.35,0.8,0.351212}
local test_cb_diff = {-0.35,0,-1.35,0.35,0.8,0.35}
local test_eh = 1.65 --eye height
local test_eh_close = 1.65123123
local test_eh_diff = 1.35
local test_nt = { r = 225, b = 225, a = 225, g = 225 } --nametag
local test_nt_diff = { r = 225, b = 225, a = 0, g = 225 }
assert(close_enough(test_cb,test_cb_close))
assert(not close_enough(test_cb,test_cb_diff))
assert(close_enough(test_eh,test_eh_close))
assert(not close_enough(test_eh,test_eh_diff))
assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here
--tests for properties_changed
local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_p1,_=props_changed(test_properties_set1,test_properties_set1)
local test_p2,_=props_changed(test_properties_set1,test_properties_set2)
assert(not test_p1)
assert(test_p2)
local function set_properties_conditional(player,props)
local changed,p=props_changed(props,player:get_properties())
if changed then
player:set_properties(p)
end
end
local function set_bone_position_conditional(player,b,p,r) --bone,position,rotation
local oldp,oldr=player:get_bone_position(b)
if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then
return
end
player:set_bone_position(b,p,r)
end
minetest.register_globalstep(function(dtime)
time = time + dtime
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for _,player in pairs(get_connected_players()) do
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--[[
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_ _ _
__ _ _ __ (_)_ __ ___ __ _| |_(_) ___ _ __ ___
/ _` | '_ \| | '_ ` _ \ / _` | __| |/ _ \| '_ \/ __|
| (_| | | | | | | | | | | (_| | |_| | (_) | | | \__ \
\__,_|_| |_|_|_| |_| |_|\__,_|\__|_|\___/|_| |_|___/
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]]--
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local control = player:get_player_control()
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local name = player:get_player_name()
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--local meta = player:get_meta()
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local parent = player:get_attach()
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local wielded = player:get_wielded_item()
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local player_velocity = player:get_velocity() or player:get_player_velocity()
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local wielded_def = wielded:get_definition()
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local c_x, c_y = unpack(player_collision(player))
if player_velocity.x + player_velocity.y < .5 and c_x + c_y > 0 then
player:add_velocity({x = c_x, y = 0, z = c_y})
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player_velocity = player:get_velocity() or player:get_player_velocity()
end
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-- control head bone
local pitch = - degrees(player:get_look_vertical())
local yaw = degrees(player:get_look_horizontal())
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local player_vel_yaw = degrees(dir_to_yaw(player_velocity))
if player_vel_yaw == 0 then
player_vel_yaw = player_vel_yaws[name] or yaw
end
player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
player_vel_yaws[name] = player_vel_yaw
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local fly_pos = player:get_pos()
local fly_node = minetest.get_node({x = fly_pos.x, y = fly_pos.y - 0.05, z = fly_pos.z}).name
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local elytra = mcl_playerplus.elytra[player]
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local function get_overall_velocity(vector)
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local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2)
return v
end
local function anglediff(a1, a2)
local a = a1 - a2
return math.abs((a + math.pi) % (math.pi*2) - math.pi)
end
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local function clamp(num, min, max)
return math.min(max, math.max(num, min))
end
if not elytra.active then
elytra.speed = 2
end
local is_just_jumped = control.jump and not is_pressing_jump and not elytra.active
is_pressing_jump = control.jump
if is_just_jumped and not elytra.active then
elytra.speed = clamp(get_overall_velocity(player:get_velocity()) - 1, 0, 20)
end
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elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
and not player:get_attach()
and (elytra.active or (is_just_jumped and player_velocity.y < -0))
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and (fly_node == "air" or fly_node == "ignore")
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if elytra.active then
if is_just_jumped then -- move the player up when they start flying to give some clearance
player:set_pos(vector.offset(player:get_pos(), 0, 0.8, 0))
end
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mcl_player.player_set_animation(player, "fly")
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local slowdown_mult = 1 -- amount of vel to take per sec
local fall_speed = 10 -- amount to fall down per sec in nodes
local speedup_mult = 10 -- amount of speed to add based on look dir
local max_speed = 120
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local direction = player:get_look_dir()
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local player_vel = player:get_velocity()
local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
local direction_mult = clamp(-direction.y + 0, -1, 1)
if direction_mult < 0 then direction_mult = -(direction_mult^2) + direction_mult/2 end
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local speed_mult = elytra.speed + direction_mult * speedup_mult * dtime
speed_mult = speed_mult - slowdown_mult * dtime -- slow down
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speed_mult = math.max(speed_mult, -1)
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speed_mult = math.min(speed_mult, max_speed)
speed_mult = speed_mult - (speed_mult * turn_amount / (math.pi*3))
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elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
new_vel = direction -- use the facing direction as a base
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playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
if elytra.rocketing > 0 then
elytra.rocketing = elytra.rocketing - dtime
if vector.length(player_velocity) < 40 then
-- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
speed_mult = 30
elytra.speed = speed_mult
add_particle({
pos = fly_pos,
velocity = {x = 0, y = 0, z = 0},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = math.random(0.3, 0.5),
size = math.random(1, 2),
collisiondetection = false,
vertical = false,
texture = "mcl_particles_bonemeal.png^[colorize:#bc7a57:127",
glow = 5,
})
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end
else
elytra.rocketing = 0
playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
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end
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new_vel = vector.multiply(new_vel, speed_mult)
new_vel = {
x = clamp(new_vel.x, -max_speed, max_speed),
y = clamp(new_vel.y, -max_speed, max_speed),
z = clamp(new_vel.z, -max_speed, max_speed)}
-- slow the player down so less spongy movement by applying half the inverse vel
-- NOTE: do not set this higher than about 0.7 or the game will get the wrong vel and it will be broken
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-- this is far from ideal, but there's no good way to set_velocity on the player
player_vel = vector.multiply(player_vel, -0.4)
new_vel = vector.add(new_vel, player_vel)
new_vel.y = new_vel.y - (200 / math.max(speed_mult, 2)) * dtime
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new_vel.y = new_vel.y - fall_speed * dtime
player:add_velocity(new_vel)
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end
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if wielded_def and wielded_def._mcl_toollike_wield then
set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
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elseif string.find(wielded:get_name(), "mcl_bows:bow") then
set_bone_position_conditional(player,"Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0))
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else
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
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end
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-- controls right and left arms pitch when shooting a bow or blocking
if mcl_shields.is_blocking(player) == 2 then
set_bone_position_conditional(player, "Arm_Right_Pitch_Control", vector.new(-3, 5.785, 0), vector.new(20, -20, 0))
elseif mcl_shields.is_blocking(player) == 1 then
set_bone_position_conditional(player, "Arm_Left_Pitch_Control", vector.new(3, 5.785, 0), vector.new(20, 20, 0))
elseif string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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-- controls right and left arms pitch when holing a loaded crossbow
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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-- controls right and left arms pitch when loading a crossbow
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_") then
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(45,-20,25))
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(55,20,-45))
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-- when punching
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elseif control.LMB and not parent then
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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-- when holding an item.
elseif wielded:get_name() ~= "" then
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0))
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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-- resets arms pitch
else
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
end
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if elytra.active then
-- set head pitch and yaw when flying
set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
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-- sets eye height, and nametag color accordingly
set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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-- control body bone when flying
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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elseif parent then
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local parent_yaw = degrees(parent:get_yaw())
set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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elseif control.sneak then
-- controls head pitch when sneaking
set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw))
-- sets eye height, and nametag color accordingly
set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- sneaking body conrols
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
-- set head pitch and yaw when swimming
is_swimming = true
set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
-- sets eye height, and nametag color accordingly
set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
-- control body bone when swimming
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
elseif get_item_group(mcl_playerinfo[name].node_head, "opaque") == 0
and get_item_group(mcl_playerinfo[name].node_head_top, "opaque") == 0 then
-- sets eye height, and nametag color accordingly
is_swimming = false
set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
end
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-- Update jump status immediately since we need this info in real time.
-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
if mcl_playerplus_internal[name].jump_cooldown > 0 then
mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
end
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if control.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
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--pos = player:get_pos()
node_stand = mcl_playerinfo[name].node_stand
node_stand_below = mcl_playerinfo[name].node_stand_below
node_head = mcl_playerinfo[name].node_head
node_feet = mcl_playerinfo[name].node_feet
node_head_top = mcl_playerinfo[name].node_head_top
if not node_stand or not node_stand_below or not node_head or not node_feet then
return
end
if (not minetest.registered_nodes[node_stand]
or not minetest.registered_nodes[node_stand_below]
or not minetest.registered_nodes[node_head]
or not minetest.registered_nodes[node_feet]
or not minetest.registered_nodes[node_head_top]) then
return
end
-- Cause buggy exhaustion for jumping
--[[ Checklist we check to know the player *actually* jumped:
* Not on or in liquid
* Not on or at climbable
* On walkable
* Not on disable_jump
FIXME: This code is pretty hacky and it is possible to miss some jumps or detect false
jumps because of delays, rounding errors, etc.
What this code *really* needs is some kind of jumping callback which this engine lacks
as of 0.4.15.
]]
if get_item_group(node_feet, "liquid") == 0 and
get_item_group(node_stand, "liquid") == 0 and
not minetest.registered_nodes[node_feet].climbable and
not minetest.registered_nodes[node_stand].climbable and
(minetest.registered_nodes[node_stand].walkable or minetest.registered_nodes[node_stand_below].walkable)
and get_item_group(node_stand, "disable_jump") == 0
and get_item_group(node_stand_below, "disable_jump") == 0 then
-- Cause exhaustion for jumping
if is_sprinting(name) then
exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
else
exhaust(name, mcl_hunger.EXHAUST_JUMP)
end
-- Reset cooldown timer
mcl_playerplus_internal[name].jump_cooldown = 0.45
end
end
end
-- Run the rest of the code every 0.5 seconds
if time < 0.5 then
return
end
-- reset time for next check
-- FIXME: Make sure a regular check interval applies
time = 0
-- check players
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for _,player in pairs(get_connected_players()) do
-- who am I?
local name = player:get_player_name()
-- where am I?
local pos = player:get_pos()
-- what is around me?
local node_stand = mcl_playerinfo[name].node_stand
local node_stand_below = mcl_playerinfo[name].node_stand_below
local node_head = mcl_playerinfo[name].node_head
local node_feet = mcl_playerinfo[name].node_feet
local node_head_top = mcl_playerinfo[name].node_head_top
if not node_stand or not node_stand_below or not node_head or not node_feet or not node_head_top then
return
end
-- Standing on soul sand? If so, walk slower (unless player wears Soul Speed boots)
if node_stand == "mcl_nether:soul_sand" then
-- TODO: Tweak walk speed
-- TODO: Also slow down mobs
-- Slow down even more when soul sand is above certain block
local boots = player:get_inventory():get_stack("armor", 5)
local soul_speed = mcl_enchanting.get_enchantment(boots, "soul_speed")
if soul_speed > 0 then
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", soul_speed * 0.105 + 1.3)
else
if node_stand_below == "mcl_core:ice" or node_stand_below == "mcl_core:packed_ice" or node_stand_below == "mcl_core:slimeblock" or node_stand_below == "mcl_core:water_source" then
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
else
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
end
end
elseif get_item_group(node_feet, "liquid") ~= 0 and mcl_enchanting.get_enchantment(player:get_inventory():get_stack("armor", 5), "depth_strider") then
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local boots = player:get_inventory():get_stack("armor", 5)
local depth_strider = mcl_enchanting.get_enchantment(boots, "depth_strider")
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2021-02-27 16:37:25 +01:00
if depth_strider > 0 then
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", (depth_strider / 3) + 0.75)
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end
else
playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
end
-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
-- without group disable_suffocation=1)
-- if swimming, check the feet node instead, because the head node will be above the player when swimming
local ndef = minetest.registered_nodes[node_head]
if is_swimming then
ndef = minetest.registered_nodes[node_feet]
end
if (ndef.walkable == nil or ndef.walkable == true)
and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
and (ndef.node_box == nil or ndef.node_box.type == "regular")
and (ndef.groups.disable_suffocation ~= 1)
and (ndef.groups.opaque == 1)
and (node_head ~= "ignore")
-- Check privilege, too
and (not check_player_privs(name, {noclip = true})) then
if player:get_hp() > 0 then
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mcl_util.deal_damage(player, 1, {type = "in_wall"})
end
end
-- Am I near a cactus?
local near = find_node_near(pos, 1, "mcl_core:cactus")
if not near then
near = find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus")
end
if near then
-- Am I touching the cactus? If so, it hurts
local dist = vector.distance(pos, near)
local dist_feet = vector.distance({x=pos.x, y=pos.y-1, z=pos.z}, near)
if dist < 1.1 or dist_feet < 1.1 then
if player:get_hp() > 0 then
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mcl_util.deal_damage(player, 1, {type = "cactus"})
end
end
end
--[[ Swimming: Cause exhaustion.
NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid!
Head alone does not count. We respect that for now. ]]
if not player:get_attach() and (get_item_group(node_feet, "liquid") ~= 0 or
get_item_group(node_stand, "liquid") ~= 0) then
local lastPos = mcl_playerplus_internal[name].lastPos
if lastPos then
local dist = vector.distance(lastPos, pos)
mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance + dist
if mcl_playerplus_internal[name].swimDistance >= 1 then
local superficial = math.floor(mcl_playerplus_internal[name].swimDistance)
exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance - superficial
end
end
end
-- Underwater: Spawn bubble particles
if get_item_group(node_head, "water") ~= 0 then
add_particlespawner({
amount = 10,
time = 0.15,
minpos = { x = -0.25, y = 0.3, z = -0.25 },
maxpos = { x = 0.25, y = 0.7, z = 0.75 },
attached = player,
minvel = {x = -0.2, y = 0, z = -0.2},
maxvel = {x = 0.5, y = 0, z = 0.5},
minacc = {x = -0.4, y = 4, z = -0.4},
maxacc = {x = 0.5, y = 1, z = 0.5},
minexptime = 0.3,
maxexptime = 0.8,
minsize = 0.7,
maxsize = 2.4,
texture = "mcl_particles_bubble.png"
})
end
-- Show positions of barriers when player is wielding a barrier
local wi = player:get_wielded_item():get_name()
if wi == "mcl_core:barrier" or wi == "mcl_core:realm_barrier" then
local pos = vector.round(player:get_pos())
local r = 8
local vm = get_voxel_manip()
local emin, emax = vm:read_from_map({x=pos.x-r, y=pos.y-r, z=pos.z-r}, {x=pos.x+r, y=pos.y+r, z=pos.z+r})
local area = VoxelArea:new{
MinEdge = emin,
MaxEdge = emax,
}
local data = vm:get_data()
for x=pos.x-r, pos.x+r do
for y=pos.y-r, pos.y+r do
for z=pos.z-r, pos.z+r do
local vi = area:indexp({x=x, y=y, z=z})
local nodename = get_name_from_content_id(data[vi])
local tex
if nodename == "mcl_core:barrier" then
tex = "mcl_core_barrier.png"
elseif nodename == "mcl_core:realm_barrier" then
tex = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX"
end
if tex then
add_particle({
pos = {x=x, y=y, z=z},
expirationtime = 1,
size = 8,
texture = tex,
glow = 14,
playername = name
})
end
end
end
end
end
-- Update internal values
mcl_playerplus_internal[name].lastPos = pos
end
end)
-- set to blank on join (for 3rd party mods)
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
mcl_playerplus_internal[name] = {
lastPos = nil,
swimDistance = 0,
jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
}
mcl_playerplus.elytra[player] = {active = false, rocketing = 0, speed = 0}
end)
-- clear when player leaves
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
mcl_playerplus_internal[name] = nil
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mcl_playerplus.elytra[player] = nil
end)
-- Don't change HP if the player falls in the water or through End Portal:
mcl_damage.register_modifier(function(obj, damage, reason)
if reason.type == "fall" then
local pos = obj:get_pos()
local node = minetest.get_node(pos)
local velocity = obj:get_velocity() or obj:get_player_velocity() or {x=0,y=-10,z=0}
local v_axis_max = math.max(math.abs(velocity.x), math.abs(velocity.y), math.abs(velocity.z))
local step = {x = velocity.x / v_axis_max, y = velocity.y / v_axis_max, z = velocity.z / v_axis_max}
for i = 1, math.ceil(v_axis_max/5)+1 do -- trace at least 1/5 of the way per second
if not node or node.name == "ignore" then
minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos)
end
if node then
local def = minetest.registered_nodes[node.name]
if not def or def.walkable then
return
end
if minetest.get_item_group(node.name, "water") ~= 0 then
return 0
end
if node.name == "mcl_portals:portal_end" then
if mcl_portals and mcl_portals.end_teleport then
mcl_portals.end_teleport(obj)
end
return 0
end
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if node.name == "mcl_core:cobweb" then
return 0
end
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if node.name == "mcl_core:vine" then
return 0
end
end
pos = vector.add(pos, step)
node = minetest.get_node(pos)
end
end
end, -200)
minetest.register_on_respawnplayer(function(player)
local pos = player:get_pos()
minetest.add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, 0),
maxpos = vector.add(pos, 0),
minvel = vector.new(-5,-5,-5),
maxvel = vector.new(5,5,5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
}, true)
end)