mcl_playerplus fixes

This commit is contained in:
Johannes Fritz 2022-11-06 10:48:22 -06:00 committed by Gitea
parent 8ad79fbeed
commit c66e184373
2 changed files with 93 additions and 44 deletions

View file

@ -707,10 +707,11 @@ function mcl_util.set_properties(obj,props)
end end
end end
function mcl_util.set_bone_position(obj,b,p,r) --bone,position,rotation function mcl_util.set_bone_position(obj, bone, pos, rot)
local oldp,oldr=obj:get_bone_position(b) local current_pos, current_rot = obj:get_bone_position(bone)
if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then local pos_equal = not pos or vector.equals(vector.round(current_pos), vector.round(pos))
return local rot_equal = not rot or vector.equals(vector.round(current_rot), vector.round(rot))
if not pos_equal or not rot_equal then
obj:set_bone_position(bone, pos or current_pos, rot or current_rot)
end end
obj:set_bone_position(b,p,r)
end end

View file

@ -121,8 +121,8 @@ end
local node_stand, node_stand_below, node_head, node_feet, node_head_top local node_stand, node_stand_below, node_head, node_feet, node_head_top
local is_swimming local is_swimming
local set_bone_position_conditional = mcl_util.set_bone_position local set_bone_pos = mcl_util.set_bone_position
local set_properties_conditional = mcl_util.set_properties local set_properties = mcl_util.set_properties
local function get_overall_velocity(vector) local function get_overall_velocity(vector)
local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2) local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2)
@ -145,6 +145,31 @@ local elytra_vars = {
rocket_speed = 5.5, rocket_speed = 5.5,
} }
local player_props_elytra = {
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 }
}
local player_props_riding = {
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 }
}
local player_props_sneaking = {
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 }
}
local player_props_swimming = {
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 }
}
local player_props_normal = {
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 }
}
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
@ -208,7 +233,7 @@ minetest.register_globalstep(function(dtime)
end end
elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
and not player:get_attach() and not parent
and (elytra.active or (is_just_jumped and player_velocity.y < -0)) and (elytra.active or (is_just_jumped and player_velocity.y < -0))
and ((not minetest.registered_nodes[fly_node].walkable) or fly_node == "ignore") and ((not minetest.registered_nodes[fly_node].walkable) or fly_node == "ignore")
@ -273,84 +298,101 @@ minetest.register_globalstep(function(dtime)
end end
if wielded_def and wielded_def._mcl_toollike_wield then if wielded_def and wielded_def._mcl_toollike_wield then
set_bone_position_conditional(player,"Wield_Item", vector.new(0,4.7,3.1), vector.new(-90,225,90)) set_bone_pos(player, "Wield_Item", vector.new(0, 4.7, 3.1), vector.new(-90, 225, 90))
elseif string.find(wielded:get_name(), "mcl_bows:bow") then elseif string.find(wielded:get_name(), "mcl_bows:bow") then
set_bone_position_conditional(player,"Wield_Item", vector.new(1,4,0), vector.new(90,130,115)) set_bone_pos(player, "Wield_Item", vector.new(1, 4, 0), vector.new(90, 130, 115))
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,73)) set_bone_pos(player, "Wield_Item", vector.new(0, 5.2, 1.2), vector.new(0, 180, 73))
elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,45)) set_bone_pos(player, "Wield_Item", vector.new(0, 5.2, 1.2), vector.new(0, 180, 45))
elseif wielded_def.inventory_image == "" then elseif wielded_def.inventory_image == "" then
set_bone_position_conditional(player,"Wield_Item", vector.new(0,6,2), vector.new(180,-45,0)) set_bone_pos(player,"Wield_Item", vector.new(0,6,2), vector.new(180,-45,0))
else else
set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.3,2), vector.new(90,0,0)) set_bone_pos(player, "Wield_Item", vector.new(0, 5.3, 2), vector.new(90, 0, 0))
end end
-- controls right and left arms pitch when shooting a bow or blocking -- controls right and left arms pitch when shooting a bow or blocking
if mcl_shields.is_blocking(player) == 2 then 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)) set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.new(20, -20, 0))
elseif mcl_shields.is_blocking(player) == 1 then 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)) set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.new(20, 20, 0))
elseif string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then 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)) local right_arm_rot = 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)) local left_arm_rot = vector.new(pitch + 90, 43, pitch * .35)
set_bone_pos(player, "Arm_Right_Pitch_Control", nil, right_arm_rot)
set_bone_pos(player, "Arm_Left_Pitch_Control", nil, left_arm_rot)
-- controls right and left arms pitch when holing a loaded crossbow -- controls right and left arms pitch when holing a loaded crossbow
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then 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)) local right_arm_rot = 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)) local left_arm_rot = vector.new(pitch + 90, 43, pitch * .35)
set_bone_pos(player, "Arm_Right_Pitch_Control", nil, right_arm_rot)
set_bone_pos(player, "Arm_Left_Pitch_Control", nil, left_arm_rot)
-- controls right and left arms pitch when loading a crossbow -- controls right and left arms pitch when loading a crossbow
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_") then 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_pos(player, "Arm_Right_Pitch_Control", nil, 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)) set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.new(55, 20, -45))
-- when punching -- when punching
elseif control.LMB and not parent then 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_pos(player,"Arm_Right_Pitch_Control", nil, 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)) set_bone_pos(player,"Arm_Left_Pitch_Control", nil, vector.zero())
-- when holding an item. -- when holding an item.
elseif wielded:get_name() ~= "" then 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_pos(player, "Arm_Right_Pitch_Control", nil, 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)) set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.zero())
-- resets arms pitch -- resets arms pitch
else else
set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.zero())
set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0)) set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.zero())
end end
if elytra.active then if elytra.active then
-- set head pitch and yaw when flying -- 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))+50,player_vel_yaw - yaw,0)) local head_rot = vector.new(pitch - degrees(dir_to_pitch(player_velocity)) + 50, player_vel_yaw - yaw, 0)
set_bone_pos(player,"Head_Control", nil, head_rot)
-- sets eye height, and nametag color accordingly -- 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 }}) set_properties(player, player_props_elytra)
-- control body bone when flying -- control body bone when flying
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new((75-degrees(dir_to_pitch(player_velocity))) , -player_vel_yaw + yaw, 0)) local body_rot = vector.new((75 - degrees(dir_to_pitch(player_velocity))), -player_vel_yaw + yaw, 0)
set_bone_pos(player, "Body_Control", nil, body_rot)
elseif parent then elseif parent then
set_properties(player, player_props_riding)
local parent_yaw = degrees(parent:get_yaw()) 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 }}) local head_rot = vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0)
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_pos(player, "Head_Control", nil, head_rot)
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) set_bone_pos(player,"Body_Control", nil, vector.zero())
elseif control.sneak then elseif control.sneak then
-- controls head pitch when sneaking -- 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)) local head_rot = vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw)
set_bone_pos(player, "Head_Control", nil, head_rot)
-- sets eye height, and nametag color accordingly -- 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 }}) set_properties(player, player_props_sneaking)
-- sneaking body conrols -- sneaking body conrols
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0)) set_bone_pos(player, "Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
-- set head pitch and yaw when swimming -- set head pitch and yaw when swimming
is_swimming = true 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))+20,player_vel_yaw - yaw,0)) local head_rot = vector.new(pitch - degrees(dir_to_pitch(player_velocity)) + 20, player_vel_yaw - yaw, 0)
set_bone_pos(player, "Head_Control", nil, head_rot)
-- sets eye height, and nametag color accordingly -- 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 }}) set_properties(player, player_props_swimming)
-- control body bone when swimming -- control body bone when swimming
set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new((75-degrees(dir_to_pitch(player_velocity))) , -player_vel_yaw + yaw, 0)) local body_rot = vector.new((75 + degrees(dir_to_pitch(player_velocity))), player_vel_yaw - yaw, 180)
set_bone_pos(player,"Body_Control", nil, body_rot)
elseif get_item_group(mcl_playerinfo[name].node_head, "solid") == 0 elseif get_item_group(mcl_playerinfo[name].node_head, "solid") == 0
and get_item_group(mcl_playerinfo[name].node_head_top, "solid") == 0 then and get_item_group(mcl_playerinfo[name].node_head_top, "solid") == 0 then
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
is_swimming = false 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 }}) set_properties(player, player_props_normal)
set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0)) set_bone_pos(player,"Head_Control", nil, 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)) set_bone_pos(player,"Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
end end
elytra.last_yaw = player:get_look_horizontal() elytra.last_yaw = player:get_look_horizontal()
@ -507,7 +549,7 @@ minetest.register_globalstep(function(dtime)
--[[ Swimming: Cause exhaustion. --[[ Swimming: Cause exhaustion.
NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid! 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. ]] Head alone does not count. We respect that for now. ]]
if not player:get_attach() and (get_item_group(node_feet, "liquid") ~= 0 or if not parent and (get_item_group(node_feet, "liquid") ~= 0 or
get_item_group(node_stand, "liquid") ~= 0) then get_item_group(node_stand, "liquid") ~= 0) then
local lastPos = mcl_playerplus_internal[name].lastPos local lastPos = mcl_playerplus_internal[name].lastPos
if lastPos then if lastPos then
@ -597,6 +639,12 @@ minetest.register_on_joinplayer(function(player)
jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly 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} mcl_playerplus.elytra[player] = {active = false, rocketing = 0, speed = 0}
-- Minetest bug: get_bone_position() returns all zeros vectors.
-- Workaround: call set_bone_position() one time first.
player:set_bone_position("Head_Control", vector.new(0, 6.75, 0))
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3, 5.785, 0))
player:set_bone_position("Body_Control", vector.new(0, 6.75, 0))
end) end)
-- clear when player leaves -- clear when player leaves