mcl_playerplus = { elytra = {}, } 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 local function player_collision(player) local pos = player:get_pos() --local vel = player:get_velocity() 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() if (object:is_player() or (ent and ent.is_mob and object ~= player)) then 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 return {x,z} end 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 local function dir_to_pitch(dir) --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 for _,player in pairs(get_connected_players()) do --[[ _ _ _ __ _ _ __ (_)_ __ ___ __ _| |_(_) ___ _ __ ___ / _` | '_ \| | '_ ` _ \ / _` | __| |/ _ \| '_ \/ __| | (_| | | | | | | | | | | (_| | |_| | (_) | | | \__ \ \__,_|_| |_|_|_| |_| |_|\__,_|\__|_|\___/|_| |_|___/ ]]-- local control = player:get_player_control() local name = player:get_player_name() --local meta = player:get_meta() local parent = player:get_attach() local wielded = player:get_wielded_item() local player_velocity = player:get_velocity() or player:get_player_velocity() local wielded_def = wielded:get_definition() 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}) player_velocity = player:get_velocity() or player:get_player_velocity() end -- control head bone local pitch = - degrees(player:get_look_vertical()) local yaw = degrees(player:get_look_horizontal()) 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 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 local elytra = mcl_playerplus.elytra[player] local function get_overall_velocity(vector) 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 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, 2) end -- don't let player get too fast by spamming jump local block_below = minetest.get_node(vector.offset(player:get_velocity(), 0, -0.7, 0)).name if minetest.registered_nodes[block_below].walkable then elytra.speed = clamp(elytra.speed, -1, 5) end 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)) and (fly_node == "air" or fly_node == "ignore") 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 mcl_player.player_set_animation(player, "fly") local slowdown_mult = 0 -- amount of vel to take per sec local fall_speed = 40 -- amount to fall down per sec in nodes local speedup_mult = 7 -- amount of speed to add based on look dir local max_speed = 100 local direction = player:get_look_dir() 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, -0.8, 1) if direction_mult < 0 then direction_mult = -((direction_mult*2)^2) / 6 end local speed_mult = elytra.speed + direction_mult * speedup_mult * dtime speed_mult = speed_mult - slowdown_mult * dtime -- slow down speed_mult = math.max(speed_mult, -1) speed_mult = math.min(speed_mult, max_speed) if turn_amount > 0.3 then speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*3))) end 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 = 10 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, }) end end elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it local new_vel = direction -- use the facing direction as a base new_vel = vector.multiply(new_vel, speed_mult) -- slow the player down so less spongy movement by applying half the inverse vel -- NOTE: do not set this higher than about 0.2 or the game will get the wrong vel and it will be broken -- this is far from ideal, but there's no good way to set_velocity on the player player_vel = vector.multiply(player_vel, -0.1) -- if speed_mult < 1 then player_vel.y = player_vel.y * 0.1 end new_vel = vector.add(new_vel, player_vel) -- new_vel.y = new_vel.y + clamp(speed_mult * dtime * 10, -10, 0) new_vel.y = new_vel.y - fall_speed * dtime player:add_velocity(new_vel) else elytra.rocketing = 0 playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra") end 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)) 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)) 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)) 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)) else set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90)) end -- 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)) -- 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)) -- controls right and left arms pitch when loading a crossbow 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)) -- when punching 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)) -- 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)) -- 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 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)) -- 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 }}) -- 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)) elseif parent then 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)) 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)) 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 }}) 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 -- 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 if control.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then --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 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 local boots = player:get_inventory():get_stack("armor", 5) local depth_strider = mcl_enchanting.get_enchantment(boots, "depth_strider") if depth_strider > 0 then playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", (depth_strider / 3) + 0.75) 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 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 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 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 if minetest.is_creative_enabled(obj:get_player_name()) then return 0 end 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 if node.name == "mcl_core:cobweb" then return 0 end 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)