--[[ PlayerPlus by TenPlus1 ]] playerplus = {} -- get node but use fallback for nil or unknown local function node_ok(pos, fallback) fallback = fallback or "air" local node = minetest.get_node_or_nil(pos) if not node then return fallback end if minetest.registered_nodes[node.name] then return node.name end return fallback end local armor_mod = minetest.get_modpath("3d_armor") local def = {} local time = 0 minetest.register_globalstep(function(dtime) time = time + dtime -- 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(minetest.get_connected_players()) do -- who am I? local name = player:get_player_name() -- where am I? local pos = player:getpos() -- what is around me? pos.y = pos.y - 0.1 -- standing on playerplus[name].nod_stand = node_ok(pos) playerplus[name].nod_stand_below = node_ok({x=pos.x, y=pos.y-1, z=pos.z}) pos.y = pos.y + 1.5 -- head level playerplus[name].nod_head = node_ok(pos) pos.y = pos.y - 1.2 -- feet level playerplus[name].nod_feet = node_ok(pos) pos.y = pos.y - 0.2 -- reset pos -- set defaults def.speed = 1 def.jump = 1 def.gravity = 1 -- is 3d_armor mod active? if so make armor physics default if armor_mod and armor and armor.def then -- get player physics from armor def.speed = armor.def[name].speed or 1 def.jump = armor.def[name].jump or 1 def.gravity = armor.def[name].gravity or 1 end -- standing on soul sand? if so walk slower if playerplus[name].nod_stand == "mcl_nether:soul_sand" then -- TODO: Tweak walk speed -- TODO: Also slow down mobs -- FIXME: This whole speed thing is a giant hack. We need a proper framefork for cleanly handling player speeds local below = playerplus[name].nod_stand_below if below == "mcl_core:ice" or below == "mcl_core:packed_ice" or below == "mcl_core:slimeblock" then def.speed = def.speed - 0.9 else def.speed = def.speed - 0.6 end end -- set player physics -- TODO: Resolve conflict player:set_physics_override(def.speed, def.jump, def.gravity) -- Is player suffocating inside node? (Only for solid full opaque cube type nodes -- without group disable_suffocation=1) local ndef = minetest.registered_nodes[playerplus[name].nod_head] 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) -- Check privilege, too and (not minetest.check_player_privs(name, {noclip = true})) then if player:get_hp() > 0 then player:set_hp(player:get_hp() - 1) end end -- am I near a cactus? local near = minetest.find_node_near(pos, 1, "mcl_core:cactus") if near then -- am I touching the cactus? if so it hurts for _,object in pairs(minetest.get_objects_inside_radius(near, 1.1)) do if object:get_hp() > 0 then object:set_hp(object:get_hp() - 1) end end end -- Apply black sky in the Void and deal Void damage if pos.y < mcl_vars.mg_bedrock_overworld_max then -- Player reached the void, set black sky box player:set_sky("#000000", "plain") -- FIXME: Sky handling in MCL2 is held together with lots of duct tape. -- This only works beause weather_pack currently does not touch the sky for players below the height used for this check. -- There should be a real skybox API. end local void, void_deadly = mcl_util.is_in_void(pos) if void_deadly then -- Player is deep into the void, deal void damage if player:get_hp() > 0 then player:set_hp(player:get_hp() - 4) end end -- Show positions of barriers when player is wielding a barrier if player:get_wielded_item():get_name() == "mcl_core:barrier" then local pos = vector.round(player:getpos()) local r = 8 local vm = minetest.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(pos) local node = minetest.get_name_from_content_id(data[vi]) if minetest.get_node({x=x,y=y,z=z}).name == "mcl_core:barrier" then minetest.add_particle({ pos = {x=x, y=y, z=z}, expirationtime = 1, size = 8, texture = "default_barrier.png", playername = player:get_player_name() }) end end end end end end end) -- set to blank on join (for 3rd party mods) minetest.register_on_joinplayer(function(player) local name = player:get_player_name() playerplus[name] = {} playerplus[name].nod_head = "" playerplus[name].nod_feet = "" playerplus[name].nod_stand = "" end) -- clear when player leaves minetest.register_on_leaveplayer(function(player) playerplus[ player:get_player_name() ] = nil end)