mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-12-29 11:29:34 +01:00
332 lines
13 KiB
Lua
332 lines
13 KiB
Lua
local S = minetest.get_translator("mcl_playerplus")
|
|
|
|
-- Internal player state
|
|
local mcl_playerplus_internal = {}
|
|
|
|
local def = {}
|
|
local time = 0
|
|
|
|
-- converts yaw to degrees
|
|
local function degrees(rad)
|
|
return rad * 180.0 / math.pi
|
|
end
|
|
|
|
local dir_to_pitch = function(dir)
|
|
local dir2 = vector.normalize(dir)
|
|
local xz = math.abs(dir.x) + math.abs(dir.z)
|
|
return -math.atan2(-dir.y, xz)
|
|
end
|
|
|
|
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
|
|
|
|
minetest.register_globalstep(function(dtime)
|
|
|
|
time = time + dtime
|
|
|
|
-- 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.
|
|
for _,player in ipairs(minetest.get_connected_players()) do
|
|
local controls = player:get_player_control()
|
|
name = player:get_player_name()
|
|
|
|
local player_velocity = player:get_player_velocity()
|
|
|
|
-- controls head bone
|
|
local pitch = degrees(player:get_look_vertical()) * -1
|
|
local yaw = degrees(player:get_look_horizontal()) * -1
|
|
|
|
if degrees(minetest.dir_to_yaw(player_velocity)) == 0 then
|
|
player_vel_yaw = 0
|
|
yaw = 0
|
|
else
|
|
player_vel_yaw = degrees(minetest.dir_to_yaw(player_velocity))
|
|
end
|
|
|
|
|
|
local node_in_head = minetest.registered_nodes[mcl_playerinfo[name].node_head]
|
|
|
|
-- controls right and left arms pitch when shooting a bow or punching
|
|
if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then
|
|
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
|
|
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
|
|
elseif controls.LMB then
|
|
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
|
|
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
|
|
else
|
|
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
|
|
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
|
|
end
|
|
|
|
if controls.sneak and player:get_attach() == nil then
|
|
-- controls head pitch when sneaking
|
|
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
|
|
-- sets eye height, and nametag color accordingly
|
|
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
|
|
-- sneaking body conrols
|
|
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
|
|
elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true or node_in_head and node_in_head.walkable then
|
|
-- set head pitch and yaw when swimming
|
|
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0))
|
|
-- sets eye height, and nametag color accordingly
|
|
player:set_properties({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 }})
|
|
-- control body bone when swimming
|
|
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,player_vel_yaw * -1 - yaw + 180,0))
|
|
|
|
elseif player:get_attach() == nil then
|
|
-- sets eye height, and nametag color accordingly
|
|
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
|
|
|
|
if player_vel_yaw * -1 - yaw < 90 or player_vel_yaw * -1 - yaw > 270 then
|
|
-- controls head and Body_Control bones while moving backwards
|
|
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1,0))
|
|
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw,0))
|
|
else
|
|
-- controls head and Body_Control bones while moving forwards
|
|
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1 + 180,0))
|
|
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw + 180,0))
|
|
end
|
|
else
|
|
local attached = player:get_attach(parent)
|
|
local attached_yaw = degrees(attached:get_yaw())
|
|
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
|
|
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,degrees(player:get_look_horizontal()) * -1 + attached_yaw,0))
|
|
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
|
|
end
|
|
|
|
if mcl_playerplus_internal[name].jump_cooldown > 0 then
|
|
mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
|
|
end
|
|
if player:get_player_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
|
|
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] 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 minetest.get_item_group(node_feet, "liquid") == 0 and
|
|
minetest.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 minetest.get_item_group(node_stand, "disable_jump") == 0
|
|
and minetest.get_item_group(node_stand_below, "disable_jump") == 0 then
|
|
-- Cause exhaustion for jumping
|
|
if mcl_sprint.is_sprinting(name) then
|
|
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
|
|
else
|
|
mcl_hunger.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 ipairs(minetest.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
|
|
if not node_stand or not node_stand_below or not node_head or not node_feet then
|
|
return
|
|
end
|
|
|
|
-- set defaults
|
|
def.speed = 1
|
|
|
|
-- 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
|
|
else
|
|
-- Reset speed decrease
|
|
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)
|
|
local ndef = minetest.registered_nodes[node_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)
|
|
and (node_head ~= "ignore")
|
|
-- Check privilege, too
|
|
and (not minetest.check_player_privs(name, {noclip = true})) then
|
|
if player:get_hp() > 0 then
|
|
mcl_death_messages.player_damage(player, S("@1 suffocated to death.", name))
|
|
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 not near then
|
|
near = minetest.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_death_messages.player_damage(player, S("@1 was prickled to death by a cactus.", name))
|
|
player:set_hp(player:get_hp() - 1, { type = "punch", from = "mod" })
|
|
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 (minetest.get_item_group(node_feet, "liquid") ~= 0 or
|
|
minetest.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)
|
|
mcl_hunger.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 minetest.get_item_group(node_head, "water") ~= 0 then
|
|
|
|
minetest.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 = 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({x=x, y=y, z=z})
|
|
local nodename = minetest.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
|
|
minetest.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
|
|
}
|
|
end)
|
|
|
|
-- clear when player leaves
|
|
minetest.register_on_leaveplayer(function(player)
|
|
local name = player:get_player_name()
|
|
|
|
mcl_playerplus_internal[name] = nil
|
|
end)
|