mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-08-27 20:17:25 +02:00
- Add many comments (I had a really hard time understanding the code) - Add some more type annotations (https://github.com/minetest-toolkit/minetest-lsp-api) - Rename non english variable
285 lines
9.8 KiB
Lua
285 lines
9.8 KiB
Lua
local string = string
|
|
local sf = string.format
|
|
|
|
-- Minetest 0.4 mod: player
|
|
-- See README.txt for licensing and other information.
|
|
mcl_player = {}
|
|
|
|
-- Player animation blending
|
|
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
|
|
local animation_blend = 0
|
|
|
|
local function get_mouse_button(player)
|
|
local controls = player:get_player_control()
|
|
local get_wielded_item_name = player:get_wielded_item():get_name()
|
|
if controls.RMB and not string.find(get_wielded_item_name, "mcl_bows:bow") and
|
|
not string.find(get_wielded_item_name, "mcl_bows:crossbow") and
|
|
not mcl_shields.wielding_shield(player, 1) and not mcl_shields.wielding_shield(player, 2) or controls.LMB then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
mcl_player.registered_player_models = {}
|
|
|
|
-- Local for speed.
|
|
local models = mcl_player.registered_player_models
|
|
|
|
function mcl_player.player_register_model(name, def)
|
|
models[name] = def
|
|
end
|
|
|
|
-- Player stats and animations
|
|
local player_model = {}
|
|
local player_textures = {}
|
|
local player_anim = {}
|
|
local player_sneak = {}
|
|
local player_visible = {}
|
|
mcl_player.player_attached = {}
|
|
|
|
function mcl_player.player_get_animation(player)
|
|
local name = player:get_player_name()
|
|
local textures = player_textures[name]
|
|
|
|
if not player_visible[name] then
|
|
textures = table.copy(textures)
|
|
textures[1] = "blank.png"
|
|
end
|
|
|
|
return {
|
|
model = player_model[name],
|
|
textures = textures,
|
|
animation = player_anim[name],
|
|
visibility = player_visible[name]
|
|
}
|
|
end
|
|
|
|
local registered_on_visual_change = {}
|
|
|
|
function mcl_player.register_on_visual_change(func)
|
|
table.insert(registered_on_visual_change, func)
|
|
end
|
|
|
|
local function update_player_textures(player)
|
|
local name = player:get_player_name()
|
|
local textures = player_textures[name]
|
|
|
|
if not player_visible[name] then
|
|
textures = table.copy(textures)
|
|
textures[1] = "blank.png"
|
|
end
|
|
|
|
player:set_properties({ textures = textures })
|
|
|
|
-- Delay calling the callbacks because mods (including mcl_player)
|
|
-- need to fully initialize player data from minetest.register_on_joinplayer
|
|
-- before callbacks run
|
|
minetest.after(0.1, function()
|
|
if player:is_player() then
|
|
for i, func in ipairs(registered_on_visual_change) do
|
|
func(player)
|
|
end
|
|
end
|
|
end)
|
|
end
|
|
|
|
-- Called when a player's appearance needs to be updated
|
|
function mcl_player.player_set_model(player, model_name)
|
|
local name = player:get_player_name()
|
|
local model = models[model_name]
|
|
if model then
|
|
if player_model[name] == model_name then
|
|
return
|
|
end
|
|
player_model[name] = model_name
|
|
player:set_properties({
|
|
mesh = model_name,
|
|
visual = "mesh",
|
|
visual_size = model.visual_size or { x = 1, y = 1 },
|
|
damage_texture_modifier = "^[colorize:red:130",
|
|
})
|
|
update_player_textures(player)
|
|
|
|
local new_anim = "stand"
|
|
local model_animations = models[model_name].animations
|
|
local old_anim = player_anim[name]
|
|
if model_animations and old_anim and model_animations[old_anim] then
|
|
new_anim = old_anim
|
|
end
|
|
mcl_player.player_set_animation(player, new_anim)
|
|
else
|
|
player:set_properties({
|
|
textures = { "player.png", "player_back.png", },
|
|
visual = "upright_sprite",
|
|
})
|
|
end
|
|
end
|
|
|
|
function mcl_player.player_set_visibility(player, visible)
|
|
local name = player:get_player_name()
|
|
if player_visible[name] == visible then return end
|
|
player_visible[name] = visible
|
|
update_player_textures(player)
|
|
end
|
|
|
|
function mcl_player.player_set_skin(player, texture)
|
|
local name = player:get_player_name()
|
|
player_textures[name][1] = texture
|
|
update_player_textures(player)
|
|
end
|
|
|
|
function mcl_player.player_set_armor(player, texture)
|
|
local name = player:get_player_name()
|
|
player_textures[name][2] = texture
|
|
update_player_textures(player)
|
|
end
|
|
|
|
---@param player mt.PlayerObjectRef
|
|
---@param x number
|
|
---@param y number
|
|
---@param w number
|
|
---@param h number
|
|
---@param fsname string
|
|
---@return string
|
|
function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
|
|
local name = player:get_player_name()
|
|
local model = player_model[name]
|
|
local anim = models[model].animations[player_anim[name]]
|
|
local textures = player_textures[name]
|
|
if not player_visible[name] then
|
|
textures = table.copy(textures)
|
|
textures[1] = "blank.png"
|
|
end
|
|
return sf("model[%s,%s;%s,%s;%s;%s;%s;0,180;false;false;%s,%s]", x, y, w, h, fsname, model,
|
|
table.concat(textures, ","), anim.x, anim.y)
|
|
end
|
|
|
|
function mcl_player.player_set_animation(player, anim_name, speed)
|
|
local name = player:get_player_name()
|
|
if player_anim[name] == anim_name then
|
|
return
|
|
end
|
|
local model = player_model[name] and models[player_model[name]]
|
|
if not (model and model.animations[anim_name]) then
|
|
return
|
|
end
|
|
local anim = model.animations[anim_name]
|
|
player_anim[name] = anim_name
|
|
player:set_animation(anim, speed or model.animation_speed, animation_blend)
|
|
end
|
|
|
|
-- Update appearance when the player joins
|
|
minetest.register_on_joinplayer(function(player)
|
|
local name = player:get_player_name()
|
|
mcl_player.player_attached[name] = false
|
|
player_visible[name] = true
|
|
player_textures[name] = { "character.png", "blank.png", "blank.png" }
|
|
|
|
--player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
|
|
player:set_fov(86.1) -- see <https://minecraft.gamepedia.com/Options#Video_settings>>>>
|
|
end)
|
|
|
|
minetest.register_on_leaveplayer(function(player)
|
|
local name = player:get_player_name()
|
|
player_model[name] = nil
|
|
player_anim[name] = nil
|
|
player_textures[name] = nil
|
|
player_sneak[name] = nil
|
|
player_visible[name] = nil
|
|
end)
|
|
|
|
-- Localize for better performance.
|
|
local player_set_animation = mcl_player.player_set_animation
|
|
local player_attached = mcl_player.player_attached
|
|
|
|
-- Check each player and apply animations
|
|
minetest.register_globalstep(function(dtime)
|
|
for _, player in pairs(minetest.get_connected_players()) do
|
|
local name = player:get_player_name()
|
|
local model_name = player_model[name]
|
|
local model = model_name and models[model_name]
|
|
if model and not player_attached[name] then
|
|
local controls = player:get_player_control()
|
|
local walking = false
|
|
local animation_speed_mod = model.animation_speed or 30
|
|
|
|
-- Determine if the player is walking
|
|
if controls.up or controls.down or controls.left or controls.right then
|
|
walking = true
|
|
end
|
|
|
|
-- Determine if the player is sneaking, and reduce animation speed if so
|
|
if controls.sneak then
|
|
animation_speed_mod = animation_speed_mod / 2
|
|
end
|
|
|
|
if mcl_shields.is_blocking(player) then
|
|
animation_speed_mod = animation_speed_mod / 2
|
|
end
|
|
|
|
-- ask if player is swiming
|
|
local head_in_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0
|
|
-- ask if player is sprinting
|
|
local is_sprinting = mcl_sprint.is_sprinting(name)
|
|
|
|
local velocity = player:get_velocity() or player:get_player_velocity()
|
|
|
|
-- Apply animations based on what the player is doing
|
|
if player:get_hp() == 0 then
|
|
player_set_animation(player, "die")
|
|
elseif mcl_playerplus.elytra[player] and mcl_playerplus.elytra[player].active then
|
|
player_set_animation(player, "stand")
|
|
elseif walking and velocity.x > 0.35
|
|
or walking and velocity.x < -0.35
|
|
or walking and velocity.z > 0.35
|
|
or walking and velocity.z < -0.35 then
|
|
local wielded_itemname = player:get_wielded_item():get_name()
|
|
local no_arm_moving = string.find(wielded_itemname, "mcl_bows:bow") or
|
|
mcl_shields.wielding_shield(player, 1) or
|
|
mcl_shields.wielding_shield(player, 2)
|
|
if player_sneak[name] ~= controls.sneak then
|
|
player_anim[name] = nil
|
|
player_sneak[name] = controls.sneak
|
|
end
|
|
if get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
|
|
player_set_animation(player, "swim_walk_mine", animation_speed_mod)
|
|
elseif not controls.sneak and head_in_water and is_sprinting == true then
|
|
player_set_animation(player, "swim_walk", animation_speed_mod)
|
|
elseif no_arm_moving and controls.RMB and controls.sneak or
|
|
string.find(wielded_itemname, "mcl_bows:crossbow_") and controls.sneak then
|
|
player_set_animation(player, "bow_sneak", animation_speed_mod)
|
|
elseif no_arm_moving and controls.RMB or string.find(wielded_itemname, "mcl_bows:crossbow_") then
|
|
player_set_animation(player, "bow_walk", animation_speed_mod)
|
|
elseif is_sprinting == true and get_mouse_button(player) == true and not controls.sneak and not head_in_water then
|
|
player_set_animation(player, "run_walk_mine", animation_speed_mod)
|
|
elseif get_mouse_button(player) == true and not controls.sneak then
|
|
player_set_animation(player, "walk_mine", animation_speed_mod)
|
|
elseif get_mouse_button(player) == true and controls.sneak and is_sprinting ~= true then
|
|
player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
|
|
elseif is_sprinting == true and not controls.sneak and not head_in_water then
|
|
player_set_animation(player, "run_walk", animation_speed_mod)
|
|
elseif controls.sneak and not get_mouse_button(player) == true then
|
|
player_set_animation(player, "sneak_walk", animation_speed_mod)
|
|
else
|
|
player_set_animation(player, "walk", animation_speed_mod)
|
|
end
|
|
elseif get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
|
|
player_set_animation(player, "swim_mine")
|
|
elseif not get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
|
|
player_set_animation(player, "swim_stand")
|
|
elseif get_mouse_button(player) == true and not controls.sneak then
|
|
player_set_animation(player, "mine")
|
|
elseif get_mouse_button(player) == true and controls.sneak then
|
|
player_set_animation(player, "sneak_mine")
|
|
elseif not controls.sneak and head_in_water and is_sprinting == true then
|
|
player_set_animation(player, "swim_stand", animation_speed_mod)
|
|
elseif not controls.sneak then
|
|
player_set_animation(player, "stand", animation_speed_mod)
|
|
else
|
|
player_set_animation(player, "sneak_stand", animation_speed_mod)
|
|
end
|
|
end
|
|
end
|
|
end)
|