2018-05-07 19:40:30 +02:00
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# Player Physics API.
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2018-10-23 18:53:36 +02:00
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Version: 1.0.0
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2018-10-23 18:58:23 +02:00
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This mod simplifies the modification of player physics (speed, jumping height, gravity).
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2018-05-07 19:40:30 +02:00
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The problem with `set_physics_override` is that is sets a raw value.
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As soon as two independent mods want to mess with player physics, this is a problem.
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This has a different approach in that you add and remove an arbitrary number of factors for each attribute.
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The actual player attribute will be the product of all factors which have been added.
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## Preconditions
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There is only one precondition to using this mod, but it is important:
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Mods *MUST NOT* call `set_physics_override` directly! Instead, to modify player physics, use this API.
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## Functions
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2018-10-23 18:51:19 +02:00
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### `playerphysics.add_physics_factor(player, physic, id, value)`
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2018-05-07 19:40:30 +02:00
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Adds a factor for a player physic and updates the player physics immeiately.
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#### Parameters
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* `player`: Player object
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2018-10-23 18:53:36 +02:00
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* `physic`: Type of player physic to change. Any of the numeric values of `set_physics_override` (e.g. `"speed"`, `"jump"`, `"gravity"`)
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2018-05-07 19:40:30 +02:00
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* `id`: Unique identifier for this factor. Identifiers are stored on a per-player per-physics type basis
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* `value`: The factor to add to the list of products
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2018-10-23 18:51:19 +02:00
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### `playerphysics.remove_physics_factor(player, physic, id)`
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2018-05-07 19:40:30 +02:00
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Removes the physics factor of the given ID and updates the player's physics.
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#### Parameters
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* `player`: Player object
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2018-10-23 18:53:36 +02:00
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* `physic`: Type of player physic to change. Any of the numeric values of `set_physics_override` (e.g. `"speed"`, `"jump"`, `"gravity"`)
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2018-05-07 19:40:30 +02:00
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* `id`: Unique identifier for the factor to remove
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## Examples
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### Speed changes
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Let's assume this mod is used by multiple different mods all trying to change the speed.
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Here's what it could look like:
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Potions mod:
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```
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playerphysics.add_physics_factor(player, "speed", "run_potion", 2)
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```
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Exhaustion mod:
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```
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playerphysics.add_physics_factor(player, "jump", "exhausted", 0.75)
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```
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Electrocution mod:
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```
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playerphysics.add_physics_factor(player, "jump", "shocked", 0.9)
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```
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When the 3 mods have done their change, the real player speed is simply the product of all factors, that is:
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2 * 0.75 * 0.9 = 1.35
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The final player speed is thus 135%.
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### Speed changes, part 2
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Let's take the example above.
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Now if the Electrocution mod is done with shocking the player, it just needs to call:
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```
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2018-10-23 18:51:19 +02:00
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playerphysics.remove_physics_factor(player, "jump", "shocked")
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2018-05-07 19:40:30 +02:00
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```
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The effect is now gone, so the new player speed will be:
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2 * 0.75 = 1.5
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### Sleeping
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To simulate sleeping by preventing all player movement, this can be done with this easy trick:
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```
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playerphysics.add_physics_factor(player, "speed", "sleeping", 0)
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playerphysics.add_physics_factor(player, "jump", "sleeping", 0)
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2018-05-07 19:40:30 +02:00
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```
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This works regardless of the other factors because mathematics tell us that the factor 0 forces the product to be 0.
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