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Tiny code cleanup and potentially bugfix after latest mergings

This commit is contained in:
kay27 2021-02-07 02:56:00 +04:00
parent a42bd72edf
commit 84289a3a11
3 changed files with 307 additions and 307 deletions

View File

@ -94,19 +94,19 @@ armor.def = {
} }
armor.update_player_visuals = function(self, player) armor.update_player_visuals = function(self, player)
local player_holding = player:get_wielded_item():get_name()
if string.find(player_holding,"mcl_tools:") or player_holding == "mcl_mobitems:bone" or player_holding == "mcl_fishing:fishing_rod" then
player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
elseif string.find(player_holding, "mcl_bows:bow") then
player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
else
player:set_bone_position("Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
end
if not player then if not player then
return return
end end
local player_holding = player:get_wielded_item():get_name()
if string.find(player_holding,"mcl_tools:") or player_holding == "mcl_mobitems:bone" or player_holding == "mcl_fishing:fishing_rod" then
player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
elseif string.find(player_holding, "mcl_bows:bow") then
player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
else
player:set_bone_position("Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
end
local name = player:get_player_name() local name = player:get_player_name()
if self.textures[name] then if self.textures[name] then
mcl_player.player_set_textures(player, { mcl_player.player_set_textures(player, {

View File

@ -21,16 +21,16 @@ mcl_player.player_register_model("character.b3d", {
textures = {"character.png", }, textures = {"character.png", },
animations = { animations = {
-- Standard animations. -- Standard animations.
stand = {x=0, y=79}, stand = {x= 0, y= 79},
lay = {x=162, y=166}, lay = {x=162, y=166},
walk = {x=168, y=187}, walk = {x=168, y=187},
mine = {x=189, y=198}, mine = {x=189, y=198},
walk_mine = {x=200, y=219}, walk_mine = {x=200, y=219},
sit = {x=81, y=160}, sit = {x= 81, y=160},
sneak_stand = {x=222, y=302}, sneak_stand = {x=222, y=302},
sneak_mine = {x=346, y=366}, sneak_mine = {x=346, y=366},
sneak_walk = {x=304, y=323}, sneak_walk = {x=304, y=323},
sneak_walk_mine = {x=325, y=344}, sneak_walk_mine = {x=325, y=344},
}, },
}) })

View File

@ -1,287 +1,287 @@
local S = minetest.get_translator("mcl_playerplus") local S = minetest.get_translator("mcl_playerplus")
-- Internal player state -- Internal player state
local mcl_playerplus_internal = {} local mcl_playerplus_internal = {}
local def = {} local def = {}
local time = 0 local time = 0
-- converts yaw to degrees -- converts yaw to degrees
local function degrees(rad) local function degrees(rad)
return rad * 180.0 / math.pi return rad * 180.0 / math.pi
end end
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
time = time + dtime time = time + dtime
-- Update jump status immediately since we need this info in real time. -- 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. -- WARNING: This section is HACKY as hell since it is all just based on heuristics.
for _,player in pairs(minetest.get_connected_players()) do for _,player in pairs(minetest.get_connected_players()) do
local controls = player:get_player_control() local controls = player:get_player_control()
name = player:get_player_name() name = player:get_player_name()
-- controls head bone -- controls head bone
pitch = degrees(player:get_look_vertical()) * -1 pitch = degrees(player:get_look_vertical()) * -1
if controls.LMB then if 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_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
else else
player:set_bone_position("Arm_Right_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 end
if controls.sneak and player:get_attach() == nil then if controls.sneak and player:get_attach() == nil then
-- controls head pitch when sneaking -- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets collisionbox, eye height, and nametag color accordingly -- sets collisionbox, eye height, and nametag color accordingly
if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.35,0.35} then if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.35,0.35} then
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.35,0.35}, eye_height = 1.35, nametag_color = { r = 255, b = 225, a = 0, g = 225 }}) player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.35,0.35}, eye_height = 1.35, nametag_color = { r = 255, b = 225, a = 0, g = 225 }})
end end
else else
-- controls head pitch when not sneaking -- controls head pitch when not sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
-- sets collisionbox, eye height, and nametag color accordingly -- sets collisionbox, eye height, and nametag color accordingly
if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.8,0.35} then if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.8,0.35} then
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 255, b = 225, a = 225, g = 225 }}) player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 255, b = 225, a = 225, g = 225 }})
end end
end end
if mcl_playerplus_internal[name].jump_cooldown > 0 then if mcl_playerplus_internal[name].jump_cooldown > 0 then
mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
end end
if player:get_player_control().jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then if player:get_player_control().jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
pos = player:get_pos() pos = player:get_pos()
node_stand = mcl_playerinfo[name].node_stand node_stand = mcl_playerinfo[name].node_stand
node_stand_below = mcl_playerinfo[name].node_stand_below node_stand_below = mcl_playerinfo[name].node_stand_below
node_head = mcl_playerinfo[name].node_head node_head = mcl_playerinfo[name].node_head
node_feet = mcl_playerinfo[name].node_feet 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 if not node_stand or not node_stand_below or not node_head or not node_feet then
return return
end 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 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 return
end end
-- Cause buggy exhaustion for jumping -- Cause buggy exhaustion for jumping
--[[ Checklist we check to know the player *actually* jumped: --[[ Checklist we check to know the player *actually* jumped:
* Not on or in liquid * Not on or in liquid
* Not on or at climbable * Not on or at climbable
* On walkable * On walkable
* Not on disable_jump * Not on disable_jump
FIXME: This code is pretty hacky and it is possible to miss some jumps or detect false FIXME: This code is pretty hacky and it is possible to miss some jumps or detect false
jumps because of delays, rounding errors, etc. jumps because of delays, rounding errors, etc.
What this code *really* needs is some kind of jumping callback which this engine lacks What this code *really* needs is some kind of jumping callback which this engine lacks
as of 0.4.15. as of 0.4.15.
]] ]]
if minetest.get_item_group(node_feet, "liquid") == 0 and if minetest.get_item_group(node_feet, "liquid") == 0 and
minetest.get_item_group(node_stand, "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_feet].climbable and
not minetest.registered_nodes[node_stand].climbable and not minetest.registered_nodes[node_stand].climbable and
(minetest.registered_nodes[node_stand].walkable or minetest.registered_nodes[node_stand_below].walkable) (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, "disable_jump") == 0
and minetest.get_item_group(node_stand_below, "disable_jump") == 0 then and minetest.get_item_group(node_stand_below, "disable_jump") == 0 then
-- Cause exhaustion for jumping -- Cause exhaustion for jumping
if mcl_sprint.is_sprinting(name) then if mcl_sprint.is_sprinting(name) then
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP) mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
else else
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP) mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
end end
-- Reset cooldown timer -- Reset cooldown timer
mcl_playerplus_internal[name].jump_cooldown = 0.45 mcl_playerplus_internal[name].jump_cooldown = 0.45
end end
end end
end end
-- Run the rest of the code every 0.5 seconds -- Run the rest of the code every 0.5 seconds
if time < 0.5 then if time < 0.5 then
return return
end end
-- reset time for next check -- reset time for next check
-- FIXME: Make sure a regular check interval applies -- FIXME: Make sure a regular check interval applies
time = 0 time = 0
-- check players -- check players
for _,player in pairs(minetest.get_connected_players()) do for _,player in pairs(minetest.get_connected_players()) do
-- who am I? -- who am I?
local name = player:get_player_name() local name = player:get_player_name()
-- where am I? -- where am I?
local pos = player:get_pos() local pos = player:get_pos()
-- what is around me? -- what is around me?
local node_stand = mcl_playerinfo[name].node_stand local node_stand = mcl_playerinfo[name].node_stand
local node_stand_below = mcl_playerinfo[name].node_stand_below local node_stand_below = mcl_playerinfo[name].node_stand_below
local node_head = mcl_playerinfo[name].node_head local node_head = mcl_playerinfo[name].node_head
local node_feet = mcl_playerinfo[name].node_feet 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 if not node_stand or not node_stand_below or not node_head or not node_feet then
return return
end end
-- set defaults -- set defaults
def.speed = 1 def.speed = 1
-- Standing on soul sand? If so, walk slower (unless player wears Soul Speed boots) -- Standing on soul sand? If so, walk slower (unless player wears Soul Speed boots)
if node_stand == "mcl_nether:soul_sand" then if node_stand == "mcl_nether:soul_sand" then
-- TODO: Tweak walk speed -- TODO: Tweak walk speed
-- TODO: Also slow down mobs -- TODO: Also slow down mobs
-- Slow down even more when soul sand is above certain block -- Slow down even more when soul sand is above certain block
local boots = player:get_inventory():get_stack("armor", 5) local boots = player:get_inventory():get_stack("armor", 5)
local soul_speed = mcl_enchanting.get_enchantment(boots, "soul_speed") local soul_speed = mcl_enchanting.get_enchantment(boots, "soul_speed")
if soul_speed > 0 then if soul_speed > 0 then
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", soul_speed * 0.105 + 1.3) playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", soul_speed * 0.105 + 1.3)
else 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 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) playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
else else
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4) playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
end end
end end
else else
-- Reset speed decrease -- Reset speed decrease
playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface") playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
end end
-- Is player suffocating inside node? (Only for solid full opaque cube type nodes -- Is player suffocating inside node? (Only for solid full opaque cube type nodes
-- without group disable_suffocation=1) -- without group disable_suffocation=1)
local ndef = minetest.registered_nodes[node_head] local ndef = minetest.registered_nodes[node_head]
if (ndef.walkable == nil or ndef.walkable == true) if (ndef.walkable == nil or ndef.walkable == true)
and (ndef.collision_box == nil or ndef.collision_box.type == "regular") and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
and (ndef.node_box == nil or ndef.node_box.type == "regular") and (ndef.node_box == nil or ndef.node_box.type == "regular")
and (ndef.groups.disable_suffocation ~= 1) and (ndef.groups.disable_suffocation ~= 1)
and (ndef.groups.opaque == 1) and (ndef.groups.opaque == 1)
and (node_head ~= "ignore") and (node_head ~= "ignore")
-- Check privilege, too -- Check privilege, too
and (not minetest.check_player_privs(name, {noclip = true})) then and (not minetest.check_player_privs(name, {noclip = true})) then
if player:get_hp() > 0 then if player:get_hp() > 0 then
mcl_death_messages.player_damage(player, S("@1 suffocated to death.", name)) mcl_death_messages.player_damage(player, S("@1 suffocated to death.", name))
player:set_hp(player:get_hp() - 1) player:set_hp(player:get_hp() - 1)
end end
end end
-- Am I near a cactus? -- Am I near a cactus?
local near = minetest.find_node_near(pos, 1, "mcl_core:cactus") local near = minetest.find_node_near(pos, 1, "mcl_core:cactus")
if not near then if not near then
near = minetest.find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus") near = minetest.find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus")
end end
if near then if near then
-- Am I touching the cactus? If so, it hurts -- Am I touching the cactus? If so, it hurts
local dist = vector.distance(pos, near) local dist = vector.distance(pos, near)
local dist_feet = vector.distance({x=pos.x, y=pos.y-1, z=pos.z}, 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 dist < 1.1 or dist_feet < 1.1 then
if player:get_hp() > 0 then if player:get_hp() > 0 then
mcl_death_messages.player_damage(player, S("@1 was prickled to death by a cactus.", name)) 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" }) player:set_hp(player:get_hp() - 1, { type = "punch", from = "mod" })
end end
end end
end end
--[[ Swimming: Cause exhaustion. --[[ Swimming: Cause exhaustion.
NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid! 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. ]] Head alone does not count. We respect that for now. ]]
if minetest.get_item_group(node_feet, "liquid") ~= 0 or if minetest.get_item_group(node_feet, "liquid") ~= 0 or
minetest.get_item_group(node_stand, "liquid") ~= 0 then minetest.get_item_group(node_stand, "liquid") ~= 0 then
local lastPos = mcl_playerplus_internal[name].lastPos local lastPos = mcl_playerplus_internal[name].lastPos
if lastPos then if lastPos then
local dist = vector.distance(lastPos, pos) local dist = vector.distance(lastPos, pos)
mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance + dist mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance + dist
if mcl_playerplus_internal[name].swimDistance >= 1 then if mcl_playerplus_internal[name].swimDistance >= 1 then
local superficial = math.floor(mcl_playerplus_internal[name].swimDistance) local superficial = math.floor(mcl_playerplus_internal[name].swimDistance)
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial) mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance - superficial mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance - superficial
end end
end end
end end
-- Underwater: Spawn bubble particles -- Underwater: Spawn bubble particles
if minetest.get_item_group(node_head, "water") ~= 0 then if minetest.get_item_group(node_head, "water") ~= 0 then
minetest.add_particlespawner({ minetest.add_particlespawner({
amount = 10, amount = 10,
time = 0.15, time = 0.15,
minpos = { x = -0.25, y = 0.3, z = -0.25 }, minpos = { x = -0.25, y = 0.3, z = -0.25 },
maxpos = { x = 0.25, y = 0.7, z = 0.75 }, maxpos = { x = 0.25, y = 0.7, z = 0.75 },
attached = player, attached = player,
minvel = {x = -0.2, y = 0, z = -0.2}, minvel = {x = -0.2, y = 0, z = -0.2},
maxvel = {x = 0.5, y = 0, z = 0.5}, maxvel = {x = 0.5, y = 0, z = 0.5},
minacc = {x = -0.4, y = 4, z = -0.4}, minacc = {x = -0.4, y = 4, z = -0.4},
maxacc = {x = 0.5, y = 1, z = 0.5}, maxacc = {x = 0.5, y = 1, z = 0.5},
minexptime = 0.3, minexptime = 0.3,
maxexptime = 0.8, maxexptime = 0.8,
minsize = 0.7, minsize = 0.7,
maxsize = 2.4, maxsize = 2.4,
texture = "mcl_particles_bubble.png" texture = "mcl_particles_bubble.png"
}) })
end end
-- Show positions of barriers when player is wielding a barrier -- Show positions of barriers when player is wielding a barrier
local wi = player:get_wielded_item():get_name() local wi = player:get_wielded_item():get_name()
if wi == "mcl_core:barrier" or wi == "mcl_core:realm_barrier" then if wi == "mcl_core:barrier" or wi == "mcl_core:realm_barrier" then
local pos = vector.round(player:get_pos()) local pos = vector.round(player:get_pos())
local r = 8 local r = 8
local vm = minetest.get_voxel_manip() 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 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{ local area = VoxelArea:new{
MinEdge = emin, MinEdge = emin,
MaxEdge = emax, MaxEdge = emax,
} }
local data = vm:get_data() local data = vm:get_data()
for x=pos.x-r, pos.x+r do for x=pos.x-r, pos.x+r do
for y=pos.y-r, pos.y+r do for y=pos.y-r, pos.y+r do
for z=pos.z-r, pos.z+r do for z=pos.z-r, pos.z+r do
local vi = area:indexp({x=x, y=y, z=z}) local vi = area:indexp({x=x, y=y, z=z})
local nodename = minetest.get_name_from_content_id(data[vi]) local nodename = minetest.get_name_from_content_id(data[vi])
local tex local tex
if nodename == "mcl_core:barrier" then if nodename == "mcl_core:barrier" then
tex = "mcl_core_barrier.png" tex = "mcl_core_barrier.png"
elseif nodename == "mcl_core:realm_barrier" then elseif nodename == "mcl_core:realm_barrier" then
tex = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX" tex = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX"
end end
if tex then if tex then
minetest.add_particle({ minetest.add_particle({
pos = {x=x, y=y, z=z}, pos = {x=x, y=y, z=z},
expirationtime = 1, expirationtime = 1,
size = 8, size = 8,
texture = tex, texture = tex,
glow = 14, glow = 14,
playername = name playername = name
}) })
end end
end end
end end
end end
end end
-- Update internal values -- Update internal values
mcl_playerplus_internal[name].lastPos = pos mcl_playerplus_internal[name].lastPos = pos
end end
end) end)
-- set to blank on join (for 3rd party mods) -- set to blank on join (for 3rd party mods)
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
local name = player:get_player_name() local name = player:get_player_name()
mcl_playerplus_internal[name] = { mcl_playerplus_internal[name] = {
lastPos = nil, lastPos = nil,
swimDistance = 0, swimDistance = 0,
jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
} }
end) end)
-- clear when player leaves -- clear when player leaves
minetest.register_on_leaveplayer(function(player) minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name() local name = player:get_player_name()
mcl_playerplus_internal[name] = nil mcl_playerplus_internal[name] = nil
end) end)