Tiny code cleanup and potentially bugfix after latest mergings
This commit is contained in:
parent
a42bd72edf
commit
84289a3a11
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@ -94,19 +94,19 @@ armor.def = {
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}
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armor.update_player_visuals = function(self, player)
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local player_holding = player:get_wielded_item():get_name()
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if string.find(player_holding,"mcl_tools:") or player_holding == "mcl_mobitems:bone" or player_holding == "mcl_fishing:fishing_rod" then
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player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
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elseif string.find(player_holding, "mcl_bows:bow") then
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player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
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else
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player:set_bone_position("Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
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end
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if not player then
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return
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end
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local player_holding = player:get_wielded_item():get_name()
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if string.find(player_holding,"mcl_tools:") or player_holding == "mcl_mobitems:bone" or player_holding == "mcl_fishing:fishing_rod" then
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player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
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elseif string.find(player_holding, "mcl_bows:bow") then
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player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
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else
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player:set_bone_position("Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
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end
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local name = player:get_player_name()
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if self.textures[name] then
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mcl_player.player_set_textures(player, {
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@ -21,16 +21,16 @@ mcl_player.player_register_model("character.b3d", {
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textures = {"character.png", },
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animations = {
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-- Standard animations.
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stand = {x=0, y=79},
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lay = {x=162, y=166},
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walk = {x=168, y=187},
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mine = {x=189, y=198},
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walk_mine = {x=200, y=219},
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sit = {x=81, y=160},
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sneak_stand = {x=222, y=302},
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sneak_mine = {x=346, y=366},
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sneak_walk = {x=304, y=323},
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sneak_walk_mine = {x=325, y=344},
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stand = {x= 0, y= 79},
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lay = {x=162, y=166},
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walk = {x=168, y=187},
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mine = {x=189, y=198},
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walk_mine = {x=200, y=219},
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sit = {x= 81, y=160},
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sneak_stand = {x=222, y=302},
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sneak_mine = {x=346, y=366},
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sneak_walk = {x=304, y=323},
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sneak_walk_mine = {x=325, y=344},
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},
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})
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@ -1,287 +1,287 @@
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local S = minetest.get_translator("mcl_playerplus")
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-- Internal player state
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local mcl_playerplus_internal = {}
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local def = {}
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local time = 0
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-- converts yaw to degrees
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local function degrees(rad)
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return rad * 180.0 / math.pi
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end
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local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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-- Update jump status immediately since we need this info in real time.
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-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
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for _,player in pairs(minetest.get_connected_players()) do
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local controls = player:get_player_control()
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name = player:get_player_name()
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-- controls head bone
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pitch = degrees(player:get_look_vertical()) * -1
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if controls.LMB then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
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else
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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end
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if controls.sneak and player:get_attach() == nil then
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-- controls head pitch when sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
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-- sets collisionbox, eye height, and nametag color accordingly
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if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.35,0.35} then
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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 }})
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end
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else
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-- controls head pitch when not sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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-- sets collisionbox, eye height, and nametag color accordingly
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if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.8,0.35} then
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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 }})
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end
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end
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if mcl_playerplus_internal[name].jump_cooldown > 0 then
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mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
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end
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if player:get_player_control().jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
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pos = player:get_pos()
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node_stand = mcl_playerinfo[name].node_stand
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node_stand_below = mcl_playerinfo[name].node_stand_below
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node_head = mcl_playerinfo[name].node_head
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node_feet = mcl_playerinfo[name].node_feet
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if not node_stand or not node_stand_below or not node_head or not node_feet then
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return
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end
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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
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return
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end
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-- Cause buggy exhaustion for jumping
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--[[ Checklist we check to know the player *actually* jumped:
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* Not on or in liquid
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* Not on or at climbable
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* On walkable
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* Not on disable_jump
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FIXME: This code is pretty hacky and it is possible to miss some jumps or detect false
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jumps because of delays, rounding errors, etc.
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What this code *really* needs is some kind of jumping “callback” which this engine lacks
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as of 0.4.15.
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]]
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if minetest.get_item_group(node_feet, "liquid") == 0 and
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minetest.get_item_group(node_stand, "liquid") == 0 and
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not minetest.registered_nodes[node_feet].climbable and
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not minetest.registered_nodes[node_stand].climbable and
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(minetest.registered_nodes[node_stand].walkable or minetest.registered_nodes[node_stand_below].walkable)
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and minetest.get_item_group(node_stand, "disable_jump") == 0
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and minetest.get_item_group(node_stand_below, "disable_jump") == 0 then
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-- Cause exhaustion for jumping
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if mcl_sprint.is_sprinting(name) then
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
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else
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
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end
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-- Reset cooldown timer
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mcl_playerplus_internal[name].jump_cooldown = 0.45
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end
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end
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end
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-- Run the rest of the code every 0.5 seconds
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if time < 0.5 then
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return
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end
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-- reset time for next check
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-- FIXME: Make sure a regular check interval applies
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time = 0
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-- check players
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for _,player in pairs(minetest.get_connected_players()) do
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-- who am I?
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local name = player:get_player_name()
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-- where am I?
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local pos = player:get_pos()
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-- what is around me?
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local node_stand = mcl_playerinfo[name].node_stand
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local node_stand_below = mcl_playerinfo[name].node_stand_below
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local node_head = mcl_playerinfo[name].node_head
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local node_feet = mcl_playerinfo[name].node_feet
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if not node_stand or not node_stand_below or not node_head or not node_feet then
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return
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end
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-- set defaults
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def.speed = 1
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-- Standing on soul sand? If so, walk slower (unless player wears Soul Speed boots)
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if node_stand == "mcl_nether:soul_sand" then
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-- TODO: Tweak walk speed
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-- TODO: Also slow down mobs
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-- Slow down even more when soul sand is above certain block
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local boots = player:get_inventory():get_stack("armor", 5)
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local soul_speed = mcl_enchanting.get_enchantment(boots, "soul_speed")
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if soul_speed > 0 then
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", soul_speed * 0.105 + 1.3)
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else
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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
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
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else
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
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end
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end
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else
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-- Reset speed decrease
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playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
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end
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-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
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-- without group disable_suffocation=1)
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local ndef = minetest.registered_nodes[node_head]
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if (ndef.walkable == nil or ndef.walkable == true)
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and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
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and (ndef.node_box == nil or ndef.node_box.type == "regular")
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and (ndef.groups.disable_suffocation ~= 1)
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and (ndef.groups.opaque == 1)
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and (node_head ~= "ignore")
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-- Check privilege, too
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and (not minetest.check_player_privs(name, {noclip = true})) then
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if player:get_hp() > 0 then
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mcl_death_messages.player_damage(player, S("@1 suffocated to death.", name))
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player:set_hp(player:get_hp() - 1)
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end
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end
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-- Am I near a cactus?
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local near = minetest.find_node_near(pos, 1, "mcl_core:cactus")
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if not near then
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near = minetest.find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus")
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end
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if near then
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-- Am I touching the cactus? If so, it hurts
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local dist = vector.distance(pos, near)
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local dist_feet = vector.distance({x=pos.x, y=pos.y-1, z=pos.z}, near)
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if dist < 1.1 or dist_feet < 1.1 then
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if player:get_hp() > 0 then
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mcl_death_messages.player_damage(player, S("@1 was prickled to death by a cactus.", name))
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player:set_hp(player:get_hp() - 1, { type = "punch", from = "mod" })
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end
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end
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end
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--[[ Swimming: Cause exhaustion.
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NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid!
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Head alone does not count. We respect that for now. ]]
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if minetest.get_item_group(node_feet, "liquid") ~= 0 or
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minetest.get_item_group(node_stand, "liquid") ~= 0 then
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local lastPos = mcl_playerplus_internal[name].lastPos
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if lastPos then
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local dist = vector.distance(lastPos, pos)
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mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance + dist
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if mcl_playerplus_internal[name].swimDistance >= 1 then
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local superficial = math.floor(mcl_playerplus_internal[name].swimDistance)
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
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mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance - superficial
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end
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end
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end
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-- Underwater: Spawn bubble particles
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if minetest.get_item_group(node_head, "water") ~= 0 then
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minetest.add_particlespawner({
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amount = 10,
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time = 0.15,
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minpos = { x = -0.25, y = 0.3, z = -0.25 },
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maxpos = { x = 0.25, y = 0.7, z = 0.75 },
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attached = player,
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minvel = {x = -0.2, y = 0, z = -0.2},
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maxvel = {x = 0.5, y = 0, z = 0.5},
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minacc = {x = -0.4, y = 4, z = -0.4},
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maxacc = {x = 0.5, y = 1, z = 0.5},
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minexptime = 0.3,
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maxexptime = 0.8,
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minsize = 0.7,
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maxsize = 2.4,
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texture = "mcl_particles_bubble.png"
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})
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end
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-- Show positions of barriers when player is wielding a barrier
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local wi = player:get_wielded_item():get_name()
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if wi == "mcl_core:barrier" or wi == "mcl_core:realm_barrier" then
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local pos = vector.round(player:get_pos())
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local r = 8
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local vm = minetest.get_voxel_manip()
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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})
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local area = VoxelArea:new{
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MinEdge = emin,
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MaxEdge = emax,
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}
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local data = vm:get_data()
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for x=pos.x-r, pos.x+r do
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for y=pos.y-r, pos.y+r do
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for z=pos.z-r, pos.z+r do
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local vi = area:indexp({x=x, y=y, z=z})
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local nodename = minetest.get_name_from_content_id(data[vi])
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local tex
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if nodename == "mcl_core:barrier" then
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tex = "mcl_core_barrier.png"
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elseif nodename == "mcl_core:realm_barrier" then
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tex = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX"
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end
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if tex then
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minetest.add_particle({
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pos = {x=x, y=y, z=z},
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expirationtime = 1,
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size = 8,
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texture = tex,
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glow = 14,
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playername = name
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})
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end
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end
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end
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end
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end
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-- Update internal values
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mcl_playerplus_internal[name].lastPos = pos
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end
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end)
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-- set to blank on join (for 3rd party mods)
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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mcl_playerplus_internal[name] = {
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lastPos = nil,
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swimDistance = 0,
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jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
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}
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end)
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-- clear when player leaves
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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mcl_playerplus_internal[name] = nil
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end)
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local S = minetest.get_translator("mcl_playerplus")
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-- Internal player state
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local mcl_playerplus_internal = {}
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local def = {}
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local time = 0
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-- converts yaw to degrees
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local function degrees(rad)
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return rad * 180.0 / math.pi
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end
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local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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-- Update jump status immediately since we need this info in real time.
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-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
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for _,player in pairs(minetest.get_connected_players()) do
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local controls = player:get_player_control()
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name = player:get_player_name()
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-- controls head bone
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pitch = degrees(player:get_look_vertical()) * -1
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if controls.LMB then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
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else
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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end
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if controls.sneak and player:get_attach() == nil then
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-- controls head pitch when sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
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-- sets collisionbox, eye height, and nametag color accordingly
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if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.35,0.35} then
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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 }})
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end
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else
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-- controls head pitch when not sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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-- sets collisionbox, eye height, and nametag color accordingly
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if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.8,0.35} then
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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 }})
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end
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end
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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 pairs(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 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)
|
||||
|
|
Loading…
Reference in New Issue