160 lines
4.3 KiB
Lua
160 lines
4.3 KiB
Lua
--[[
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PlayerPlus by TenPlus1
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]]
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playerplus = {}
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-- get node but use fallback for nil or unknown
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local function node_ok(pos, fallback)
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fallback = fallback or "air"
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local node = minetest.get_node_or_nil(pos)
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if not node then
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return fallback
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end
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if minetest.registered_nodes[node.name] then
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return node.name
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end
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return fallback
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end
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local armor_mod = minetest.get_modpath("3d_armor")
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local def = {}
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local time = 0
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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-- 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:getpos()
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-- what is around me?
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pos.y = pos.y - 0.1 -- standing on
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playerplus[name].nod_stand = node_ok(pos)
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playerplus[name].nod_stand_below = node_ok({x=pos.x, y=pos.y-1, z=pos.z})
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pos.y = pos.y + 1.5 -- head level
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playerplus[name].nod_head = node_ok(pos)
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pos.y = pos.y - 1.2 -- feet level
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playerplus[name].nod_feet = node_ok(pos)
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pos.y = pos.y - 0.2 -- reset pos
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-- set defaults
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def.speed = 1
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def.jump = 1
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def.gravity = 1
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-- is 3d_armor mod active? if so make armor physics default
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if armor_mod and armor and armor.def then
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-- get player physics from armor
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def.speed = armor.def[name].speed or 1
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def.jump = armor.def[name].jump or 1
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def.gravity = armor.def[name].gravity or 1
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end
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-- standing on soul sand? if so walk slower
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if playerplus[name].nod_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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-- FIXME: This whole speed thing is a giant hack. We need a proper framefork for cleanly handling player speeds
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local below = playerplus[name].nod_stand_below
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if below == "mcl_core:ice" or below == "mcl_core:packed_ice" or below == "mcl_core:slimeblock" then
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def.speed = def.speed - 0.9
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else
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def.speed = def.speed - 0.6
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end
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end
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-- set player physics
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-- TODO: Resolve conflict
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player:set_physics_override(def.speed, def.jump, def.gravity)
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-- Is player suffocating inside node? (Only for solid full cube type nodes without damage
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-- and without group disable_suffocation=1.)
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local ndef = minetest.registered_nodes[playerplus[name].nod_head]
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if (ndef.walkable == nil or ndef.walkable == true)
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and (ndef.drowning == nil or ndef.drowning == 0)
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and (ndef.damage_per_second == nil or ndef.damage_per_second <= 0)
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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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-- 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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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 near then
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-- am I touching the cactus? if so it hurts
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for _,object in pairs(minetest.get_objects_inside_radius(near, 1.1)) do
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if object:get_hp() > 0 then
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object:set_hp(object:get_hp() - 1)
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end
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end
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end
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-- Apply black sky in the Void and deal Void damage
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--[[ DISABLED because of conflicts with weater_pack.
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TODO: The sky color handling needs a major rework.
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if pos.y < mcl_vars.bedrock_overworld_max then
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-- Player reached the void, set black sky box
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player:set_sky("#000000", "plain")
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else
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player:set_sky(nil, "regular")
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end
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]]
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if pos.y < mcl_vars.bedrock_overworld_min - 65 then
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-- Player is deep into the void, deal void damage
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if player:get_hp() > 0 then
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player:set_hp(player:get_hp() - 4)
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end
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end
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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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playerplus[name] = {}
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playerplus[name].nod_head = ""
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playerplus[name].nod_feet = ""
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playerplus[name].nod_stand = ""
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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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playerplus[ player:get_player_name() ] = nil
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end)
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