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MineClone2_For_PRs/mods/PLAYER/mcl_sprint/init.lua

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--[[
Sprint mod for Minetest by GunshipPenguin
To the extent possible under law, the author(s)
have dedicated all copyright and related and neighboring rights
to this software to the public domain worldwide. This software is
distributed without any warranty.
]]
--Configuration variables, these are all explained in README.md
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mcl_sprint = {}
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mcl_sprint.SPEED = 1.3
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local players = {}
-- Returns true if the player with the given name is sprinting, false if not.
-- Returns nil if player does not exist.
mcl_sprint.is_sprinting = function(playername)
if players[playername] then
return players[playername].sprinting
else
return nil
end
end
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minetest.register_on_joinplayer(function(player)
local playerName = player:get_player_name()
players[playerName] = {
sprinting = false,
timeOut = 0,
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shouldSprint = false,
clientSprint = false,
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lastPos = player:get_pos(),
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sprintDistance = 0,
fov = 1.0,
channel = minetest.mod_channel_join("mcl_sprint:" .. playerName),
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}
end)
minetest.register_on_leaveplayer(function(player)
local playerName = player:get_player_name()
players[playerName] = nil
end)
local function cancelClientSprinting(name)
players[name].channel:send_all("")
players[name].clientSprint = false
end
local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
local player = minetest.get_player_by_name(playerName)
local controls = player:get_player_control()
if players[playerName] then
players[playerName].sprinting = sprinting
if sprinting == true or controls.RMB and string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and player:get_wielded_item():get_name() ~= "mcl_bows:bow" then
if sprinting == true then
players[playerName].fov = math.min(players[playerName].fov + 0.05, 1.2)
players[playerName].fade_time = .15
else
players[playerName].fov = .7
players[playerName].fade_time = .3
end
player:set_fov(players[playerName].fov, true, players[playerName].fade_time)
if sprinting == true then
playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
end
elseif sprinting == false and player:get_wielded_item():get_name() ~= "mcl_bows:bow_0" and player:get_wielded_item():get_name() ~= "mcl_bows:bow_1" and player:get_wielded_item():get_name() ~= "mcl_bows:bow_2" then
players[playerName].fov = math.max(players[playerName].fov - 0.05, 1.0)
player:set_fov(players[playerName].fov, true, 0.15)
if sprinting == false then
playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
end
end
return true
end
return false
end
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-- Given the param2 and paramtype2 of a node, returns the tile that is facing upwards
local function get_top_node_tile(param2, paramtype2)
if paramtype2 == "colorwallmounted" then
paramtype2 = "wallmounted"
param2 = param2 % 8
elseif paramtype2 == "colorfacedir" then
paramtype2 = "facedir"
param2 = param2 % 32
end
if paramtype2 == "wallmounted" then
if param2 == 0 then
return 2
elseif param2 == 1 then
return 1
else
return 5
end
elseif paramtype2 == "facedir" then
if param2 >= 0 and param2 <= 3 then
return 1
elseif param2 == 4 or param2 == 10 or param2 == 13 or param2 == 19 then
return 6
elseif param2 == 5 or param2 == 11 or param2 == 14 or param2 == 16 then
return 3
elseif param2 == 6 or param2 == 8 or param2 == 15 or param2 == 17 then
return 5
elseif param2 == 7 or param2 == 9 or param2 == 12 or param2 == 18 then
return 4
elseif param2 >= 20 and param2 <= 23 then
return 2
else
return 1
end
else
return 1
end
end
minetest.register_on_modchannel_message(function(channel_name, sender, message)
if channel_name == "mcl_sprint:" .. sender then
players[sender].clientSprint = minetest.is_yes(message)
end
end)
minetest.register_on_respawnplayer(function(player)
cancelClientSprinting(player:get_player_name())
end)
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minetest.register_globalstep(function(dtime)
--Get the gametime
local gameTime = minetest.get_gametime()
--Loop through all connected players
for playerName,playerInfo in pairs(players) do
local player = minetest.get_player_by_name(playerName)
if player ~= nil then
local ctrl = player:get_player_control()
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--Check if the player should be sprinting
if players[playerName]["clientSprint"] or ctrl.aux1 and ctrl.up and not ctrl.sneak then
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players[playerName]["shouldSprint"] = true
else
players[playerName]["shouldSprint"] = false
end
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local playerPos = player:get_pos()
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--If the player is sprinting, create particles behind and cause exhaustion
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if playerInfo["sprinting"] == true and not player:get_attach() and gameTime % 0.1 == 0 then
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-- Exhaust player for sprinting
local lastPos = players[playerName].lastPos
local dist = vector.distance({x=lastPos.x, y=0, z=lastPos.z}, {x=playerPos.x, y=0, z=playerPos.z})
players[playerName].sprintDistance = players[playerName].sprintDistance + dist
if players[playerName].sprintDistance >= 1 then
local superficial = math.floor(players[playerName].sprintDistance)
mcl_hunger.exhaust(playerName, mcl_hunger.EXHAUST_SPRINT * superficial)
players[playerName].sprintDistance = players[playerName].sprintDistance - superficial
end
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-- Sprint node particles
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local playerNode = minetest.get_node({x=playerPos["x"], y=playerPos["y"]-1, z=playerPos["z"]})
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local def = minetest.registered_nodes[playerNode.name]
if def and def.walkable then
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minetest.add_particlespawner({
amount = math.random(1, 2),
time = 1,
minpos = {x=-0.5, y=0.1, z=-0.5},
maxpos = {x=0.5, y=0.1, z=0.5},
minvel = {x=0, y=5, z=0},
maxvel = {x=0, y=5, z=0},
minacc = {x=0, y=-13, z=0},
maxacc = {x=0, y=-13, z=0},
minexptime = 0.1,
maxexptime = 1,
minsize = 0.5,
maxsize = 1.5,
collisiondetection = true,
attached = player,
vertical = false,
node = playerNode,
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node_tile = get_top_node_tile(playerNode.param2, def.paramtype2),
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})
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end
end
--Adjust player states
players[playerName].lastPos = playerPos
if players[playerName]["shouldSprint"] == true then --Stopped
local sprinting
-- Prevent sprinting if hungry or sleeping
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if (mcl_hunger.active and mcl_hunger.get_hunger(player) <= 6) or (player:get_meta():get_string("mcl_beds:sleeping") == "true") then
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sprinting = false
cancelClientSprinting(playerName)
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else
sprinting = true
end
setSprinting(playerName, sprinting)
elseif players[playerName]["shouldSprint"] == false then
setSprinting(playerName, false)
end
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end
end
end)