Send player properties and bones only when changed

This commit is contained in:
cora 2022-01-23 22:32:16 +01:00
parent cbbbc0a982
commit 22403f2926
1 changed files with 140 additions and 32 deletions

View File

@ -120,6 +120,114 @@ end
local node_stand, node_stand_below, node_head, node_feet local node_stand, node_stand_below, node_head, node_feet
local function roundN(n, d)
if type(n) ~= "number" then return n end
local m = 10^d
return math.floor(n * m + 0.5) / m
end
local function close_enough(a,b)
local rt=true
if type(a) == "table" and type(b) == "table" then
for k,v in pairs(a) do
if roundN(v,2) ~= roundN(b[k],2) then
rt=false
break
end
end
else
rt = roundN(a,2) == roundN(b,2)
end
return rt
end
local function props_changed(props,oldprops)
local changed=false
local p={}
for k,v in pairs(props) do
if not close_enough(v,oldprops[k]) then
p[k]=v
changed=true
end
end
return changed,p
end
--test if assert works
assert(true)
assert(not false)
--test data for == and ~=
local test_equal1=42
local test_equal2=42.0
local test_equal3=42.1
assert(test_equal1==test_equal1)
assert(test_equal1==test_equal2)
assert(test_equal1~=test_equal3)
--testdata for roundN
local test_round1=15
local test_round2=15.00199999999
local test_round3=15.00111111
local test_round4=15.00999999
assert(roundN(test_round1,2)==roundN(test_round1,2)) --test again if basic equality works because wth not
assert(roundN(test_round1,2)==roundN(test_round2,2))
assert(roundN(test_round1,2)==roundN(test_round3,2))
assert(roundN(test_round1,2)~=roundN(test_round4,2))
-- tests for close_enough
local test_cb = {-0.35,0,-0.35,0.35,0.8,0.35} --collisionboxes
local test_cb_close = {-0.351213,0,-0.35,0.35,0.8,0.351212}
local test_cb_diff = {-0.35,0,-1.35,0.35,0.8,0.35}
local test_eh = 1.65 --eye height
local test_eh_close = 1.65123123
local test_eh_diff = 1.35
local test_nt = { r = 225, b = 225, a = 225, g = 225 } --nametag
local test_nt_diff = { r = 225, b = 225, a = 0, g = 225 }
assert(close_enough(test_cb,test_cb_close))
assert(not close_enough(test_cb,test_cb_diff))
assert(close_enough(test_eh,test_eh_close))
assert(not close_enough(test_eh,test_eh_diff))
assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here
--tests for props_changed
local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_p1,p=props_changed(test_properties_set1,test_properties_set1)
local test_p2,p=props_changed(test_properties_set1,test_properties_set2)
assert(not test_p1)
assert(test_p2)
-- we still don't really know if lua is lying to us! but at least everything *seems* to be ok
local function set_properties_conditional(player,props)
local changed,p=props_changed(props,player:get_properties())
if changed then
player:set_properties(p)
end
end
local function set_bone_position_conditional(player,b,p,r) --bone,position,rotation
local oldp,oldr=player:get_bone_position(b)
if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then
return
end
player:set_bone_position(b,p,r)
end
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
time = time + dtime time = time + dtime
@ -214,15 +322,15 @@ minetest.register_globalstep(function(dtime)
end end
if wielded_def and wielded_def._mcl_toollike_wield then if wielded_def and wielded_def._mcl_toollike_wield then
player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0)) set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
elseif string.find(wielded:get_name(), "mcl_bows:bow") then elseif string.find(wielded:get_name(), "mcl_bows:bow") then
player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20)) set_bone_position_conditional(player,"Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
player:set_bone_position("Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0)) set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0))
elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
player:set_bone_position("Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0)) set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0))
else else
player:set_bone_position("Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90)) set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
end end
player_velocity_old = player:get_velocity() or player:get_player_velocity() player_velocity_old = player:get_velocity() or player:get_player_velocity()
@ -230,62 +338,62 @@ minetest.register_globalstep(function(dtime)
-- controls right and left arms pitch when shooting a bow -- controls right and left arms pitch when shooting a bow
if string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then if string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35)) set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35)) set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
-- controls right and left arms pitch when holing a loaded crossbow -- controls right and left arms pitch when holing a loaded crossbow
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35)) set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35)) set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
-- controls right and left arms pitch when loading a crossbow -- controls right and left arms pitch when loading a crossbow
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_") then elseif string.find(wielded:get_name(), "mcl_bows:crossbow_") then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(45,-20,25)) set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(45,-20,25))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(55,20,-45)) set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(55,20,-45))
-- when punching -- when punching
elseif control.LMB and not parent then elseif control.LMB and not parent then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0)) set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
-- when holding an item. -- when holding an item.
elseif wielded:get_name() ~= "" then elseif wielded:get_name() ~= "" then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0)) set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
-- resets arms pitch -- resets arms pitch
else else
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) set_bone_position_conditional(player,"Arm_Left_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)) set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
end end
if elytra.active then if elytra.active then
-- set head pitch and yaw when flying -- set head pitch and yaw when flying
player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0)) set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
-- control body bone when flying -- control body bone when flying
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0)) set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
elseif parent then elseif parent then
local parent_yaw = degrees(parent:get_yaw()) local parent_yaw = degrees(parent:get_yaw())
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0)) set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif control.sneak then elseif control.sneak then
-- controls head pitch when sneaking -- controls head pitch when sneaking
player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw)) set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }}) set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- sneaking body conrols -- sneaking body conrols
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0)) set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
-- set head pitch and yaw when swimming -- set head pitch and yaw when swimming
player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0)) set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
-- control body bone when swimming -- control body bone when swimming
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0)) set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
else else
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0)) set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0)) set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
end end
-- Update jump status immediately since we need this info in real time. -- Update jump status immediately since we need this info in real time.