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Merge pull request 'elytra physics overhaul' (#2511) from SumianVoice/MineClone2_c:elytra-overhaul into master

Reviewed-on: MineClone2/MineClone2#2511
Reviewed-by: cora <cora@noreply.git.minetest.land>
This commit is contained in:
cora 2022-08-13 09:52:21 +00:00
commit b07652d6ca
2 changed files with 80 additions and 27 deletions

View File

@ -33,7 +33,7 @@ mcl_damage.register_modifier(function(obj, damage, reason)
local itemname = itemstack:get_name() local itemname = itemstack:get_name()
local enchantments = mcl_enchanting.get_enchantments(itemstack) local enchantments = mcl_enchanting.get_enchantments(itemstack)
if not flags.bypasses_armor then if not flags.bypasses_armor and minetest.get_item_group(itemname, "non_combat_armor") == 0 then
points = points + minetest.get_item_group(itemname, "mcl_armor_points") points = points + minetest.get_item_group(itemname, "mcl_armor_points")
toughness = toughness + minetest.get_item_group(itemname, "mcl_armor_toughness") toughness = toughness + minetest.get_item_group(itemname, "mcl_armor_toughness")

View File

@ -1,8 +1,8 @@
mcl_playerplus = { mcl_playerplus = {
elytra = {}, elytra = {},
is_pressing_jump = {},
} }
local player_velocity_old = {x=0, y=0, z=0}
local get_connected_players = minetest.get_connected_players local get_connected_players = minetest.get_connected_players
local dir_to_yaw = minetest.dir_to_yaw local dir_to_yaw = minetest.dir_to_yaw
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
@ -214,6 +214,26 @@ local function set_bone_position_conditional(player,b,p,r) --bone,position,rotat
player:set_bone_position(b,p,r) player:set_bone_position(b,p,r)
end end
local function get_overall_velocity(vector)
local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2)
return v
end
local function anglediff(a1, a2)
local a = a1 - a2
return math.abs((a + math.pi) % (math.pi*2) - math.pi)
end
local function clamp(num, min, max)
return math.min(max, math.max(num, min))
end
local elytra_vars = {
slowdown_mult = 0.0, -- amount of vel to take per sec
fall_speed = 0.2, -- amount of vel to fall down per sec
speedup_mult = 2, -- amount of speed to add based on look dir
max_speed = 6, -- max amount to multiply against look direction when flying
pitch_penalty = 1.3, -- if pitching up, slow down at this rate as a multiplier
rocket_speed = 5.5,
}
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
@ -259,34 +279,53 @@ minetest.register_globalstep(function(dtime)
player_vel_yaws[name] = player_vel_yaw player_vel_yaws[name] = player_vel_yaw
local fly_pos = player:get_pos() local fly_pos = player:get_pos()
local fly_node = minetest.get_node({x = fly_pos.x, y = fly_pos.y - 0.5, z = fly_pos.z}).name local fly_node = minetest.get_node({x = fly_pos.x, y = fly_pos.y - 0.1, z = fly_pos.z}).name
local elytra = mcl_playerplus.elytra[player] local elytra = mcl_playerplus.elytra[player]
if not elytra.active then
elytra.speed = 0
end
local is_just_jumped = control.jump and not mcl_playerplus.is_pressing_jump[name] and not elytra.active
mcl_playerplus.is_pressing_jump[name] = control.jump
if is_just_jumped and not elytra.active then
local direction = player:get_look_dir()
elytra.speed = 1 - (direction.y/2 + 0.5)
end
elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
and not player:get_attach() and not player:get_attach()
and (elytra.active or control.jump and player_velocity.y < -6) and (elytra.active or (is_just_jumped and player_velocity.y < -0))
and (fly_node == "air" or fly_node == "ignore") and ((not minetest.registered_nodes[fly_node].walkable) or fly_node == "ignore")
if elytra.active then if elytra.active then
if is_just_jumped then -- move the player up when they start flying to give some clearance
player:set_pos(vector.offset(player:get_pos(), 0, 0.8, 0))
end
mcl_player.player_set_animation(player, "fly") mcl_player.player_set_animation(player, "fly")
if player_velocity.y < -1.5 then local direction = player:get_look_dir()
player:add_velocity({x=0, y=0.17, z=0}) local player_vel = player:get_velocity()
end local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
if math.abs(player_velocity.x) + math.abs(player_velocity.z) < 20 then local direction_mult = clamp(-(direction.y+0.1), -1, 1)
local dir = minetest.yaw_to_dir(player:get_look_horizontal()) if direction_mult < 0 then direction_mult = direction_mult * elytra_vars.pitch_penalty end
if degrees(player:get_look_vertical()) * -.01 < .1 then
look_pitch = degrees(player:get_look_vertical()) * -.01
else
look_pitch = .1
end
player:add_velocity({x=dir.x, y=look_pitch, z=dir.z})
end
playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
local speed_mult = elytra.speed
local block_below = minetest.get_node(vector.offset(fly_pos, 0, -0.9, 0)).name
if (not minetest.registered_nodes[block_below].walkable) and (player_vel.y ~= 0) then
speed_mult = speed_mult + direction_mult * elytra_vars.speedup_mult * dtime
end
speed_mult = speed_mult - elytra_vars.slowdown_mult * clamp(dtime, 0.09, 0.2) -- slow down but don't overdo it
speed_mult = clamp(speed_mult, -elytra_vars.max_speed, elytra_vars.max_speed)
if turn_amount > 0.3 and math.abs(direction.y) < 0.98 then -- don't do this if looking straight up / down
speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*8)))
end
playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", elytra_vars.fall_speed)
if elytra.rocketing > 0 then if elytra.rocketing > 0 then
elytra.rocketing = elytra.rocketing - dtime elytra.rocketing = elytra.rocketing - dtime
if vector.length(player_velocity) < 40 then if vector.length(player_velocity) < 40 then
player:add_velocity(vector.multiply(player:get_look_dir(), 4)) -- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
speed_mult = elytra_vars.rocket_speed
add_particle({ add_particle({
pos = fly_pos, pos = fly_pos,
velocity = {x = 0, y = 0, z = 0}, velocity = {x = 0, y = 0, z = 0},
@ -300,7 +339,21 @@ minetest.register_globalstep(function(dtime)
}) })
end end
end end
else
elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
local new_vel = vector.multiply(direction, speed_mult * dtime * 30) -- use the look dir and speed as a mult
-- new_vel.y = new_vel.y - elytra_vars.fall_speed * dtime -- make the player fall a set amount
-- slow the player down so less spongy movement by applying some of the inverse velocity
-- NOTE: do not set this higher than about 0.2 or the game will get the wrong vel and it will be broken
-- this is far from ideal, but there's no good way to set_velocity or slow down the player
player_vel = vector.multiply(player_vel, -0.1)
-- if speed_mult < 1 then player_vel.y = player_vel.y * 0.1 end
new_vel = vector.add(new_vel, player_vel)
player:add_velocity(new_vel)
else -- reset things when you stop flying with elytra
elytra.rocketing = 0 elytra.rocketing = 0
playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra") playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
end end
@ -317,9 +370,6 @@ minetest.register_globalstep(function(dtime)
set_bone_position_conditional(player,"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()
-- controls right and left arms pitch when shooting a bow or blocking -- controls right and left arms pitch when shooting a bow or blocking
if mcl_shields.is_blocking(player) == 2 then if mcl_shields.is_blocking(player) == 2 then
set_bone_position_conditional(player, "Arm_Right_Pitch_Control", vector.new(-3, 5.785, 0), vector.new(20, -20, 0)) set_bone_position_conditional(player, "Arm_Right_Pitch_Control", vector.new(-3, 5.785, 0), vector.new(20, -20, 0))
@ -356,7 +406,7 @@ minetest.register_globalstep(function(dtime)
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
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 }}) 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
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)) set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new((75-degrees(dir_to_pitch(player_velocity))) , -player_vel_yaw + yaw, 0))
elseif parent then elseif parent then
local parent_yaw = degrees(parent:get_yaw()) local parent_yaw = degrees(parent:get_yaw())
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 }}) 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 }})
@ -372,11 +422,11 @@ minetest.register_globalstep(function(dtime)
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
is_swimming = true is_swimming = true
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)) set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity))+20,player_vel_yaw - yaw,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
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 }}) 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
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)) set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new((75-degrees(dir_to_pitch(player_velocity))) , -player_vel_yaw + yaw, 0))
elseif get_item_group(mcl_playerinfo[name].node_head, "solid") == 0 elseif get_item_group(mcl_playerinfo[name].node_head, "solid") == 0
and get_item_group(mcl_playerinfo[name].node_head_top, "solid") == 0 then and get_item_group(mcl_playerinfo[name].node_head_top, "solid") == 0 then
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
@ -629,7 +679,7 @@ minetest.register_on_joinplayer(function(player)
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
} }
mcl_playerplus.elytra[player] = {active = false, rocketing = 0} mcl_playerplus.elytra[player] = {active = false, rocketing = 0, speed = 0}
end) end)
-- clear when player leaves -- clear when player leaves
@ -643,6 +693,9 @@ end)
-- Don't change HP if the player falls in the water or through End Portal: -- Don't change HP if the player falls in the water or through End Portal:
mcl_damage.register_modifier(function(obj, damage, reason) mcl_damage.register_modifier(function(obj, damage, reason)
if reason.type == "fall" then if reason.type == "fall" then
if minetest.is_creative_enabled(obj:get_player_name()) then
return 0
end
local pos = obj:get_pos() local pos = obj:get_pos()
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
local velocity = obj:get_velocity() or obj:get_player_velocity() or {x=0,y=-10,z=0} local velocity = obj:get_velocity() or obj:get_player_velocity() or {x=0,y=-10,z=0}