MineClonXX/mods/PLAYER/playerplus/init.lua

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--[[
PlayerPlus by TenPlus1
]]
playerplus = {}
-- get node but use fallback for nil or unknown
local function node_ok(pos, fallback)
fallback = fallback or "air"
local node = minetest.get_node_or_nil(pos)
if not node then
return fallback
end
if minetest.registered_nodes[node.name] then
return node.name
end
return fallback
end
local armor_mod = minetest.get_modpath("3d_armor")
local def = {}
local time = 0
minetest.register_globalstep(function(dtime)
time = time + dtime
-- 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:getpos()
-- what is around me?
pos.y = pos.y - 0.1 -- standing on
playerplus[name].nod_stand = node_ok(pos)
playerplus[name].nod_stand_below = node_ok({x=pos.x, y=pos.y-1, z=pos.z})
pos.y = pos.y + 1.5 -- head level
playerplus[name].nod_head = node_ok(pos)
pos.y = pos.y - 1.2 -- feet level
playerplus[name].nod_feet = node_ok(pos)
pos.y = pos.y - 0.2 -- reset pos
-- set defaults
def.speed = 1
def.jump = 1
def.gravity = 1
-- is 3d_armor mod active? if so make armor physics default
if armor_mod and armor and armor.def then
-- get player physics from armor
def.speed = armor.def[name].speed or 1
def.jump = armor.def[name].jump or 1
def.gravity = armor.def[name].gravity or 1
end
-- standing on soul sand? if so walk slower
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if playerplus[name].nod_stand == "mcl_nether:soul_sand" then
-- TODO: Tweak walk speed
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-- TODO: Also slow down mobs
-- FIXME: This whole speed thing is a giant hack. We need a proper framefork for cleanly handling player speeds
local below = playerplus[name].nod_stand_below
if below == "mcl_core:ice" or below == "mcl_core:packed_ice" or below == "mcl_core:slimeblock" then
def.speed = def.speed - 0.9
else
def.speed = def.speed - 0.6
end
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end
-- set player physics
-- TODO: Resolve conflict
player:set_physics_override(def.speed, def.jump, def.gravity)
-- Is player suffocating inside node? (Only for solid full cube type nodes without damage
-- and without group disable_suffocation=1.)
local ndef = minetest.registered_nodes[playerplus[name].nod_head]
if (ndef.walkable == nil or ndef.walkable == true)
and (ndef.drowning == nil or ndef.drowning == 0)
and (ndef.damage_per_second == nil or ndef.damage_per_second <= 0)
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)
-- Check privilege, too
and (not minetest.check_player_privs(name, {noclip = true})) then
if player:get_hp() > 0 then
player:set_hp(player:get_hp() - 1)
end
end
-- am I near a cactus?
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local near = minetest.find_node_near(pos, 1, "mcl_core:cactus")
if near then
-- am I touching the cactus? if so it hurts
for _,object in pairs(minetest.get_objects_inside_radius(near, 1.1)) do
if object:get_hp() > 0 then
object:set_hp(object:get_hp() - 1)
end
end
end
-- Apply black sky in the Void and deal Void damage
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if pos.y < mcl_vars.bedrock_overworld_max then
-- Player reached the void, set black sky box
player:set_sky("#000000", "plain")
-- FIXME: Sky handling in MCL2 is held together with lots of duct tape.
-- This only works beause weather_pack currently does not touch the sky for players below the height used for this check.
-- There should be a real skybox API.
end
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local void, void_deadly = mcl_util.is_in_void(pos)
if void_deadly then
-- Player is deep into the void, deal void damage
if player:get_hp() > 0 then
player:set_hp(player:get_hp() - 4)
end
end
end
end)
-- set to blank on join (for 3rd party mods)
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
playerplus[name] = {}
playerplus[name].nod_head = ""
playerplus[name].nod_feet = ""
playerplus[name].nod_stand = ""
end)
-- clear when player leaves
minetest.register_on_leaveplayer(function(player)
playerplus[ player:get_player_name() ] = nil
end)