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MineClone2/mods/PLAYER/mcl_player/init.lua

224 lines
7.3 KiB
Lua

-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
mcl_player = {}
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0
mcl_player.registered_player_models = { }
-- Local for speed.
local models = mcl_player.registered_player_models
function mcl_player.player_register_model(name, def)
models[name] = def
end
-- Default player appearance
mcl_player.player_register_model("character.b3d", {
animation_speed = 30,
textures = {"character.png", },
animations = {
-- Standard animations.
stand = {x= 0, y= 79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x= 81, y=160},
sneak_stand = {x=222, y=302},
sneak_mine = {x=346, y=366},
sneak_walk = {x=304, y=323},
sneak_walk_mine = {x=325, y=344},
},
})
-- Player stats and animations
local player_model = {}
local player_textures = {}
local player_anim = {}
local player_sneak = {}
mcl_player.player_attached = {}
function mcl_player.player_get_animation(player)
local name = player:get_player_name()
return {
model = player_model[name],
textures = player_textures[name],
animation = player_anim[name],
}
end
-- Called when a player's appearance needs to be updated
function mcl_player.player_set_model(player, model_name)
local name = player:get_player_name()
local model = models[model_name]
if model then
if player_model[name] == model_name then
return
end
player:set_properties({
mesh = model_name,
textures = player_textures[name] or model.textures,
visual = "mesh",
visual_size = model.visual_size or {x=1, y=1},
damage_texture_modifier = "^[colorize:red:130",
})
mcl_player.player_set_animation(player, "stand")
else
player:set_properties({
textures = { "player.png", "player_back.png", },
visual = "upright_sprite",
})
end
player_model[name] = model_name
end
function mcl_player.player_set_textures(player, textures, preview)
local name = player:get_player_name()
player_textures[name] = textures
player:set_properties({textures = textures,})
if preview then
player:get_meta():set_string("mcl_player:preview", preview)
end
end
function mcl_player.player_get_preview(player)
local preview = player:get_meta():get_string("mcl_player:preview")
if preview == nil or preview == "" then
return "player.png"
else
return preview
end
end
function mcl_player.player_set_animation(player, anim_name, speed)
local name = player:get_player_name()
if player_anim[name] == anim_name then
return
end
local model = player_model[name] and models[player_model[name]]
if not (model and model.animations[anim_name]) then
return
end
local anim = model.animations[anim_name]
player_anim[name] = anim_name
player:set_animation(anim, speed or model.animation_speed, animation_blend)
end
-- Update appearance when the player joins
minetest.register_on_joinplayer(function(player)
mcl_player.player_attached[player:get_player_name()] = false
mcl_player.player_set_model(player, "character.b3d")
--player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
player:set_fov(86.1) -- see <https://minecraft.gamepedia.com/Options#Video_settings>>>>
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_model[name] = nil
player_anim[name] = nil
player_textures[name] = nil
end)
-- Localize for better performance.
local player_set_animation = mcl_player.player_set_animation
local player_attached = mcl_player.player_attached
-- Check each player and apply animations
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local model_name = player_model[name]
local model = model_name and models[model_name]
if model and not player_attached[name] then
local controls = player:get_player_control()
local walking = false
local animation_speed_mod = model.animation_speed or 30
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
walking = true
end
-- Determine if the player is sneaking, and reduce animation speed if so
if controls.sneak then
animation_speed_mod = animation_speed_mod / 2
end
-- ask if player is swiming
local standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0
-- Apply animations based on what the player is doing
if player:get_hp() == 0 then
player_set_animation(player, "lay")
elseif walking then
if player_sneak[name] ~= controls.sneak then
player_anim[name] = nil
player_sneak[name] = controls.sneak
end
if controls.LMB and not controls.sneak and standing_on_water then
player_set_animation(player, "swim_walk_mine", animation_speed_mod)
elseif not controls.sneak and standing_on_water then
player_set_animation(player, "swim_walk", animation_speed_mod)
elseif controls.LMB and not controls.sneak and not standing_on_water then
player_set_animation(player, "walk_mine", animation_speed_mod)
elseif controls.LMB and controls.sneak and not standing_on_water then
player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
elseif not controls.sneak and not standing_on_water then
player_set_animation(player, "walk", animation_speed_mod)
else
player_set_animation(player, "sneak_walk", animation_speed_mod)
end
elseif controls.LMB and not controls.sneak and standing_on_water then
player_set_animation(player, "swim_mine")
elseif controls.LMB and not controls.sneak and not standing_on_water then
player_set_animation(player, "mine")
elseif controls.LMB and controls.sneak then
player_set_animation(player, "sneak_mine")
elseif not controls.sneak and standing_on_water then
player_set_animation(player, "swim_stand", animation_speed_mod)
elseif not controls.sneak and not standing_on_water then
player_set_animation(player, "stand", animation_speed_mod)
else
player_set_animation(player, "sneak_stand", animation_speed_mod)
end
end
end
end)
-- Don't change HP if the player falls in the water or through End Portal:
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if reason and reason.type == "fall" and player then
local pos = player:get_pos()
local node = minetest.get_node(pos)
local velocity = player:get_velocity() or player:get_player_velocity() or {x=0,y=-10,z=0}
local v_axis_max = math.max(math.abs(velocity.x), math.abs(velocity.y), math.abs(velocity.z))
local step = {x = velocity.x / v_axis_max, y = velocity.y / v_axis_max, z = velocity.z / v_axis_max}
for i = 1, math.ceil(v_axis_max/5)+1 do -- trace at least 1/5 of the way per second
if not node or node.name == "ignore" then
minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos)
end
if node then
if minetest.registered_nodes[node.name].walkable then
return hp_change
end
if minetest.get_item_group(node.name, "water") ~= 0 then
return 0
end
if node.name == "mcl_portals:portal_end" then
if mcl_portals and mcl_portals.end_teleport then
mcl_portals.end_teleport(player)
end
return 0
end
end
pos = vector.add(pos, step)
node = minetest.get_node(pos)
end
end
return hp_change
end, true)