local sf = string.format -- 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 local function get_mouse_button(player) local controls = player:get_player_control() local get_wielded_item_name = player:get_wielded_item():get_name() if controls.RMB and not string.find(get_wielded_item_name, "mcl_bows:bow") and not string.find(get_wielded_item_name, "mcl_bows:crossbow") and not mcl_shields.wielding_shield(player, 1) and not mcl_shields.wielding_shield(player, 2) or controls.LMB then return true else return false end end 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 -- Player stats and animations local player_model = {} local player_textures = {} local player_anim = {} local player_sneak = {} local player_visible = {} mcl_player.player_attached = {} function mcl_player.player_get_animation(player) local name = player:get_player_name() local textures = player_textures[name] if not player_visible[name] then textures = table.copy(textures) textures[1] = "blank.png" end return { model = player_model[name], textures = textures, animation = player_anim[name], visibility = player_visible[name] } end local registered_on_visual_change = {} function mcl_player.register_on_visual_change(func) table.insert(registered_on_visual_change, func) end local function update_player_textures(player) local name = player:get_player_name() local textures = player_textures[name] if not player_visible[name] then textures = table.copy(textures) textures[1] = "blank.png" end player:set_properties({ textures = textures }) -- Delay calling the callbacks because mods (including mcl_player) -- need to fully initialize player data from minetest.register_on_joinplayer -- before callbacks run minetest.after(0.1, function() if player:is_player() then for i, func in ipairs(registered_on_visual_change) do func(player) end end end) 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_model[name] = model_name player:set_properties({ mesh = model_name, visual = "mesh", visual_size = model.visual_size or { x = 1, y = 1 }, damage_texture_modifier = "^[colorize:red:130", }) update_player_textures(player) local new_anim = "stand" local model_animations = models[model_name].animations local old_anim = player_anim[name] if model_animations and old_anim and model_animations[old_anim] then new_anim = old_anim end mcl_player.player_set_animation(player, new_anim) else player:set_properties({ textures = { "player.png", "player_back.png", }, visual = "upright_sprite", }) end end function mcl_player.player_set_visibility(player, visible) local name = player:get_player_name() if player_visible[name] == visible then return end player_visible[name] = visible update_player_textures(player) end function mcl_player.player_set_skin(player, texture) local name = player:get_player_name() player_textures[name][1] = texture update_player_textures(player) end function mcl_player.player_set_armor(player, texture) local name = player:get_player_name() player_textures[name][2] = texture update_player_textures(player) end ---comment ---@param player ObjectRef ---@param x number ---@param y number ---@param w number ---@param h number ---@param fsname string ---@return string function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname) local name = player:get_player_name() local model = player_model[name] local anim = models[model].animations[player_anim[name]] local textures = player_textures[name] if not player_visible[name] then textures = table.copy(textures) textures[1] = "blank.png" end return sf("model[%s,%s;%s,%s;%s;%s;%s;0,180;false;false;%s,%s]", x, y, w, h, fsname, model, table.concat(textures, ","), anim.x, anim.y) 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) local name = player:get_player_name() mcl_player.player_attached[name] = false player_visible[name] = true player_textures[name] = { "character.png", "blank.png", "blank.png" } --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 >>> 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 player_sneak[name] = nil player_visible[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 if mcl_shields.is_blocking(player) then animation_speed_mod = animation_speed_mod / 2 end -- ask if player is swiming local head_in_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 -- ask if player is sprinting local is_sprinting = mcl_sprint.is_sprinting(name) local velocity = player:get_velocity() or player:get_player_velocity() -- Apply animations based on what the player is doing if player:get_hp() == 0 then player_set_animation(player, "die") elseif mcl_playerplus.elytra[player] and mcl_playerplus.elytra[player].active then player_set_animation(player, "stand") elseif walking and velocity.x > 0.35 or walking and velocity.x < -0.35 or walking and velocity.z > 0.35 or walking and velocity.z < -0.35 then local wielded_itemname = player:get_wielded_item():get_name() local no_arm_moving = string.find(wielded_itemname, "mcl_bows:bow") or mcl_shields.wielding_shield(player, 1) or mcl_shields.wielding_shield(player, 2) if player_sneak[name] ~= controls.sneak then player_anim[name] = nil player_sneak[name] = controls.sneak end if get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then player_set_animation(player, "swim_walk_mine", animation_speed_mod) elseif not controls.sneak and head_in_water and is_sprinting == true then player_set_animation(player, "swim_walk", animation_speed_mod) elseif no_arm_moving and controls.RMB and controls.sneak or string.find(wielded_itemname, "mcl_bows:crossbow_") and controls.sneak then player_set_animation(player, "bow_sneak", animation_speed_mod) elseif no_arm_moving and controls.RMB or string.find(wielded_itemname, "mcl_bows:crossbow_") then player_set_animation(player, "bow_walk", animation_speed_mod) elseif is_sprinting == true and get_mouse_button(player) == true and not controls.sneak and not head_in_water then player_set_animation(player, "run_walk_mine", animation_speed_mod) elseif get_mouse_button(player) == true and not controls.sneak then player_set_animation(player, "walk_mine", animation_speed_mod) elseif get_mouse_button(player) == true and controls.sneak and is_sprinting ~= true then player_set_animation(player, "sneak_walk_mine", animation_speed_mod) elseif is_sprinting == true and not controls.sneak and not head_in_water then player_set_animation(player, "run_walk", animation_speed_mod) elseif controls.sneak and not get_mouse_button(player) == true then player_set_animation(player, "sneak_walk", animation_speed_mod) else player_set_animation(player, "walk", animation_speed_mod) end elseif get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then player_set_animation(player, "swim_mine") elseif not get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then player_set_animation(player, "swim_stand") elseif get_mouse_button(player) == true and not controls.sneak then player_set_animation(player, "mine") elseif get_mouse_button(player) == true and controls.sneak then player_set_animation(player, "sneak_mine") elseif not controls.sneak and head_in_water and is_sprinting == true then player_set_animation(player, "swim_stand", animation_speed_mod) elseif not controls.sneak then player_set_animation(player, "stand", animation_speed_mod) else player_set_animation(player, "sneak_stand", animation_speed_mod) end end end end)