Add pipeworks.create_fake_player
Fix setter issue, add dynamic/static option Add player height. Properties aren't adaptive yet
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d19f4fc518
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8186f003be
131
common.lua
131
common.lua
@ -157,3 +157,134 @@ function pipeworks.load_position(pos)
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local vm = minetest.get_voxel_manip()
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vm:read_from_map(pos, pos)
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end
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local function delay(...)
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local args = {...}
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return (function() return unpack(args) end)
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end
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local function get_set_wrap(name, is_dynamic)
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return (function(self)
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return self["_" .. name]
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end), (function(self, value)
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if is_dynamic then
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self["_" .. name] = type(value) == "table"
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and table.copy(value) or value
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end
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end)
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end
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function pipeworks.create_fake_player(def, is_dynamic)
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local wielded_item = ItemStack("")
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if def.inventory and def.wield_list then
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wielded_item = def.inventory:get_stack(def.wield_list, def.wield_index or 1)
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end
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local p = {
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get_player_name = delay(def.name),
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is_player = delay(true),
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is_fake_player = true,
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_formspec = def.formspec or default.gui_survival_form,
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_hp = def.hp or 20,
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_breath = 11,
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_pos = def.position and table.copy(def.position) or vector.new(),
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_properties = def.properties or { eye_height = def.eye_height or 1.47 },
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_inventory = def.inventory,
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_wield_index = def.wield_index or 1,
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_wielded_item = wielded_item,
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-- Model and view
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_eye_offset1 = vector.new(),
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_eye_offset3 = vector.new(),
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set_eye_offset = function(self, first, third)
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self._eye_offset1 = table.copy(first)
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self._eye_offset3 = table.copy(third)
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end,
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get_eye_offset = function(self)
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return self._eye_offset1, self._eye_offset3
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end,
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get_look_dir = delay(def.look_dir or {x=0, y=0, z=1}),
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get_look_pitch = delay(def.look_pitch or 0),
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get_look_yaw = delay(def.look_yaw or 0),
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get_look_horizontal = delay(def.look_yaw or 0),
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get_look_vertical = delay(-(def.look_pitch or 0)),
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set_animation = delay(),
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-- Controls
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get_player_control = delay({
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jump=false, right=false, left=false, LMB=false, RMB=false,
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sneak=def.sneak, aux1=false, down=false, up=false
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}),
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get_player_control_bits = delay(def.sneak and 64 or 0),
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-- Inventory and ItemStacks
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get_inventory = delay(def.inventory),
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set_wielded_item = function(self, item)
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if self._inventory and def.wield_list then
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return self._inventory:set_stack(def.wield_list,
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self._wield_index, item)
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end
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_wielded_item = ItemStack(item)
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end,
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get_wielded_item = function(self, item)
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if self._inventory and def.wield_list then
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return self._inventory:get_stack(def.wield_list,
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self._wield_index)
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end
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return ItemStack(self._wielded_item)
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end,
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get_wield_list = delay(def.wield_list),
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punch = delay(),
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remove = delay(),
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right_click = delay(),
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set_attach = delay(),
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set_detach = delay(),
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set_bone_position = delay(),
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hud_change = delay(),
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}
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local _trash
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-- Getter & setter functions
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p.get_inventory_formspec, p.set_inventory_formspec
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= get_set_wrap("formspec", is_dynamic)
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p.get_breath, p.set_breath = get_set_wrap("breath", is_dynamic)
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p.get_hp, p.set_hp = get_set_wrap("hp", is_dynamic)
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p.get_pos, p.set_pos = get_set_wrap("pos", is_dynamic)
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_trash, p.move_to = get_set_wrap("pos", is_dynamic)
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p.get_wield_index, p.set_wield_index = get_set_wrap("wield_index", true)
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p.get_properties, p.set_properties = get_set_wrap("properties", false)
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-- Backwards compatibilty
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p.getpos = p.get_pos
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p.setpos = p.set_pos
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p.moveto = p.move_to
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-- TODO "implement" all these
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-- set_armor_groups
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-- get_armor_groups
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-- get_animation
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-- get_bone_position
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-- get_player_velocity
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-- set_look_pitch
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-- set_look_yaw
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-- set_physics_override
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-- get_physics_override
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-- hud_add
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-- hud_remove
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-- hud_get
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-- hud_set_flags
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-- hud_get_flags
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-- hud_set_hotbar_itemcount
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-- hud_get_hotbar_itemcount
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-- hud_set_hotbar_image
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-- hud_get_hotbar_image
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-- hud_set_hotbar_selected_image
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-- hud_get_hotbar_selected_image
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-- hud_replace_builtin
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-- set_sky
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-- get_sky
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-- override_day_night_ratio
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-- get_day_night_ratio
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-- set_local_animation
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return p
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end
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@ -167,12 +167,9 @@ local function punch_filter(data, filtpos, filtnode, msg)
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local filtmeta = minetest.get_meta(filtpos)
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local filtinv = filtmeta:get_inventory()
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local owner = filtmeta:get_string("owner")
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local fakePlayer = {
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get_player_name = delay(owner),
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is_fake_player = ":pipeworks",
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get_wielded_item = delay(ItemStack(nil)),
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is_player = delay(true)
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} -- TODO: use a mechanism as the wielder one
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local fakePlayer = pipeworks.create_fake_player({
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name = owner
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})
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local dir = pipeworks.facedir_to_right_dir(filtnode.param2)
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local frompos = vector.subtract(filtpos, dir)
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local fromnode = minetest.get_node(frompos)
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85
wielder.lua
85
wielder.lua
@ -53,11 +53,10 @@ local function wielder_on(data, wielder_pos, wielder_node)
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local wielder_meta = minetest.get_meta(wielder_pos)
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local inv = wielder_meta:get_inventory()
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local wield_inv_name = data.wield_inv_name
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local wieldindex, wieldstack
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local wieldindex
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for i, stack in ipairs(inv:get_list(wield_inv_name)) do
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if not stack:is_empty() then
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wieldindex = i
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wieldstack = stack
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break
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end
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end
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@ -66,7 +65,6 @@ local function wielder_on(data, wielder_pos, wielder_node)
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wield_inv_name = data.ghost_inv_name
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inv:set_stack(wield_inv_name, 1, ItemStack(data.ghost_tool))
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wieldindex = 1
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wieldstack = inv:get_stack(wield_inv_name, 1)
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end
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local dir = minetest.facedir_to_dir(wielder_node.param2)
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-- under/above is currently intentionally left switched
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@ -98,73 +96,20 @@ local function wielder_on(data, wielder_pos, wielder_node)
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yaw = 0
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pitch = math.pi/2
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end
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local virtplayer = {
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get_inventory_formspec = delay(wielder_meta:get_string("formspec")),
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get_look_dir = delay(vector.multiply(dir, -1)),
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get_look_pitch = delay(pitch),
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get_look_yaw = delay(yaw),
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get_look_horizontal = delay(yaw),
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get_look_vertical = delay(pitch),
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get_player_control = delay({ jump=false, right=false, left=false, LMB=false, RMB=false, sneak=data.sneak, aux1=false, down=false, up=false }),
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get_player_control_bits = delay(data.sneak and 64 or 0),
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get_player_name = delay(data.masquerade_as_owner and wielder_meta:get_string("owner") or ":pipeworks:"..minetest.pos_to_string(wielder_pos)),
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is_player = delay(true),
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is_fake_player = true,
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set_inventory_formspec = delay(),
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getpos = delay(vector.subtract(wielder_pos, assumed_eye_pos)),
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get_hp = delay(20),
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get_inventory = delay(inv),
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get_wielded_item = delay(wieldstack),
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get_wield_index = delay(wieldindex),
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get_wield_list = delay(wield_inv_name),
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moveto = delay(),
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punch = delay(),
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remove = delay(),
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right_click = delay(),
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setpos = delay(),
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set_hp = delay(),
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set_properties = delay(),
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set_wielded_item = function(self, item)
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wieldstack = item
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inv:set_stack(wield_inv_name, wieldindex, item)
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end,
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set_animation = delay(),
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set_attach = delay(),
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set_detach = delay(),
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set_bone_position = delay(),
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hud_change = delay(),
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get_breath = delay(11),
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-- TODO "implement" all these
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-- set_armor_groups
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-- get_armor_groups
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-- get_animation
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-- get_attach
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-- get_bone_position
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-- get_properties
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-- get_player_velocity
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-- set_look_pitch
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-- set_look_yaw
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-- set_breath
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-- set_physics_override
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-- get_physics_override
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-- hud_add
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-- hud_remove
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-- hud_get
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-- hud_set_flags
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-- hud_get_flags
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-- hud_set_hotbar_itemcount
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-- hud_get_hotbar_itemcount
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-- hud_set_hotbar_image
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-- hud_get_hotbar_image
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-- hud_set_hotbar_selected_image
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-- hud_get_hotbar_selected_image
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-- hud_replace_builtin
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-- set_sky
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-- get_sky
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-- override_day_night_ratio
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-- get_day_night_ratio
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-- set_local_animation
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}
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local virtplayer = pipeworks.create_fake_player({
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name = data.masquerade_as_owner and wielder_meta:get_string("owner")
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or ":pipeworks:" .. minetest.pos_to_string(wielder_pos),
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formspec = wielder_meta:get_string("formspec"),
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look_dir = vector.multiply(dir, -1),
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look_pitch = pitch,
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look_yaw = yaw,
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sneak = data.sneak,
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position = vector.subtract(wielder_pos, assumed_eye_pos),
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inventory = inv,
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wield_index = wieldindex,
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wield_list = wield_inv_name
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})
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local pointed_thing = { type="node", under=under_pos, above=above_pos }
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data.act(virtplayer, pointed_thing)
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if data.eject_drops then
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