2dcaf8fdcb
really noticeable gain with caching global functions
363 lines
14 KiB
Lua
363 lines
14 KiB
Lua
local S = minetest.get_translator("mcl_playerplus")
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local get_connected_players = minetest.get_connected_players
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local dir_to_yaw = minetest.dir_to_yaw
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local get_item_group = minetest.get_item_group
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local check_player_privs = minetest.check_player_privs
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local find_node_near = minetest.find_node_near
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local get_name_from_content_id = minetest.get_name_from_content_id
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local get_voxel_manip = minetest.get_voxel_manip
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local add_particle = minetest.add_particle
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local add_particlespawner = minetest.add_particlespawner
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local is_sprinting = mcl_sprint.is_sprinting
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local exhaust = mcl_hunger.exhaust
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local playerphysics = playerphysics
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local vector = vector
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local math = math
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-- Internal player state
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local mcl_playerplus_internal = {}
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local def = {}
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local time = 0
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-- converts yaw to degrees
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local function degrees(rad)
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return rad * 180.0 / math.pi
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end
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local dir_to_pitch = function(dir)
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local dir2 = vector.normalize(dir)
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local xz = math.abs(dir.x) + math.abs(dir.z)
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return -math.atan2(-dir.y, xz)
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end
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local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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-- Update jump status immediately since we need this info in real time.
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-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
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for _,player in ipairs(get_connected_players()) do
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local controls = player:get_player_control()
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name = player:get_player_name()
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local player_velocity = player:get_velocity() or player:get_player_velocity()
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-- controls head bone
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local pitch = degrees(player:get_look_vertical()) * -1
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local yaw = degrees(player:get_look_horizontal()) * -1
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local player_vel_yaw = 0
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if degrees(dir_to_yaw(player_velocity)) == 0 then
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yaw = 0
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else
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player_vel_yaw = degrees(dir_to_yaw(player_velocity))
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end
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-- controls right and left arms pitch when shooting a bow or punching
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if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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elseif controls.LMB and player:get_attach() == nil then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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else
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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end
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if controls.sneak and player:get_attach() == nil then
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-- controls head pitch when sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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-- sneaking body conrols
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and is_sprinting(name) == true then
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-- set head pitch and yaw when swimming
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0))
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-- sets eye height, and nametag color accordingly
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player:set_properties({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 }})
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-- control body bone when swimming
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,player_vel_yaw * -1 - yaw + 180,0))
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elseif player:get_attach() == nil then
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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if player_velocity.x > 0.35 or player_velocity.z > 0.35 or player_velocity.x < -0.35 or player_velocity.z < -0.35 then
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if player_vel_yaw * -1 - yaw < 90 or player_vel_yaw * -1 - yaw > 270 then
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-- controls head and Body_Control bones while moving backwards
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1,0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw,0))
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else
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-- controls head and Body_Control bones while moving forwards
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1 + 180,0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw + 180,0))
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end
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else
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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end
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else
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local attached = player:get_attach(parent)
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local attached_yaw = degrees(attached:get_yaw())
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,degrees(player:get_look_horizontal()) * -1 + attached_yaw,0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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end
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if mcl_playerplus_internal[name].jump_cooldown > 0 then
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mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
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end
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if player:get_player_control().jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
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pos = player:get_pos()
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node_stand = mcl_playerinfo[name].node_stand
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node_stand_below = mcl_playerinfo[name].node_stand_below
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node_head = mcl_playerinfo[name].node_head
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node_feet = mcl_playerinfo[name].node_feet
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if not node_stand or not node_stand_below or not node_head or not node_feet then
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return
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end
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if not minetest.registered_nodes[node_stand] or not minetest.registered_nodes[node_stand_below] or not minetest.registered_nodes[node_head] or not minetest.registered_nodes[node_feet] then
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return
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end
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-- Cause buggy exhaustion for jumping
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--[[ Checklist we check to know the player *actually* jumped:
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* Not on or in liquid
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* Not on or at climbable
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* On walkable
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* Not on disable_jump
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FIXME: This code is pretty hacky and it is possible to miss some jumps or detect false
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jumps because of delays, rounding errors, etc.
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What this code *really* needs is some kind of jumping “callback” which this engine lacks
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as of 0.4.15.
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]]
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if get_item_group(node_feet, "liquid") == 0 and
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get_item_group(node_stand, "liquid") == 0 and
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not minetest.registered_nodes[node_feet].climbable and
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not minetest.registered_nodes[node_stand].climbable and
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(minetest.registered_nodes[node_stand].walkable or minetest.registered_nodes[node_stand_below].walkable)
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and get_item_group(node_stand, "disable_jump") == 0
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and get_item_group(node_stand_below, "disable_jump") == 0 then
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-- Cause exhaustion for jumping
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if is_sprinting(name) then
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exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
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else
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exhaust(name, mcl_hunger.EXHAUST_JUMP)
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end
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-- Reset cooldown timer
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mcl_playerplus_internal[name].jump_cooldown = 0.45
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end
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end
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end
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-- Run the rest of the code every 0.5 seconds
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if time < 0.5 then
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return
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end
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-- reset time for next check
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-- FIXME: Make sure a regular check interval applies
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time = 0
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-- check players
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for _,player in ipairs(get_connected_players()) do
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-- who am I?
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local name = player:get_player_name()
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-- where am I?
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local pos = player:get_pos()
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-- what is around me?
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local node_stand = mcl_playerinfo[name].node_stand
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local node_stand_below = mcl_playerinfo[name].node_stand_below
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local node_head = mcl_playerinfo[name].node_head
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local node_feet = mcl_playerinfo[name].node_feet
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if not node_stand or not node_stand_below or not node_head or not node_feet then
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return
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end
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-- set defaults
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def.speed = 1
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-- Standing on soul sand? If so, walk slower (unless player wears Soul Speed boots)
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if node_stand == "mcl_nether:soul_sand" then
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-- TODO: Tweak walk speed
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-- TODO: Also slow down mobs
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-- Slow down even more when soul sand is above certain block
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local boots = player:get_inventory():get_stack("armor", 5)
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local soul_speed = mcl_enchanting.get_enchantment(boots, "soul_speed")
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if soul_speed > 0 then
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", soul_speed * 0.105 + 1.3)
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else
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if node_stand_below == "mcl_core:ice" or node_stand_below == "mcl_core:packed_ice" or node_stand_below == "mcl_core:slimeblock" or node_stand_below == "mcl_core:water_source" then
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
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else
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
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end
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end
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else
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-- Reset speed decrease
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playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
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end
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-- Swimming? Check if boots are enchanted with depth strider
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if get_item_group(node_feet, "liquid") ~= 0 and mcl_enchanting.get_enchantment(player:get_inventory():get_stack("armor", 5), "depth_strider") then
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local boots = player:get_inventory():get_stack("armor", 5)
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local depth_strider = mcl_enchanting.get_enchantment(boots, "depth_strider")
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if depth_strider > 0 then
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", (depth_strider / 3) + 0.75)
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end
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else
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playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
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end
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-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
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-- without group disable_suffocation=1)
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local ndef = minetest.registered_nodes[node_head]
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if (ndef.walkable == nil or ndef.walkable == true)
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and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
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and (ndef.node_box == nil or ndef.node_box.type == "regular")
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and (ndef.groups.disable_suffocation ~= 1)
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and (ndef.groups.opaque == 1)
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and (node_head ~= "ignore")
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-- Check privilege, too
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and (not check_player_privs(name, {noclip = true})) then
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if player:get_hp() > 0 then
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mcl_death_messages.player_damage(player, S("@1 suffocated to death.", name))
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player:set_hp(player:get_hp() - 1)
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end
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end
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-- Am I near a cactus?
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local near = find_node_near(pos, 1, "mcl_core:cactus")
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if not near then
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near = find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus")
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end
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if near then
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-- Am I touching the cactus? If so, it hurts
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local dist = vector.distance(pos, near)
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local dist_feet = vector.distance({x=pos.x, y=pos.y-1, z=pos.z}, near)
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if dist < 1.1 or dist_feet < 1.1 then
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if player:get_hp() > 0 then
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mcl_death_messages.player_damage(player, S("@1 was prickled to death by a cactus.", name))
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player:set_hp(player:get_hp() - 1, { type = "punch", from = "mod" })
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end
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end
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end
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--[[ Swimming: Cause exhaustion.
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NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid!
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Head alone does not count. We respect that for now. ]]
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if not player:get_attach() and (get_item_group(node_feet, "liquid") ~= 0 or
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get_item_group(node_stand, "liquid") ~= 0) then
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local lastPos = mcl_playerplus_internal[name].lastPos
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if lastPos then
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local dist = vector.distance(lastPos, pos)
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mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance + dist
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if mcl_playerplus_internal[name].swimDistance >= 1 then
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local superficial = math.floor(mcl_playerplus_internal[name].swimDistance)
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exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
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mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance - superficial
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end
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end
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end
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-- Underwater: Spawn bubble particles
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if get_item_group(node_head, "water") ~= 0 then
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add_particlespawner({
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amount = 10,
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time = 0.15,
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minpos = { x = -0.25, y = 0.3, z = -0.25 },
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maxpos = { x = 0.25, y = 0.7, z = 0.75 },
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attached = player,
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minvel = {x = -0.2, y = 0, z = -0.2},
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maxvel = {x = 0.5, y = 0, z = 0.5},
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minacc = {x = -0.4, y = 4, z = -0.4},
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maxacc = {x = 0.5, y = 1, z = 0.5},
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minexptime = 0.3,
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maxexptime = 0.8,
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minsize = 0.7,
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maxsize = 2.4,
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texture = "mcl_particles_bubble.png"
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})
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end
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-- Show positions of barriers when player is wielding a barrier
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local wi = player:get_wielded_item():get_name()
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if wi == "mcl_core:barrier" or wi == "mcl_core:realm_barrier" then
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local pos = vector.round(player:get_pos())
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local r = 8
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local vm = get_voxel_manip()
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local emin, emax = vm:read_from_map({x=pos.x-r, y=pos.y-r, z=pos.z-r}, {x=pos.x+r, y=pos.y+r, z=pos.z+r})
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local area = VoxelArea:new{
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MinEdge = emin,
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MaxEdge = emax,
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}
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local data = vm:get_data()
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for x=pos.x-r, pos.x+r do
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for y=pos.y-r, pos.y+r do
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for z=pos.z-r, pos.z+r do
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local vi = area:indexp({x=x, y=y, z=z})
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local nodename = get_name_from_content_id(data[vi])
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local tex
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if nodename == "mcl_core:barrier" then
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tex = "mcl_core_barrier.png"
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elseif nodename == "mcl_core:realm_barrier" then
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tex = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX"
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end
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if tex then
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add_particle({
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pos = {x=x, y=y, z=z},
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expirationtime = 1,
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size = 8,
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texture = tex,
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glow = 14,
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playername = name
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})
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end
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end
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end
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end
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end
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-- Update internal values
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mcl_playerplus_internal[name].lastPos = pos
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end
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end)
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-- set to blank on join (for 3rd party mods)
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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mcl_playerplus_internal[name] = {
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lastPos = nil,
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swimDistance = 0,
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jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
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}
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end)
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-- clear when player leaves
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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mcl_playerplus_internal[name] = nil
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end)
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