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Merge pull request 'Swimming animations' (#1074) from epCode/MineClone2:master into master

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/1074
objects
Elias Fleckenstein 2021-02-07 14:05:05 +00:00
commit 26037157f8
5 changed files with 324 additions and 302 deletions

View File

@ -359,6 +359,10 @@ mcl_player.player_register_model("mcl_armor_character.b3d", {
sneak_mine = {x=346, y=366},
sneak_walk = {x=304, y=323},
sneak_walk_mine = {x=325, y=344},
swim_walk = {x=368, y=387},
swim_walk_mine = {x=389, y=408},
swim_stand = {x=434, y=434},
swim_mine = {x=411, y=430},
},
})
@ -514,12 +518,12 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
if name and hp_change < 0 then
local damage_type = armor.last_damage_types[name]
armor.last_damage_types[name] = nil
-- Armor doesn't protect from set_hp (commands like /kill),
if reason.type == "set_hp" then
return hp_change
end
local regular_reduction = reason.type ~= "drown" and reason.type ~= "fall"
-- Account for potion effects (armor doesn't save the target)
@ -530,7 +534,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
local heal_max = 0
local items = 0
local armor_damage = math.max(1, math.floor(math.abs(hp_change)/4))
local total_points = 0
local total_toughness = 0
local epf = 0
@ -544,7 +548,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
local tough = stack:get_definition().groups["mcl_armor_toughness"] or 0
total_points = total_points + pts
total_toughness = total_toughness + tough
local protection_level = enchantments.protection or 0
if protection_level > 0 then
epf = epf + protection_level * 1
@ -566,7 +570,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
if feather_falling_level and reason.type == "fall" then
epf = epf + feather_falling_level * 3
end
local did_thorns_damage = false
local thorns_level = enchantments.thorns or 0
if thorns_level then
@ -580,7 +584,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
did_thorns_damage = true
end
end
-- Damage armor
local use = stack:get_definition().groups["mcl_armor_uses"] or 0
if use > 0 and regular_reduction then
@ -606,14 +610,14 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
end
end
local damage = math.abs(hp_change)
if regular_reduction then
-- Damage calculation formula (from <https://minecraft.gamepedia.com/Armor#Damage_protection>)
damage = damage * (1 - math.min(20, math.max((total_points/5), total_points - damage / (2+(total_toughness/4)))) / 25)
end
damage = damage * (1 - (math.min(20, epf) / 25))
damage = math.floor(damage+0.5)
damage = math.floor(damage+0.5)
if reason.type == "punch" and thorns_damage > 0 then
local obj = reason.object
if obj then
@ -630,7 +634,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
})
end
end
hp_change = -math.abs(damage)
armor.def[name].count = items

View File

@ -147,6 +147,9 @@ minetest.register_globalstep(function(dtime)
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")
@ -155,20 +158,28 @@ minetest.register_globalstep(function(dtime)
player_anim[name] = nil
player_sneak[name] = controls.sneak
end
if controls.LMB and not controls.sneak then
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 then
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 then
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 then
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 then
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)

View File

@ -1,287 +1,294 @@
local S = minetest.get_translator("mcl_playerplus")
-- Internal player state
local mcl_playerplus_internal = {}
local def = {}
local time = 0
-- converts yaw to degrees
local function degrees(rad)
return rad * 180.0 / math.pi
end
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
minetest.register_globalstep(function(dtime)
time = time + dtime
-- Update jump status immediately since we need this info in real time.
-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
for _,player in pairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
name = player:get_player_name()
-- controls head bone
pitch = degrees(player:get_look_vertical()) * -1
if controls.LMB then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
else
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
end
if controls.sneak and player:get_attach() == nil then
-- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets collisionbox, eye height, and nametag color accordingly
if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.35,0.35} then
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.35,0.35}, eye_height = 1.35, nametag_color = { r = 255, b = 225, a = 0, g = 225 }})
end
else
-- controls head pitch when not sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
-- sets collisionbox, eye height, and nametag color accordingly
if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.8,0.35} then
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 255, b = 225, a = 225, g = 225 }})
end
end
if mcl_playerplus_internal[name].jump_cooldown > 0 then
mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
end
if player:get_player_control().jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
pos = player:get_pos()
node_stand = mcl_playerinfo[name].node_stand
node_stand_below = mcl_playerinfo[name].node_stand_below
node_head = mcl_playerinfo[name].node_head
node_feet = mcl_playerinfo[name].node_feet
if not node_stand or not node_stand_below or not node_head or not node_feet then
return
end
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
return
end
-- Cause buggy exhaustion for jumping
--[[ Checklist we check to know the player *actually* jumped:
* Not on or in liquid
* Not on or at climbable
* On walkable
* Not on disable_jump
FIXME: This code is pretty hacky and it is possible to miss some jumps or detect false
jumps because of delays, rounding errors, etc.
What this code *really* needs is some kind of jumping callback which this engine lacks
as of 0.4.15.
]]
if minetest.get_item_group(node_feet, "liquid") == 0 and
minetest.get_item_group(node_stand, "liquid") == 0 and
not minetest.registered_nodes[node_feet].climbable and
not minetest.registered_nodes[node_stand].climbable and
(minetest.registered_nodes[node_stand].walkable or minetest.registered_nodes[node_stand_below].walkable)
and minetest.get_item_group(node_stand, "disable_jump") == 0
and minetest.get_item_group(node_stand_below, "disable_jump") == 0 then
-- Cause exhaustion for jumping
if mcl_sprint.is_sprinting(name) then
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
else
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
end
-- Reset cooldown timer
mcl_playerplus_internal[name].jump_cooldown = 0.45
end
end
end
-- Run the rest of the code 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:get_pos()
-- what is around me?
local node_stand = mcl_playerinfo[name].node_stand
local node_stand_below = mcl_playerinfo[name].node_stand_below
local node_head = mcl_playerinfo[name].node_head
local node_feet = mcl_playerinfo[name].node_feet
if not node_stand or not node_stand_below or not node_head or not node_feet then
return
end
-- set defaults
def.speed = 1
-- Standing on soul sand? If so, walk slower (unless player wears Soul Speed boots)
if node_stand == "mcl_nether:soul_sand" then
-- TODO: Tweak walk speed
-- TODO: Also slow down mobs
-- Slow down even more when soul sand is above certain block
local boots = player:get_inventory():get_stack("armor", 5)
local soul_speed = mcl_enchanting.get_enchantment(boots, "soul_speed")
if soul_speed > 0 then
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", soul_speed * 0.105 + 1.3)
else
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
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
else
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
end
end
else
-- Reset speed decrease
playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
end
-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
-- without group disable_suffocation=1)
local ndef = minetest.registered_nodes[node_head]
if (ndef.walkable == nil or ndef.walkable == true)
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)
and (ndef.groups.opaque == 1)
and (node_head ~= "ignore")
-- Check privilege, too
and (not minetest.check_player_privs(name, {noclip = true})) then
if player:get_hp() > 0 then
mcl_death_messages.player_damage(player, S("@1 suffocated to death.", name))
player:set_hp(player:get_hp() - 1)
end
end
-- Am I near a cactus?
local near = minetest.find_node_near(pos, 1, "mcl_core:cactus")
if not near then
near = minetest.find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus")
end
if near then
-- Am I touching the cactus? If so, it hurts
local dist = vector.distance(pos, near)
local dist_feet = vector.distance({x=pos.x, y=pos.y-1, z=pos.z}, near)
if dist < 1.1 or dist_feet < 1.1 then
if player:get_hp() > 0 then
mcl_death_messages.player_damage(player, S("@1 was prickled to death by a cactus.", name))
player:set_hp(player:get_hp() - 1, { type = "punch", from = "mod" })
end
end
end
--[[ Swimming: Cause exhaustion.
NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid!
Head alone does not count. We respect that for now. ]]
if minetest.get_item_group(node_feet, "liquid") ~= 0 or
minetest.get_item_group(node_stand, "liquid") ~= 0 then
local lastPos = mcl_playerplus_internal[name].lastPos
if lastPos then
local dist = vector.distance(lastPos, pos)
mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance + dist
if mcl_playerplus_internal[name].swimDistance >= 1 then
local superficial = math.floor(mcl_playerplus_internal[name].swimDistance)
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance - superficial
end
end
end
-- Underwater: Spawn bubble particles
if minetest.get_item_group(node_head, "water") ~= 0 then
minetest.add_particlespawner({
amount = 10,
time = 0.15,
minpos = { x = -0.25, y = 0.3, z = -0.25 },
maxpos = { x = 0.25, y = 0.7, z = 0.75 },
attached = player,
minvel = {x = -0.2, y = 0, z = -0.2},
maxvel = {x = 0.5, y = 0, z = 0.5},
minacc = {x = -0.4, y = 4, z = -0.4},
maxacc = {x = 0.5, y = 1, z = 0.5},
minexptime = 0.3,
maxexptime = 0.8,
minsize = 0.7,
maxsize = 2.4,
texture = "mcl_particles_bubble.png"
})
end
-- Show positions of barriers when player is wielding a barrier
local wi = player:get_wielded_item():get_name()
if wi == "mcl_core:barrier" or wi == "mcl_core:realm_barrier" then
local pos = vector.round(player:get_pos())
local r = 8
local vm = minetest.get_voxel_manip()
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})
local area = VoxelArea:new{
MinEdge = emin,
MaxEdge = emax,
}
local data = vm:get_data()
for x=pos.x-r, pos.x+r do
for y=pos.y-r, pos.y+r do
for z=pos.z-r, pos.z+r do
local vi = area:indexp({x=x, y=y, z=z})
local nodename = minetest.get_name_from_content_id(data[vi])
local tex
if nodename == "mcl_core:barrier" then
tex = "mcl_core_barrier.png"
elseif nodename == "mcl_core:realm_barrier" then
tex = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX"
end
if tex then
minetest.add_particle({
pos = {x=x, y=y, z=z},
expirationtime = 1,
size = 8,
texture = tex,
glow = 14,
playername = name
})
end
end
end
end
end
-- Update internal values
mcl_playerplus_internal[name].lastPos = pos
end
end)
-- set to blank on join (for 3rd party mods)
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
mcl_playerplus_internal[name] = {
lastPos = nil,
swimDistance = 0,
jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
}
end)
-- clear when player leaves
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
mcl_playerplus_internal[name] = nil
end)
local S = minetest.get_translator("mcl_playerplus")
-- Internal player state
local mcl_playerplus_internal = {}
local def = {}
local time = 0
-- converts yaw to degrees
local function degrees(rad)
return rad * 180.0 / math.pi
end
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
minetest.register_globalstep(function(dtime)
time = time + dtime
-- Update jump status immediately since we need this info in real time.
-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
for _,player in pairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
name = player:get_player_name()
-- controls head bone
pitch = degrees(player:get_look_vertical()) * -1
if controls.LMB then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
else
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
end
if controls.sneak and player:get_attach() == nil then
-- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets collisionbox, eye height, and nametag color accordingly
if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.35,0.35} then
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.35,0.35}, eye_height = 1.35, nametag_color = { r = 255, b = 225, a = 0, g = 225 }})
end
elseif minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 then
-- controls head pitch when swiming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
-- sets collisionbox, eye height, and nametag color accordingly
if player:get_properties().collisionbox ~= {-0.35,0.2,-0.35,0.35,1.8,0.35} then
player:set_properties({collisionbox = {-0.35,0.2,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 255, b = 225, a = 225, g = 225 }})
end
else
-- controls head pitch when not sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
-- sets collisionbox, eye height, and nametag color accordingly
if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.8,0.35} then
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 255, b = 225, a = 225, g = 225 }})
end
end
if mcl_playerplus_internal[name].jump_cooldown > 0 then
mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
end
if player:get_player_control().jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
pos = player:get_pos()
node_stand = mcl_playerinfo[name].node_stand
node_stand_below = mcl_playerinfo[name].node_stand_below
node_head = mcl_playerinfo[name].node_head
node_feet = mcl_playerinfo[name].node_feet
if not node_stand or not node_stand_below or not node_head or not node_feet then
return
end
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
return
end
-- Cause buggy exhaustion for jumping
--[[ Checklist we check to know the player *actually* jumped:
* Not on or in liquid
* Not on or at climbable
* On walkable
* Not on disable_jump
FIXME: This code is pretty hacky and it is possible to miss some jumps or detect false
jumps because of delays, rounding errors, etc.
What this code *really* needs is some kind of jumping callback which this engine lacks
as of 0.4.15.
]]
if minetest.get_item_group(node_feet, "liquid") == 0 and
minetest.get_item_group(node_stand, "liquid") == 0 and
not minetest.registered_nodes[node_feet].climbable and
not minetest.registered_nodes[node_stand].climbable and
(minetest.registered_nodes[node_stand].walkable or minetest.registered_nodes[node_stand_below].walkable)
and minetest.get_item_group(node_stand, "disable_jump") == 0
and minetest.get_item_group(node_stand_below, "disable_jump") == 0 then
-- Cause exhaustion for jumping
if mcl_sprint.is_sprinting(name) then
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
else
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
end
-- Reset cooldown timer
mcl_playerplus_internal[name].jump_cooldown = 0.45
end
end
end
-- Run the rest of the code 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:get_pos()
-- what is around me?
local node_stand = mcl_playerinfo[name].node_stand
local node_stand_below = mcl_playerinfo[name].node_stand_below
local node_head = mcl_playerinfo[name].node_head
local node_feet = mcl_playerinfo[name].node_feet
if not node_stand or not node_stand_below or not node_head or not node_feet then
return
end
-- set defaults
def.speed = 1
-- Standing on soul sand? If so, walk slower (unless player wears Soul Speed boots)
if node_stand == "mcl_nether:soul_sand" then
-- TODO: Tweak walk speed
-- TODO: Also slow down mobs
-- Slow down even more when soul sand is above certain block
local boots = player:get_inventory():get_stack("armor", 5)
local soul_speed = mcl_enchanting.get_enchantment(boots, "soul_speed")
if soul_speed > 0 then
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", soul_speed * 0.105 + 1.3)
else
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
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
else
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
end
end
else
-- Reset speed decrease
playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
end
-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
-- without group disable_suffocation=1)
local ndef = minetest.registered_nodes[node_head]
if (ndef.walkable == nil or ndef.walkable == true)
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)
and (ndef.groups.opaque == 1)
and (node_head ~= "ignore")
-- Check privilege, too
and (not minetest.check_player_privs(name, {noclip = true})) then
if player:get_hp() > 0 then
mcl_death_messages.player_damage(player, S("@1 suffocated to death.", name))
player:set_hp(player:get_hp() - 1)
end
end
-- Am I near a cactus?
local near = minetest.find_node_near(pos, 1, "mcl_core:cactus")
if not near then
near = minetest.find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus")
end
if near then
-- Am I touching the cactus? If so, it hurts
local dist = vector.distance(pos, near)
local dist_feet = vector.distance({x=pos.x, y=pos.y-1, z=pos.z}, near)
if dist < 1.1 or dist_feet < 1.1 then
if player:get_hp() > 0 then
mcl_death_messages.player_damage(player, S("@1 was prickled to death by a cactus.", name))
player:set_hp(player:get_hp() - 1, { type = "punch", from = "mod" })
end
end
end
--[[ Swimming: Cause exhaustion.
NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid!
Head alone does not count. We respect that for now. ]]
if minetest.get_item_group(node_feet, "liquid") ~= 0 or
minetest.get_item_group(node_stand, "liquid") ~= 0 then
local lastPos = mcl_playerplus_internal[name].lastPos
if lastPos then
local dist = vector.distance(lastPos, pos)
mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance + dist
if mcl_playerplus_internal[name].swimDistance >= 1 then
local superficial = math.floor(mcl_playerplus_internal[name].swimDistance)
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance - superficial
end
end
end
-- Underwater: Spawn bubble particles
if minetest.get_item_group(node_head, "water") ~= 0 then
minetest.add_particlespawner({
amount = 10,
time = 0.15,
minpos = { x = -0.25, y = 0.3, z = -0.25 },
maxpos = { x = 0.25, y = 0.7, z = 0.75 },
attached = player,
minvel = {x = -0.2, y = 0, z = -0.2},
maxvel = {x = 0.5, y = 0, z = 0.5},
minacc = {x = -0.4, y = 4, z = -0.4},
maxacc = {x = 0.5, y = 1, z = 0.5},
minexptime = 0.3,
maxexptime = 0.8,
minsize = 0.7,
maxsize = 2.4,
texture = "mcl_particles_bubble.png"
})
end
-- Show positions of barriers when player is wielding a barrier
local wi = player:get_wielded_item():get_name()
if wi == "mcl_core:barrier" or wi == "mcl_core:realm_barrier" then
local pos = vector.round(player:get_pos())
local r = 8
local vm = minetest.get_voxel_manip()
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})
local area = VoxelArea:new{
MinEdge = emin,
MaxEdge = emax,
}
local data = vm:get_data()
for x=pos.x-r, pos.x+r do
for y=pos.y-r, pos.y+r do
for z=pos.z-r, pos.z+r do
local vi = area:indexp({x=x, y=y, z=z})
local nodename = minetest.get_name_from_content_id(data[vi])
local tex
if nodename == "mcl_core:barrier" then
tex = "mcl_core_barrier.png"
elseif nodename == "mcl_core:realm_barrier" then
tex = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX"
end
if tex then
minetest.add_particle({
pos = {x=x, y=y, z=z},
expirationtime = 1,
size = 8,
texture = tex,
glow = 14,
playername = name
})
end
end
end
end
end
-- Update internal values
mcl_playerplus_internal[name].lastPos = pos
end
end)
-- set to blank on join (for 3rd party mods)
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
mcl_playerplus_internal[name] = {
lastPos = nil,
swimDistance = 0,
jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
}
end)
-- clear when player leaves
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
mcl_playerplus_internal[name] = nil
end)