Use mcl_playerphysics to handle player physics
This fixes some issues with speed overrides and gets rid of ugly workarounds.objects
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da03b6af6a
commit
2c4eae353c
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@ -1,3 +1,4 @@
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mcl_playerphysics
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mcl_sounds?
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mcl_sounds?
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mcl_worlds?
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mcl_worlds?
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mcl_wool?
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mcl_wool?
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@ -110,7 +110,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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player:set_look_horizontal(math.random(1, 180) / 100)
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player:set_look_horizontal(math.random(1, 180) / 100)
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mcl_player.player_attached[name] = false
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mcl_player.player_attached[name] = false
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player:set_physics_override(1, 1, 1)
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mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping")
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mcl_playerphysics.remove_physics_factor(player, "jump", "mcl_beds:sleeping")
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player:set_attribute("mcl_beds:sleeping", "false")
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player:set_attribute("mcl_beds:sleeping", "false")
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hud_flags.wielditem = true
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hud_flags.wielditem = true
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mcl_player.player_set_animation(player, "stand" , 30)
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mcl_player.player_set_animation(player, "stand" , 30)
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@ -127,9 +128,9 @@ local function lay_down(player, pos, bed_pos, state, skip)
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player:set_look_horizontal(yaw)
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player:set_look_horizontal(yaw)
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local dir = minetest.facedir_to_dir(param2)
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local dir = minetest.facedir_to_dir(param2)
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local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
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local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
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-- Set player attribute so other mods know they should not touch set_physics_override
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player:set_attribute("mcl_beds:sleeping", "true")
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player:set_attribute("mcl_beds:sleeping", "true")
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player:set_physics_override(0, 0, 0)
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mcl_playerphysics.add_physics_factor(player, "speed", "mcl_beds:sleeping", 0)
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mcl_playerphysics.add_physics_factor(player, "jump", "mcl_beds:sleeping", 0)
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player:setpos(p)
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player:setpos(p)
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mcl_player.player_attached[name] = true
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mcl_player.player_attached[name] = true
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hud_flags.wielditem = false
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hud_flags.wielditem = false
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@ -4,6 +4,7 @@ mcl_core
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mcl_particles
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mcl_particles
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mcl_hunger
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mcl_hunger
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mcl_death_messages
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mcl_death_messages
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mcl_playerphysics
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mcl_playerinfo
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mcl_playerinfo
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3d_armor?
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3d_armor?
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mcl_weather
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mcl_weather
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@ -89,32 +89,20 @@ minetest.register_globalstep(function(dtime)
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-- set defaults
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-- set defaults
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def.speed = 1
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def.speed = 1
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def.jump = 1
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def.gravity = 1
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-- is 3d_armor mod active? if so make armor physics default
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-- Standing on soul sand? If so, walk slower
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if armor_mod and armor and armor.def then
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-- get player physics from armor
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def.speed = armor.def[name].speed or 1
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def.jump = armor.def[name].jump or 1
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def.gravity = armor.def[name].gravity or 1
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end
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-- standing on soul sand? if so walk slower
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if node_stand == "mcl_nether:soul_sand" then
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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: Tweak walk speed
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-- TODO: Also slow down mobs
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-- TODO: Also slow down mobs
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-- FIXME: This whole speed thing is a giant hack. We need a proper framefork for cleanly handling player speeds
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-- Slow down even more when soul sand is above certain block
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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" then
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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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def.speed = def.speed - 0.9
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mcl_playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
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else
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else
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def.speed = def.speed - 0.6
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mcl_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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end
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else
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-- Reset speed decrease
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-- Set player physics if there's no conflict
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mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
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if player:get_attribute("mcl_beds:sleeping") ~= "true" then
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player:set_physics_override(def.speed, def.jump, def.gravity)
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end
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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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-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
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@ -1,2 +1,3 @@
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mcl_playerinfo
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mcl_playerinfo
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mcl_playerphysics
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mcl_hunger
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mcl_hunger
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@ -44,16 +44,13 @@ local function setSprinting(playerName, sprinting) --Sets the state of a player
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local player = minetest.get_player_by_name(playerName)
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local player = minetest.get_player_by_name(playerName)
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if players[playerName] then
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if players[playerName] then
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players[playerName]["sprinting"] = sprinting
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players[playerName]["sprinting"] = sprinting
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-- Don't overwrite physics when standing on soul sand or sleeping
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if mcl_playerinfo[playerName].node_stand ~= "mcl_nether:soul_sand" and player:get_attribute("mcl_beds:sleeping") ~= "true" then
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if sprinting == true then
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if sprinting == true then
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player:set_physics_override({speed=mcl_sprint.SPEED})
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mcl_playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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elseif sprinting == false then
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elseif sprinting == false then
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player:set_physics_override({speed=1.0})
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mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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end
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end
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return true
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return true
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end
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end
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end
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return false
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return false
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end
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end
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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@ -109,8 +106,8 @@ minetest.register_globalstep(function(dtime)
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players[playerName].lastPos = playerPos
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players[playerName].lastPos = playerPos
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if players[playerName]["shouldSprint"] == true then --Stopped
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if players[playerName]["shouldSprint"] == true then --Stopped
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local sprinting
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local sprinting
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-- Prevent sprinting if standing on soul sand or hungry
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-- Prevent sprinting if hungry or sleeping
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if mcl_playerinfo[playerName].node_stand == "mcl_nether:soul_sand" or (mcl_hunger.active and mcl_hunger.get_hunger(player) <= 6) then
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if (mcl_hunger.active and mcl_hunger.get_hunger(player) <= 6) or (player:get_attribute("mcl_beds:sleeping") == "true")then
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sprinting = false
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sprinting = false
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else
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else
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sprinting = true
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sprinting = true
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