290 lines
10 KiB
Lua
290 lines
10 KiB
Lua
local string = string
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local sf = string.format
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-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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mcl_player = {}
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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local animation_blend = 0
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local function get_mouse_button(player)
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local controls = player:get_player_control()
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local get_wielded_item_name = player:get_wielded_item():get_name()
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if controls.RMB and not string.find(get_wielded_item_name, "mcl_bows:bow") and
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not string.find(get_wielded_item_name, "mcl_bows:crossbow") and
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not mcl_shields.wielding_shield(player, 1) and not mcl_shields.wielding_shield(player, 2) or controls.LMB then
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return true
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else
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return false
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end
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end
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mcl_player.registered_player_models = {}
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-- Local for speed.
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local models = mcl_player.registered_player_models
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function mcl_player.player_register_model(name, def)
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models[name] = def
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end
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-- Player stats and animations
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local player_model = {}
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local player_textures = {}
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local player_anim = {}
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local player_sneak = {}
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local player_visible = {}
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mcl_player.player_attached = {}
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function mcl_player.player_get_animation(player)
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local name = player:get_player_name()
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local textures = player_textures[name]
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if not player_visible[name] then
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textures = table.copy(textures)
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textures[1] = "blank.png"
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end
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return {
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model = player_model[name],
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textures = textures,
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animation = player_anim[name],
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visibility = player_visible[name]
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}
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end
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local registered_on_visual_change = {}
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function mcl_player.register_on_visual_change(func)
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table.insert(registered_on_visual_change, func)
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end
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local function update_player_textures(player)
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local name = player:get_player_name()
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local textures = player_textures[name]
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if not player_visible[name] then
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textures = table.copy(textures)
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textures[1] = "blank.png"
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end
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player:set_properties({ textures = textures })
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-- Delay calling the callbacks because mods (including mcl_player)
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-- need to fully initialize player data from minetest.register_on_joinplayer
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-- before callbacks run
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minetest.after(0.1, function()
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if player:is_player() then
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for i, func in ipairs(registered_on_visual_change) do
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func(player)
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end
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end
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end)
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end
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-- Called when a player's appearance needs to be updated
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function mcl_player.player_set_model(player, model_name)
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local name = player:get_player_name()
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local model = models[model_name]
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if model then
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if player_model[name] == model_name then
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return
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end
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player_model[name] = model_name
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player:set_properties({
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mesh = model_name,
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visual = "mesh",
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visual_size = model.visual_size or { x = 1, y = 1 },
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damage_texture_modifier = "^[colorize:red:130",
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})
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update_player_textures(player)
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local new_anim = "stand"
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local model_animations = models[model_name].animations
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local old_anim = player_anim[name]
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if model_animations and old_anim and model_animations[old_anim] then
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new_anim = old_anim
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end
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mcl_player.player_set_animation(player, new_anim)
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else
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player:set_properties({
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textures = { "player.png", "player_back.png", },
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visual = "upright_sprite",
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})
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end
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end
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function mcl_player.player_set_visibility(player, visible)
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local name = player:get_player_name()
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if player_visible[name] == visible then return end
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player_visible[name] = visible
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update_player_textures(player)
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end
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function mcl_player.player_set_skin(player, texture)
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local name = player:get_player_name()
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player_textures[name][1] = texture
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update_player_textures(player)
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end
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function mcl_player.player_set_armor(player, texture)
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local name = player:get_player_name()
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player_textures[name][2] = texture
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update_player_textures(player)
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end
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---@param player mt.PlayerObjectRef
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---@param x number
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---@param y number
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---@param w number
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---@param h number
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---@param fsname string
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---@return string
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function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
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local name = player:get_player_name()
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local model = player_model[name]
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local anim = models[model].animations[player_anim[name]]
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local textures = player_textures[name]
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if not player_visible[name] then
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textures = table.copy(textures)
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textures[1] = "blank.png"
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end
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return sf("model[%s,%s;%s,%s;%s;%s;%s;0,180;false;false;%s,%s]", x, y, w, h, fsname, model,
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table.concat(textures, ","), anim.x, anim.y)
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end
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function mcl_player.player_set_animation(player, anim_name, speed)
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local name = player:get_player_name()
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if player_anim[name] == anim_name then
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return
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end
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local model = player_model[name] and models[player_model[name]]
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if not (model and model.animations[anim_name]) then
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return
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end
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local anim = model.animations[anim_name]
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player_anim[name] = anim_name
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player:set_animation(anim, speed or model.animation_speed, animation_blend)
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end
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-- Update appearance when the player joins
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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_player.player_attached[name] = false
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player_visible[name] = true
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player_textures[name] = { "character.png", "blank.png", "blank.png" }
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--player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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-- player:set_fov(86.1) -- see <https://minecraft.gamepedia.com/Options#Video_settings>>>>
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end)
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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player_model[name] = nil
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player_anim[name] = nil
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player_textures[name] = nil
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player_sneak[name] = nil
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player_visible[name] = nil
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end)
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-- Localize for better performance.
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local player_set_animation = mcl_player.player_set_animation
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local player_attached = mcl_player.player_attached
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-- Check each player and apply animations
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minetest.register_globalstep(function(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local model_name = player_model[name]
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local model = model_name and models[model_name]
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if model and not player_attached[name] then
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local controls = player:get_player_control()
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local walking = false
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local animation_speed_mod = model.animation_speed or 30
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-- Determine if the player is walking
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if controls.up or controls.down or controls.left or controls.right then
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walking = true
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end
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-- Determine if the player is sneaking, and reduce animation speed if so
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if controls.sneak then
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animation_speed_mod = animation_speed_mod / 2
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end
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if mcl_shields.is_blocking(player) then
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animation_speed_mod = animation_speed_mod / 2
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end
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-- ask if player is swiming
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local head_in_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0
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-- ask if player is sprinting
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local is_sprinting = mcl_sprint.is_sprinting(name)
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local velocity = player:get_velocity() or player:get_player_velocity()
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then
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player_set_animation(player, "die")
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elseif player:get_meta():get_int("mcl_damage:damage_animation") > 0 then
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player_set_animation(player, "walk", animation_speed_mod)
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minetest.after(0.5, function()
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player:get_meta():set_int("mcl_damage:damage_animation", 0)
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end)
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elseif mcl_playerplus.elytra[player] and mcl_playerplus.elytra[player].active then
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player_set_animation(player, "stand")
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elseif walking and velocity.x > 0.35
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or walking and velocity.x < -0.35
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or walking and velocity.z > 0.35
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or walking and velocity.z < -0.35 then
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local wielded_itemname = player:get_wielded_item():get_name()
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local no_arm_moving = string.find(wielded_itemname, "mcl_bows:bow") or
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mcl_shields.wielding_shield(player, 1) or
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mcl_shields.wielding_shield(player, 2)
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if player_sneak[name] ~= controls.sneak then
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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end
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if get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_walk", animation_speed_mod)
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elseif no_arm_moving and controls.RMB and controls.sneak or
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string.find(wielded_itemname, "mcl_bows:crossbow_") and controls.sneak then
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player_set_animation(player, "bow_sneak", animation_speed_mod)
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elseif no_arm_moving and controls.RMB or string.find(wielded_itemname, "mcl_bows:crossbow_") then
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player_set_animation(player, "bow_walk", animation_speed_mod)
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elseif is_sprinting == true and get_mouse_button(player) == true and not controls.sneak and not head_in_water then
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player_set_animation(player, "run_walk_mine", animation_speed_mod)
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elseif get_mouse_button(player) == true and not controls.sneak then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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elseif get_mouse_button(player) == true and controls.sneak and is_sprinting ~= true then
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player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
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elseif is_sprinting == true and not controls.sneak and not head_in_water then
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player_set_animation(player, "run_walk", animation_speed_mod)
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elseif controls.sneak and not get_mouse_button(player) == true then
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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else
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player_set_animation(player, "walk", animation_speed_mod)
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end
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elseif get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_mine")
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elseif not get_mouse_button(player) == true and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_stand")
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elseif get_mouse_button(player) == true and not controls.sneak then
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player_set_animation(player, "mine")
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elseif get_mouse_button(player) == true and controls.sneak then
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player_set_animation(player, "sneak_mine")
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_stand", animation_speed_mod)
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elseif not controls.sneak then
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player_set_animation(player, "stand", animation_speed_mod)
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else
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player_set_animation(player, "sneak_stand", animation_speed_mod)
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end
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end
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end
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end)
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