mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-24 20:03:45 +01:00
Rename mcl_playerphysics to playerphysics
This commit is contained in:
parent
e0fe5b2c66
commit
b076bafaa7
@ -1,4 +1,4 @@
|
||||
mcl_playerphysics
|
||||
playerphysics
|
||||
mcl_sounds?
|
||||
mcl_worlds?
|
||||
mcl_wool?
|
||||
|
@ -110,8 +110,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
|
||||
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
|
||||
player:set_look_horizontal(math.random(1, 180) / 100)
|
||||
mcl_player.player_attached[name] = false
|
||||
mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping")
|
||||
mcl_playerphysics.remove_physics_factor(player, "jump", "mcl_beds:sleeping")
|
||||
playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping")
|
||||
playerphysics.remove_physics_factor(player, "jump", "mcl_beds:sleeping")
|
||||
player:set_attribute("mcl_beds:sleeping", "false")
|
||||
hud_flags.wielditem = true
|
||||
mcl_player.player_set_animation(player, "stand" , 30)
|
||||
@ -129,8 +129,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
|
||||
local dir = minetest.facedir_to_dir(param2)
|
||||
local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
|
||||
player:set_attribute("mcl_beds:sleeping", "true")
|
||||
mcl_playerphysics.add_physics_factor(player, "speed", "mcl_beds:sleeping", 0)
|
||||
mcl_playerphysics.add_physics_factor(player, "jump", "mcl_beds:sleeping", 0)
|
||||
playerphysics.add_physics_factor(player, "speed", "mcl_beds:sleeping", 0)
|
||||
playerphysics.add_physics_factor(player, "jump", "mcl_beds:sleeping", 0)
|
||||
player:setpos(p)
|
||||
mcl_player.player_attached[name] = true
|
||||
hud_flags.wielditem = false
|
||||
|
@ -127,8 +127,8 @@ end
|
||||
local reset_bow_state = function(player, also_reset_bows)
|
||||
bow_load[player:get_player_name()] = nil
|
||||
bow_index[player:get_player_name()] = nil
|
||||
if minetest.get_modpath("mcl_playerphysics") then
|
||||
mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_bow")
|
||||
if minetest.get_modpath("playerphysics") then
|
||||
playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_bow")
|
||||
end
|
||||
if also_reset_bows then
|
||||
reset_bows(player)
|
||||
@ -222,9 +222,9 @@ controls.register_on_hold(function(player, key, time)
|
||||
if bow_load[name] == nil and wielditem:get_name()=="mcl_bows:bow" and (minetest.settings:get_bool("creative_mode") or inv:contains_item("main", "mcl_bows:arrow")) then
|
||||
wielditem:set_name("mcl_bows:bow_0")
|
||||
player:set_wielded_item(wielditem)
|
||||
if minetest.get_modpath("mcl_playerphysics") then
|
||||
if minetest.get_modpath("playerphysics") then
|
||||
-- Slow player down when using bow
|
||||
mcl_playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_bow", PLAYER_USE_BOW_SPEED)
|
||||
playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_bow", PLAYER_USE_BOW_SPEED)
|
||||
end
|
||||
bow_load[name] = minetest.get_us_time()
|
||||
bow_index[name] = player:get_wield_index()
|
||||
|
@ -4,7 +4,7 @@ mcl_achievements?
|
||||
mcl_hunger?
|
||||
mcl_core?
|
||||
mcl_mobitems?
|
||||
mcl_playerphysics?
|
||||
playerphysics?
|
||||
doc?
|
||||
doc_identifier?
|
||||
mesecons_button?
|
||||
|
@ -1 +0,0 @@
|
||||
name=mcl_playerphysics
|
@ -3,7 +3,7 @@ mcl_core
|
||||
mcl_particles
|
||||
mcl_hunger
|
||||
mcl_death_messages
|
||||
mcl_playerphysics
|
||||
playerphysics
|
||||
mcl_playerinfo
|
||||
3d_armor?
|
||||
mcl_weather
|
||||
|
@ -96,13 +96,13 @@ minetest.register_globalstep(function(dtime)
|
||||
-- TODO: Also slow down mobs
|
||||
-- Slow down even more when soul sand is above certain block
|
||||
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
|
||||
mcl_playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
|
||||
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
|
||||
else
|
||||
mcl_playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
|
||||
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
|
||||
end
|
||||
else
|
||||
-- Reset speed decrease
|
||||
mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
|
||||
playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
|
||||
end
|
||||
|
||||
-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
|
||||
|
@ -1,3 +1,3 @@
|
||||
mcl_playerinfo
|
||||
mcl_playerphysics
|
||||
playerphysics
|
||||
mcl_hunger
|
||||
|
@ -45,9 +45,9 @@ local function setSprinting(playerName, sprinting) --Sets the state of a player
|
||||
if players[playerName] then
|
||||
players[playerName]["sprinting"] = sprinting
|
||||
if sprinting == true then
|
||||
mcl_playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
|
||||
playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
|
||||
elseif sprinting == false then
|
||||
mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
|
||||
playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
@ -13,7 +13,7 @@ There is only one precondition to using this mod, but it is important:
|
||||
Mods *MUST NOT* call `set_physics_override` directly! Instead, to modify player physics, use this API.
|
||||
|
||||
## Functions
|
||||
### `mcl_playerphysics.add_physics_factor(player, physic, id, value)`
|
||||
### `playerphysics.add_physics_factor(player, physic, id, value)`
|
||||
Adds a factor for a player physic and updates the player physics immeiately.
|
||||
|
||||
#### Parameters
|
||||
@ -22,7 +22,7 @@ Adds a factor for a player physic and updates the player physics immeiately.
|
||||
* `id`: Unique identifier for this factor. Identifiers are stored on a per-player per-physics type basis
|
||||
* `value`: The factor to add to the list of products
|
||||
|
||||
### `mcl_playerphysics.remove_physics_factor(player, physic, id)`
|
||||
### `playerphysics.remove_physics_factor(player, physic, id)`
|
||||
Removes the physics factor of the given ID and updates the player's physics.
|
||||
|
||||
#### Parameters
|
||||
@ -37,17 +37,17 @@ Here's what it could look like:
|
||||
|
||||
Potions mod:
|
||||
```
|
||||
mcl_playerphysics.add_physics_factor(player, "speed", "run_potion", 2)
|
||||
playerphysics.add_physics_factor(player, "speed", "run_potion", 2)
|
||||
```
|
||||
|
||||
Exhaustion mod:
|
||||
```
|
||||
mcl_playerphysics.add_physics_factor(player, "jump", "exhausted", 0.75)
|
||||
playerphysics.add_physics_factor(player, "jump", "exhausted", 0.75)
|
||||
```
|
||||
|
||||
Electrocution mod:
|
||||
```
|
||||
mcl_playerphysics.add_physics_factor(player, "jump", "shocked", 0.9)
|
||||
playerphysics.add_physics_factor(player, "jump", "shocked", 0.9)
|
||||
```
|
||||
|
||||
When the 3 mods have done their change, the real player speed is simply the product of all factors, that is:
|
||||
@ -62,7 +62,7 @@ Let's take the example above.
|
||||
Now if the Electrocution mod is done with shocking the player, it just needs to call:
|
||||
|
||||
```
|
||||
mcl_playerphysics.remove_physics_factor(player, "jump", "shocked")
|
||||
playerphysics.remove_physics_factor(player, "jump", "shocked")
|
||||
```
|
||||
|
||||
The effect is now gone, so the new player speed will be:
|
||||
@ -73,8 +73,8 @@ The effect is now gone, so the new player speed will be:
|
||||
To simulate sleeping by preventing all player movement, this can be done with this easy trick:
|
||||
|
||||
```
|
||||
mcl_playerphysics.add_physics_factor(player, "speed", "sleeping", 0)
|
||||
mcl_playerphysics.add_physics_factor(player, "jump", "sleeping", 0)
|
||||
playerphysics.add_physics_factor(player, "speed", "sleeping", 0)
|
||||
playerphysics.add_physics_factor(player, "jump", "sleeping", 0)
|
||||
```
|
||||
|
||||
This works regardless of the other factors because mathematics tell us that the factor 0 forces the product to be 0.
|
@ -1,7 +1,7 @@
|
||||
mcl_playerphysics = {}
|
||||
playerphysics = {}
|
||||
|
||||
local function calculate_physic_product(player, physic)
|
||||
local a = minetest.deserialize(player:get_attribute("mcl_playerphysics:physics"))
|
||||
local a = minetest.deserialize(player:get_attribute("playerphysics:physics"))
|
||||
local product = 1
|
||||
if a == nil or a[physic] == nil then
|
||||
return product
|
||||
@ -15,8 +15,8 @@ local function calculate_physic_product(player, physic)
|
||||
return product
|
||||
end
|
||||
|
||||
function mcl_playerphysics.add_physics_factor(player, physic, id, value)
|
||||
local a = minetest.deserialize(player:get_attribute("mcl_playerphysics:physics"))
|
||||
function playerphysics.add_physics_factor(player, physic, id, value)
|
||||
local a = minetest.deserialize(player:get_attribute("playerphysics:physics"))
|
||||
if a == nil then
|
||||
a = { [physic] = { [id] = value } }
|
||||
elseif a[physic] == nil then
|
||||
@ -24,20 +24,20 @@ function mcl_playerphysics.add_physics_factor(player, physic, id, value)
|
||||
else
|
||||
a[physic][id] = value
|
||||
end
|
||||
player:set_attribute("mcl_playerphysics:physics", minetest.serialize(a))
|
||||
player:set_attribute("playerphysics:physics", minetest.serialize(a))
|
||||
local raw_value = calculate_physic_product(player, physic)
|
||||
player:set_physics_override({[physic] = raw_value})
|
||||
end
|
||||
|
||||
function mcl_playerphysics.remove_physics_factor(player, physic, id)
|
||||
local a = minetest.deserialize(player:get_attribute("mcl_playerphysics:physics"))
|
||||
function playerphysics.remove_physics_factor(player, physic, id)
|
||||
local a = minetest.deserialize(player:get_attribute("playerphysics:physics"))
|
||||
if a == nil or a[physic] == nil then
|
||||
-- Nothing to remove
|
||||
return
|
||||
else
|
||||
a[physic][id] = nil
|
||||
end
|
||||
player:set_attribute("mcl_playerphysics:physics", minetest.serialize(a))
|
||||
player:set_attribute("playerphysics:physics", minetest.serialize(a))
|
||||
local raw_value = calculate_physic_product(player, physic)
|
||||
player:set_physics_override({[physic] = raw_value})
|
||||
end
|
1
mods/PLAYER/playerphysics/mod.conf
Normal file
1
mods/PLAYER/playerphysics/mod.conf
Normal file
@ -0,0 +1 @@
|
||||
name = playerphysics
|
Loading…
Reference in New Issue
Block a user