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Rename: playerplus→mcl_playerplus, drop compat.
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@ -39,7 +39,7 @@ minetest.register_node("mcl_core:barrier", {
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end,
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})
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-- The void below the bedrock. Void damage is handled in playerplus.
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-- The void below the bedrock. Void damage is handled in mcl_playerplus.
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-- The void does not exist as a block in Minecraft but we register it as a
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-- block here to make things easier for us.
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minetest.register_node("mcl_core:void", {
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@ -78,7 +78,7 @@ minetest.register_node("mcl_nether:soul_sand", {
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sounds = mcl_sounds.node_sound_sand_defaults(),
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_mcl_blast_resistance = 2.5,
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_mcl_hardness = 0.5,
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-- Movement handling is done in playerplus mod
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-- Movement handling is done in mcl_playerplus mod
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})
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minetest.register_node("mcl_nether:nether_brick", {
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@ -4,21 +4,24 @@
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- Hurt players touching cacti (0.5 hearts / 0.5s)
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- Suffocation: Hurt players who have their head inside a solid block (0.5 hearts / 0.5s)
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- Exhaustion for swimming and jumping
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- Particle effects
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Suffocation *not* dealt to player with the `noclip` privilege.
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## Notes
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This mod is based on PlayerPlus [`playerplus`] by TenPlus1. It behaves a bit
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differently than the original, but the API is fully compatible.
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This mod is based on PlayerPlus [`playerplus`] by TenPlus1. It is now
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very different than the original, no compability is intended.
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## API
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Every half second the mod checks which node the player is standing on, which
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node is at foot and head level and stores inside a global table to be used by mods:
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- `playerplus[name].nod_stand`
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- `playerplus[name].nod_foot`
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- `playerplus[name].nod_head`
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- `mcl_playerplus[name].node_stand`
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- `mcl_playerplus[name].node_stand_below`
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- `mcl_playerplus[name].node_foot`
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- `mcl_playerplus[name].node_head`
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Setting the group `disable_suffocation=1` disables suffocation for nodes which
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would otherwise deal suffocation damage.
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@ -1,12 +1,8 @@
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--[[
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PlayerPlus by TenPlus1
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]]
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-- Player state for public API
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playerplus = {}
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mcl_playerplus = {}
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-- Internal player state
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local playerplus_internal = {}
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local mcl_playerplus_internal = {}
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-- get node but use fallback for nil or unknown
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local function node_ok(pos, fallback)
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@ -35,16 +31,16 @@ local get_player_nodes = function(player_pos)
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-- what is around me?
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work_pos.y = work_pos.y - 0.1 -- standing on
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local nod_stand = node_ok(work_pos)
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local nod_stand_below = node_ok({x=work_pos.x, y=work_pos.y-1, z=work_pos.z})
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local node_stand = node_ok(work_pos)
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local node_stand_below = node_ok({x=work_pos.x, y=work_pos.y-1, z=work_pos.z})
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work_pos.y = work_pos.y + 1.5 -- head level
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local nod_head = node_ok(work_pos)
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local node_head = node_ok(work_pos)
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work_pos.y = work_pos.y - 1.2 -- feet level
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local nod_feet = node_ok(work_pos)
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local node_feet = node_ok(work_pos)
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return nod_stand, nod_stand_below, nod_head, nod_feet
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return node_stand, node_stand_below, node_head, node_feet
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end
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minetest.register_globalstep(function(dtime)
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@ -55,14 +51,14 @@ minetest.register_globalstep(function(dtime)
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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 pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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if playerplus_internal[name].jump_cooldown > 0 then
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playerplus_internal[name].jump_cooldown = playerplus_internal[name].jump_cooldown - dtime
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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 playerplus_internal[name].jump_cooldown <= 0 then
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if player:get_player_control().jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
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local pos = player:getpos()
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local nod_stand, nod_stand_below, nod_head, nod_feet = get_player_nodes(pos)
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local node_stand, node_stand_below, node_head, node_feet = get_player_nodes(pos)
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-- Cause buggy exhaustion for jumping
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@ -77,18 +73,18 @@ minetest.register_globalstep(function(dtime)
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as of 0.4.15.
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]]
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if minetest.get_item_group(nod_feet, "liquid") == 0 and
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minetest.get_item_group(nod_stand, "liquid") == 0 and
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not minetest.registered_nodes[nod_feet].climbable and
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not minetest.registered_nodes[nod_stand].climbable and
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(minetest.registered_nodes[nod_stand].walkable or minetest.registered_nodes[nod_stand_below].walkable)
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and minetest.get_item_group(nod_stand, "disable_jump") == 0
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and minetest.get_item_group(nod_stand_below, "disable_jump") == 0 then
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if minetest.get_item_group(node_feet, "liquid") == 0 and
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minetest.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 minetest.get_item_group(node_stand, "disable_jump") == 0
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and minetest.get_item_group(node_stand_below, "disable_jump") == 0 then
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-- Cause exhaustion for jumping
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
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-- Reset cooldown timer
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playerplus_internal[name].jump_cooldown = 0.45
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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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@ -111,11 +107,11 @@ minetest.register_globalstep(function(dtime)
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local pos = player:getpos()
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-- what is around me?
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local nod_stand, nod_stand_below, nod_head, nod_feet = get_player_nodes(pos)
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playerplus[name].nod_stand = nod_stand
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playerplus[name].nod_stand_below = nod_stand_below
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playerplus[name].nod_head = nod_head
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playerplus[name].nod_feet = nod_feet
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local node_stand, node_stand_below, node_head, node_feet = get_player_nodes(pos)
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mcl_playerplus[name].node_stand = node_stand
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mcl_playerplus[name].node_stand_below = node_stand_below
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mcl_playerplus[name].node_head = node_head
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mcl_playerplus[name].node_feet = node_feet
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-- set defaults
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def.speed = 1
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@ -131,11 +127,11 @@ minetest.register_globalstep(function(dtime)
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end
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-- standing on soul sand? if so walk slower
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if playerplus[name].nod_stand == "mcl_nether:soul_sand" then
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if mcl_playerplus[name].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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-- FIXME: This whole speed thing is a giant hack. We need a proper framefork for cleanly handling player speeds
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local below = playerplus[name].nod_stand_below
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local below = mcl_playerplus[name].node_stand_below
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if below == "mcl_core:ice" or below == "mcl_core:packed_ice" or below == "mcl_core:slimeblock" then
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def.speed = def.speed - 0.9
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else
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@ -149,7 +145,7 @@ minetest.register_globalstep(function(dtime)
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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[playerplus[name].nod_head]
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local ndef = minetest.registered_nodes[mcl_playerplus[name].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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@ -198,23 +194,23 @@ minetest.register_globalstep(function(dtime)
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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 minetest.get_item_group(playerplus[name].nod_feet, "liquid") ~= 0 or
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minetest.get_item_group(playerplus[name].nod_stand, "liquid") ~= 0 then
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local lastPos = playerplus_internal[name].lastPos
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if minetest.get_item_group(mcl_playerplus[name].node_feet, "liquid") ~= 0 or
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minetest.get_item_group(mcl_playerplus[name].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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playerplus_internal[name].swimDistance = playerplus_internal[name].swimDistance + dist
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if playerplus_internal[name].swimDistance >= 1 then
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local superficial = math.floor(playerplus_internal[name].swimDistance)
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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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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
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playerplus_internal[name].swimDistance = playerplus_internal[name].swimDistance - 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 minetest.get_item_group(playerplus[name].nod_head, "water") ~= 0 then
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if minetest.get_item_group(mcl_playerplus[name].node_head, "water") ~= 0 then
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minetest.add_particlespawner({
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amount = 10,
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@ -265,7 +261,7 @@ minetest.register_globalstep(function(dtime)
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end
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-- Update internal values
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playerplus_internal[name].lastPos = pos
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mcl_playerplus_internal[name].lastPos = pos
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end
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@ -275,13 +271,14 @@ end)
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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playerplus[name] = {
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nod_head = "",
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nod_feet = "",
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nod_stand = "",
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mcl_playerplus[name] = {
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node_head = "",
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node_feet = "",
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node_stand = "",
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node_stand_below = "",
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}
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playerplus_internal[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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@ -292,6 +289,6 @@ 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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playerplus[name] = nil
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playerplus_internal[name] = nil
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mcl_playerplus[name] = nil
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mcl_playerplus_internal[name] = nil
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end)
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1
mods/PLAYER/mcl_playerplus/mod.conf
Normal file
1
mods/PLAYER/mcl_playerplus/mod.conf
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@ -0,0 +1 @@
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name = mcl_playerplus
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@ -1,2 +1,2 @@
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playerplus
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mcl_playerplus
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mcl_hunger
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@ -82,7 +82,7 @@ minetest.register_globalstep(function(dtime)
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if players[playerName]["shouldSprint"] == true then --Stopped
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local sprinting
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-- Prevent sprinting if standing on soul sand or hungry
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if playerplus[playerName].nod_stand == "mcl_nether:soul_sand" or (mcl_hunger.active and mcl_hunger.get_hunger(player) <= 6) then
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if mcl_playerplus[playerName].node_stand == "mcl_nether:soul_sand" or (mcl_hunger.active and mcl_hunger.get_hunger(player) <= 6) then
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sprinting = false
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else
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sprinting = true
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@ -101,7 +101,7 @@ function setSprinting(playerName, sprinting) --Sets the state of a player (0=sto
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if players[playerName] then
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players[playerName]["sprinting"] = sprinting
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-- Don't overwrite physics when standing on soul sand
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if playerplus[playerName].nod_stand ~= "mcl_nether:soul_sand" then
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if mcl_playerplus[playerName].node_stand ~= "mcl_nether:soul_sand" 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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elseif sprinting == false then
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