MineClone2/mods/PLAYER/mcl_playerplus/init.lua
Dark a66be39d9b Raise player eye height to 1.6 blocks.
This is the same as in Minecraft. The previous value of 1.5 can feel very strange for those coming from that game.
2023-10-16 00:15:12 +00:00

748 lines
27 KiB
Lua

mcl_playerplus = {
elytra = {},
is_pressing_jump = {},
}
local get_connected_players = minetest.get_connected_players
local dir_to_yaw = minetest.dir_to_yaw
local get_item_group = minetest.get_item_group
local check_player_privs = minetest.check_player_privs
local find_node_near = minetest.find_node_near
local get_name_from_content_id = minetest.get_name_from_content_id
local get_voxel_manip = minetest.get_voxel_manip
local add_particle = minetest.add_particle
local add_particlespawner = minetest.add_particlespawner
local is_sprinting = mcl_sprint.is_sprinting
local exhaust = mcl_hunger.exhaust
local playerphysics = playerphysics
local vector = vector
local math = math
-- Internal player state
local mcl_playerplus_internal = {}
-- Could occassionally hit about 4.6 but servers and high power machines struggle to keep up with this.
-- Until mapgen can keep up, it's best to limit for server performance etc.
local elytra_vars = {
slowdown_mult = 0.0, -- amount of vel to take per sec
fall_speed = 0.2, -- amount of vel to fall down per sec
speedup_mult = 2, -- amount of speed to add based on look dir
max_speed = tonumber(minetest.settings:get("mcl_elytra_max_speed")) or 4.0, -- was 6 max amount to multiply against look direction when flying
pitch_penalty = 1.3, -- if pitching up, slow down at this rate as a multiplier
rocket_speed = tonumber(minetest.settings:get("mcl_elytra_rocket_speed")) or 3.5, --was 5.5
}
--minetest.log("action", "elytra_vars.max_speed: " .. dump(elytra_vars.max_speed))
--minetest.log("action", "elytra_vars.rocket_speed: " .. dump(elytra_vars.rocket_speed))
local time = 0
local look_pitch = 0
local function player_collision(player)
local pos = player:get_pos()
--local vel = player:get_velocity()
local x = 0
local z = 0
local width = .75
for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
local ent = object:get_luaentity()
if (object:is_player() or (ent and ent.is_mob and object ~= player)) then
local pos2 = object:get_pos()
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
local force = (width + 0.5) - vector.distance(
{x = pos.x, y = 0, z = pos.z},
{x = pos2.x, y = 0, z = pos2.z})
x = x + (vec.x * force)
z = z + (vec.z * force)
end
end
return {x,z}
end
local function walking_player(player, control)
if control.up or control.down or control.left or control.right then
return true
else
return false
end
end
-- converts yaw to degrees
local function degrees(rad)
return rad * 180.0 / math.pi
end
local function dir_to_pitch(dir)
--local dir2 = vector.normalize(dir)
local xz = math.abs(dir.x) + math.abs(dir.z)
return -math.atan2(-dir.y, xz)
end
local player_vel_yaws = {}
function limit_vel_yaw(player_vel_yaw, yaw)
if player_vel_yaw < 0 then
player_vel_yaw = player_vel_yaw + 360
end
if yaw < 0 then
yaw = yaw + 360
end
if math.abs(player_vel_yaw - yaw) > 40 then
local player_vel_yaw_nm, yaw_nm = player_vel_yaw, yaw
if player_vel_yaw > yaw then
player_vel_yaw_nm = player_vel_yaw - 360
else
yaw_nm = yaw - 360
end
if math.abs(player_vel_yaw_nm - yaw_nm) > 40 then
local diff = math.abs(player_vel_yaw - yaw)
if diff > 180 and diff < 185 or diff < 180 and diff > 175 then
player_vel_yaw = yaw
elseif diff < 180 then
if player_vel_yaw < yaw then
player_vel_yaw = yaw - 40
else
player_vel_yaw = yaw + 40
end
else
if player_vel_yaw < yaw then
player_vel_yaw = yaw + 40
else
player_vel_yaw = yaw - 40
end
end
end
end
if player_vel_yaw < 0 then
player_vel_yaw = player_vel_yaw + 360
elseif player_vel_yaw > 360 then
player_vel_yaw = player_vel_yaw - 360
end
return player_vel_yaw
end
local node_stand, node_stand_below, node_head, node_feet, node_head_top
local is_swimming
local set_bone_pos = mcl_util.set_bone_position
local set_properties = mcl_util.set_properties
local function get_overall_velocity(vector)
local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2)
return v
end
local function anglediff(a1, a2)
local a = a1 - a2
return math.abs((a + math.pi) % (math.pi*2) - math.pi)
end
local function clamp(num, min, max)
return math.min(max, math.max(num, min))
end
local player_props_elytra = {
collisionbox = { -0.35, 0, -0.35, 0.35, 0.8, 0.35 },
eye_height = 0.6,
nametag_color = { r = 225, b = 225, a = 225, g = 225 }
}
local player_props_riding = {
collisionbox = { -0.312, 0, -0.312, 0.312, 1.8, 0.312 },
eye_height = 1.6,
nametag_color = { r = 225, b = 225, a = 225, g = 225 }
}
local player_props_sneaking = {
collisionbox = { -0.312, 0, -0.312, 0.312, 1.8, 0.312 },
eye_height = 1.45,
nametag_color = { r = 225, b = 225, a = 0, g = 225 }
}
local player_props_swimming = {
collisionbox = { -0.312, 0, -0.312, 0.312, 0.8, 0.312 },
eye_height = 0.6,
nametag_color = { r = 225, b = 225, a = 225, g = 225 }
}
local player_props_normal = {
collisionbox = { -0.312, 0, -0.312, 0.312, 1.8, 0.312 },
eye_height = 1.6,
nametag_color = { r = 225, b = 225, a = 225, g = 225 }
}
minetest.register_globalstep(function(dtime)
time = time + dtime
for _,player in pairs(get_connected_players()) do
--[[
_ _ _
__ _ _ __ (_)_ __ ___ __ _| |_(_) ___ _ __ ___
/ _` | '_ \| | '_ ` _ \ / _` | __| |/ _ \| '_ \/ __|
| (_| | | | | | | | | | | (_| | |_| | (_) | | | \__ \
\__,_|_| |_|_|_| |_| |_|\__,_|\__|_|\___/|_| |_|___/
]]--
local control = player:get_player_control()
local name = player:get_player_name()
--local meta = player:get_meta()
local parent = player:get_attach()
local wielded = player:get_wielded_item()
local player_velocity = player:get_velocity() or player:get_player_velocity()
local wielded_def = wielded:get_definition()
local c_x, c_y = unpack(player_collision(player))
if player_velocity.x + player_velocity.y < .5 and c_x + c_y > 0 then
player:add_velocity({x = c_x, y = 0, z = c_y})
player_velocity = player:get_velocity() or player:get_player_velocity()
end
-- control head bone
local pitch = - degrees(player:get_look_vertical())
local yaw = degrees(player:get_look_horizontal())
local player_vel_yaw = degrees(dir_to_yaw(player_velocity))
if player_vel_yaw == 0 then
player_vel_yaw = player_vel_yaws[name] or yaw
end
player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
player_vel_yaws[name] = player_vel_yaw
local fly_pos = player:get_pos()
local fly_node = minetest.get_node({x = fly_pos.x, y = fly_pos.y - 0.1, z = fly_pos.z}).name
local elytra = mcl_playerplus.elytra[player]
if not elytra.active then
elytra.speed = 0
end
if not elytra.last_yaw then
elytra.last_yaw = player:get_look_horizontal()
end
local is_just_jumped = control.jump and not mcl_playerplus.is_pressing_jump[name] and not elytra.active
mcl_playerplus.is_pressing_jump[name] = control.jump
if is_just_jumped and not elytra.active then
local direction = player:get_look_dir()
elytra.speed = 1 - (direction.y/2 + 0.5)
end
local fly_node_walkable = minetest.registered_nodes[fly_node] and minetest.registered_nodes[fly_node].walkable
elytra.active = minetest.get_item_group(player:get_inventory():get_stack("armor", 3):get_name(), "elytra") ~= 0
and not parent
and (elytra.active or (is_just_jumped and player_velocity.y < -0))
and ((not fly_node_walkable) or fly_node == "ignore")
if elytra.active then
if is_just_jumped then -- move the player up when they start flying to give some clearance
player:set_pos(vector.offset(player:get_pos(), 0, 0.8, 0))
end
mcl_player.player_set_animation(player, "fly")
local direction = player:get_look_dir()
local player_vel = player:get_velocity()
local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
local direction_mult = clamp(-(direction.y+0.1), -1, 1)
if direction_mult < 0 then direction_mult = direction_mult * elytra_vars.pitch_penalty end
local speed_mult = elytra.speed
local block_below = minetest.get_node(vector.offset(fly_pos, 0, -0.9, 0)).name
local reg_node_below = minetest.registered_nodes[block_below]
if (reg_node_below and not reg_node_below.walkable) and (player_vel.y ~= 0) then
speed_mult = speed_mult + direction_mult * elytra_vars.speedup_mult * dtime
end
speed_mult = speed_mult - elytra_vars.slowdown_mult * clamp(dtime, 0.09, 0.2) -- slow down but don't overdo it
speed_mult = clamp(speed_mult, -elytra_vars.max_speed, elytra_vars.max_speed)
if turn_amount > 0.3 and math.abs(direction.y) < 0.98 then -- don't do this if looking straight up / down
speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*8)))
end
playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", elytra_vars.fall_speed)
if elytra.rocketing > 0 then
elytra.rocketing = elytra.rocketing - dtime
if vector.length(player_velocity) < 40 then
-- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
speed_mult = elytra_vars.rocket_speed
if mcl_util.check_dtime_timer(name, dtime, "ely_rocket_particle_spawn", 0.3) then
add_particle({
pos = fly_pos,
velocity = vector.zero(),
acceleration = vector.zero(),
expirationtime = math.random(0.3, 0.5),
size = math.random(1, 2),
collisiondetection = false,
vertical = false,
texture = "mcl_particles_bonemeal.png^[colorize:#bc7a57:127",
glow = 5,
})
end
end
end
elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
local new_vel = vector.multiply(direction, speed_mult * dtime * 30) -- use the look dir and speed as a mult
-- new_vel.y = new_vel.y - elytra_vars.fall_speed * dtime -- make the player fall a set amount
-- slow the player down so less spongy movement by applying some of the inverse velocity
-- NOTE: do not set this higher than about 0.2 or the game will get the wrong vel and it will be broken
-- this is far from ideal, but there's no good way to set_velocity or slow down the player
player_vel = vector.multiply(player_vel, -0.1)
-- if speed_mult < 1 then player_vel.y = player_vel.y * 0.1 end
new_vel = vector.add(new_vel, player_vel)
player:add_velocity(new_vel)
else -- reset things when you stop flying with elytra
elytra.rocketing = 0
playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
end
if wielded_def and wielded_def._mcl_toollike_wield then
set_bone_pos(player, "Wield_Item", vector.new(0, 4.7, 3.1), vector.new(-90, 225, 90))
elseif string.find(wielded:get_name(), "mcl_bows:bow") then
set_bone_pos(player, "Wield_Item", vector.new(1, 4, 0), vector.new(90, 130, 115))
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
set_bone_pos(player, "Wield_Item", vector.new(0, 5.2, 1.2), vector.new(0, 180, 73))
elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
set_bone_pos(player, "Wield_Item", vector.new(0, 5.2, 1.2), vector.new(0, 180, 45))
elseif wielded_def.inventory_image == "" then
set_bone_pos(player,"Wield_Item", vector.new(0, 6, 2), vector.new(180, -45, 0))
else
set_bone_pos(player, "Wield_Item", vector.new(0, 5.3, 2), vector.new(90, 0, 0))
end
-- controls right and left arms pitch when shooting a bow or blocking
if mcl_shields.is_blocking(player) == 2 then
set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.new(20, -20, 0))
elseif mcl_shields.is_blocking(player) == 1 then
set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.new(20, 20, 0))
elseif string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then
local right_arm_rot = vector.new(pitch + 90, -30, pitch * -1 * .35)
local left_arm_rot = vector.new(pitch + 90, 43, pitch * .35)
set_bone_pos(player, "Arm_Right_Pitch_Control", nil, right_arm_rot)
set_bone_pos(player, "Arm_Left_Pitch_Control", nil, left_arm_rot)
-- controls right and left arms pitch when holing a loaded crossbow
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
local right_arm_rot = vector.new(pitch + 90, -30, pitch * -1 * .35)
local left_arm_rot = vector.new(pitch + 90, 43, pitch * .35)
set_bone_pos(player, "Arm_Right_Pitch_Control", nil, right_arm_rot)
set_bone_pos(player, "Arm_Left_Pitch_Control", nil, left_arm_rot)
-- controls right and left arms pitch when loading a crossbow
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_") then
set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.new(45, -20, 25))
set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.new(55, 20, -45))
-- when punching
elseif control.LMB and not parent then
set_bone_pos(player,"Arm_Right_Pitch_Control", nil, vector.new(pitch, 0, 0))
set_bone_pos(player,"Arm_Left_Pitch_Control", nil, vector.zero())
-- when holding an item.
elseif wielded:get_name() ~= "" then
set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.new(20, 0, 0))
set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.zero())
-- resets arms pitch
else
set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.zero())
set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.zero())
end
if elytra.active then
-- set head pitch and yaw when flying
local head_rot = vector.new(pitch - degrees(dir_to_pitch(player_velocity)) + 50, player_vel_yaw - yaw, 0)
set_bone_pos(player,"Head_Control", nil, head_rot)
-- sets eye height, and nametag color accordingly
set_properties(player, player_props_elytra)
-- control body bone when flying
local body_rot = vector.new((75 - degrees(dir_to_pitch(player_velocity))), -player_vel_yaw + yaw, 0)
set_bone_pos(player, "Body_Control", nil, body_rot)
elseif parent then
set_properties(player, player_props_riding)
local parent_yaw = degrees(parent:get_yaw())
local head_rot = vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0)
set_bone_pos(player, "Head_Control", nil, head_rot)
set_bone_pos(player,"Body_Control", nil, vector.zero())
elseif control.sneak then
-- controls head pitch when sneaking
local head_rot = vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw)
set_bone_pos(player, "Head_Control", nil, head_rot)
-- sets eye height, and nametag color accordingly
set_properties(player, player_props_sneaking)
-- sneaking body conrols
set_bone_pos(player, "Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
-- set head pitch and yaw when swimming
is_swimming = true
local head_rot = vector.new(pitch - degrees(dir_to_pitch(player_velocity)) + 20, player_vel_yaw - yaw, 0)
set_bone_pos(player, "Head_Control", nil, head_rot)
-- sets eye height, and nametag color accordingly
set_properties(player, player_props_swimming)
-- control body bone when swimming
local body_rot = vector.new((75 + degrees(dir_to_pitch(player_velocity))), player_vel_yaw - yaw, 180)
set_bone_pos(player,"Body_Control", nil, body_rot)
elseif get_item_group(mcl_playerinfo[name].node_head, "solid") == 0
and get_item_group(mcl_playerinfo[name].node_head_top, "solid") == 0 then
-- sets eye height, and nametag color accordingly
is_swimming = false
set_properties(player, player_props_normal)
set_bone_pos(player,"Head_Control", nil, vector.new(pitch, player_vel_yaw - yaw, 0))
set_bone_pos(player,"Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
end
local underwater
if get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and underwater ~= true then
mcl_weather.skycolor.update_sky_color()
local underwater = true
elseif get_item_group(mcl_playerinfo[name].node_head, "water") == 0 and underwater == true then
mcl_weather.skycolor.update_sky_color()
local underwater = false
end
elytra.last_yaw = player:get_look_horizontal()
-- 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.
if mcl_playerplus_internal[name].jump_cooldown > 0 then
mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
end
if 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
node_head_top = mcl_playerinfo[name].node_head_top
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]
or not minetest.registered_nodes[node_head_top]) 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 get_item_group(node_feet, "liquid") == 0 and
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 get_item_group(node_stand, "disable_jump") == 0
and get_item_group(node_stand_below, "disable_jump") == 0 then
-- Cause exhaustion for jumping
if is_sprinting(name) then
exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
else
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(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
local node_head_top = mcl_playerinfo[name].node_head_top
if not node_stand or not node_stand_below or not node_head or not node_feet or not node_head_top then
return
end
-- 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
elseif get_item_group(node_feet, "liquid") ~= 0 and mcl_enchanting.get_enchantment(player:get_inventory():get_stack("armor", 5), "depth_strider") then
local boots = player:get_inventory():get_stack("armor", 5)
local depth_strider = mcl_enchanting.get_enchantment(boots, "depth_strider")
if depth_strider > 0 then
playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", (depth_strider / 3) + 0.75)
end
else
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)
-- if swimming, check the feet node instead, because the head node will be above the player when swimming
local ndef = minetest.registered_nodes[node_head]
if is_swimming then
ndef = minetest.registered_nodes[node_feet]
end
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 check_player_privs(name, {noclip = true})) then
if player:get_hp() > 0 then
mcl_util.deal_damage(player, 1, {type = "in_wall"})
end
end
-- Am I near a cactus?
local near = find_node_near(pos, 1, "mcl_core:cactus")
if not near then
near = 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_util.deal_damage(player, 1, {type = "cactus"})
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 not player:get_attach() and (get_item_group(node_feet, "liquid") ~= 0 or
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)
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 get_item_group(node_head, "water") ~= 0 then
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" or minetest.get_item_group(wi, "light_block") ~= 0 then
local pos = vector.round(player:get_pos())
local r = 8
local vm = 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 = get_name_from_content_id(data[vi])
local light_block_group = minetest.get_item_group(nodename, "light_block")
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"
elseif light_block_group ~= 0 then
tex = "mcl_core_light_" .. (light_block_group - 1) .. ".png"
end
if tex then
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
}
mcl_playerplus.elytra[player] = {active = false, rocketing = 0, speed = 0}
-- Minetest bug: get_bone_position() returns all zeros vectors.
-- Workaround: call set_bone_position() one time first.
player:set_bone_position("Head_Control", vector.new(0, 6.75, 0))
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3, 5.785, 0))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3, 5.785, 0))
player:set_bone_position("Body_Control", vector.new(0, 6.75, 0))
end)
-- clear when player leaves
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
mcl_playerplus_internal[name] = nil
mcl_playerplus.elytra[player] = nil
end)
-- Don't change HP if the player falls in the water or through End Portal:
mcl_damage.register_modifier(function(obj, damage, reason)
if reason.type == "fall" then
local pos = obj:get_pos()
local node = minetest.get_node(pos)
local velocity = obj:get_velocity() or obj:get_player_velocity() or {x=0,y=-10,z=0}
local v_axis_max = math.max(math.abs(velocity.x), math.abs(velocity.y), math.abs(velocity.z))
local step = {x = velocity.x / v_axis_max, y = velocity.y / v_axis_max, z = velocity.z / v_axis_max}
for i = 1, math.ceil(v_axis_max/5)+1 do -- trace at least 1/5 of the way per second
if not node or node.name == "ignore" then
minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos)
end
if node then
local def = minetest.registered_nodes[node.name]
if not def or def.walkable then
return
end
if minetest.get_item_group(node.name, "water") ~= 0 then
return 0
end
if node.name == "mcl_portals:portal_end" then
if mcl_portals and mcl_portals.end_teleport then
mcl_portals.end_teleport(obj)
end
return 0
end
if node.name == "mcl_core:cobweb" then
return 0
end
if node.name == "mcl_core:vine" then
return 0
end
end
pos = vector.add(pos, step)
node = minetest.get_node(pos)
end
end
end, -200)
minetest.register_on_respawnplayer(function(player)
local pos = player:get_pos()
minetest.add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, 0),
maxpos = vector.add(pos, 0),
minvel = vector.new(-5,-5,-5),
maxvel = vector.new(5,5,5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
}, true)
end)