mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-28 13:53:45 +01:00
a66be39d9b
This is the same as in Minecraft. The previous value of 1.5 can feel very strange for those coming from that game.
748 lines
27 KiB
Lua
748 lines
27 KiB
Lua
mcl_playerplus = {
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elytra = {},
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is_pressing_jump = {},
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}
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local get_connected_players = minetest.get_connected_players
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local dir_to_yaw = minetest.dir_to_yaw
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local get_item_group = minetest.get_item_group
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local check_player_privs = minetest.check_player_privs
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local find_node_near = minetest.find_node_near
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local get_name_from_content_id = minetest.get_name_from_content_id
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local get_voxel_manip = minetest.get_voxel_manip
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local add_particle = minetest.add_particle
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local add_particlespawner = minetest.add_particlespawner
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local is_sprinting = mcl_sprint.is_sprinting
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local exhaust = mcl_hunger.exhaust
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local playerphysics = playerphysics
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local vector = vector
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local math = math
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-- Internal player state
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local mcl_playerplus_internal = {}
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-- Could occassionally hit about 4.6 but servers and high power machines struggle to keep up with this.
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-- Until mapgen can keep up, it's best to limit for server performance etc.
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local elytra_vars = {
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slowdown_mult = 0.0, -- amount of vel to take per sec
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fall_speed = 0.2, -- amount of vel to fall down per sec
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speedup_mult = 2, -- amount of speed to add based on look dir
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max_speed = tonumber(minetest.settings:get("mcl_elytra_max_speed")) or 4.0, -- was 6 max amount to multiply against look direction when flying
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pitch_penalty = 1.3, -- if pitching up, slow down at this rate as a multiplier
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rocket_speed = tonumber(minetest.settings:get("mcl_elytra_rocket_speed")) or 3.5, --was 5.5
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}
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--minetest.log("action", "elytra_vars.max_speed: " .. dump(elytra_vars.max_speed))
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--minetest.log("action", "elytra_vars.rocket_speed: " .. dump(elytra_vars.rocket_speed))
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local time = 0
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local look_pitch = 0
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local function player_collision(player)
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local pos = player:get_pos()
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--local vel = player:get_velocity()
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local x = 0
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local z = 0
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local width = .75
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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local ent = object:get_luaentity()
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if (object:is_player() or (ent and ent.is_mob and object ~= player)) then
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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local force = (width + 0.5) - vector.distance(
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{x = pos.x, y = 0, z = pos.z},
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{x = pos2.x, y = 0, z = pos2.z})
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x = x + (vec.x * force)
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z = z + (vec.z * force)
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end
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end
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return {x,z}
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end
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local function walking_player(player, control)
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if control.up or control.down or control.left or control.right 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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-- converts yaw to degrees
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local function degrees(rad)
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return rad * 180.0 / math.pi
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end
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local function dir_to_pitch(dir)
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--local dir2 = vector.normalize(dir)
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local xz = math.abs(dir.x) + math.abs(dir.z)
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return -math.atan2(-dir.y, xz)
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end
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local player_vel_yaws = {}
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function limit_vel_yaw(player_vel_yaw, yaw)
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if player_vel_yaw < 0 then
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player_vel_yaw = player_vel_yaw + 360
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end
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if yaw < 0 then
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yaw = yaw + 360
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end
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if math.abs(player_vel_yaw - yaw) > 40 then
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local player_vel_yaw_nm, yaw_nm = player_vel_yaw, yaw
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if player_vel_yaw > yaw then
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player_vel_yaw_nm = player_vel_yaw - 360
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else
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yaw_nm = yaw - 360
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end
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if math.abs(player_vel_yaw_nm - yaw_nm) > 40 then
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local diff = math.abs(player_vel_yaw - yaw)
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if diff > 180 and diff < 185 or diff < 180 and diff > 175 then
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player_vel_yaw = yaw
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elseif diff < 180 then
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if player_vel_yaw < yaw then
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player_vel_yaw = yaw - 40
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else
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player_vel_yaw = yaw + 40
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end
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else
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if player_vel_yaw < yaw then
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player_vel_yaw = yaw + 40
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else
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player_vel_yaw = yaw - 40
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end
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end
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end
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end
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if player_vel_yaw < 0 then
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player_vel_yaw = player_vel_yaw + 360
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elseif player_vel_yaw > 360 then
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player_vel_yaw = player_vel_yaw - 360
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end
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return player_vel_yaw
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end
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local node_stand, node_stand_below, node_head, node_feet, node_head_top
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local is_swimming
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local set_bone_pos = mcl_util.set_bone_position
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local set_properties = mcl_util.set_properties
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local function get_overall_velocity(vector)
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local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2)
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return v
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end
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local function anglediff(a1, a2)
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local a = a1 - a2
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return math.abs((a + math.pi) % (math.pi*2) - math.pi)
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end
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local function clamp(num, min, max)
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return math.min(max, math.max(num, min))
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end
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local player_props_elytra = {
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collisionbox = { -0.35, 0, -0.35, 0.35, 0.8, 0.35 },
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eye_height = 0.6,
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nametag_color = { r = 225, b = 225, a = 225, g = 225 }
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}
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local player_props_riding = {
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collisionbox = { -0.312, 0, -0.312, 0.312, 1.8, 0.312 },
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eye_height = 1.6,
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nametag_color = { r = 225, b = 225, a = 225, g = 225 }
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}
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local player_props_sneaking = {
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collisionbox = { -0.312, 0, -0.312, 0.312, 1.8, 0.312 },
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eye_height = 1.45,
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nametag_color = { r = 225, b = 225, a = 0, g = 225 }
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}
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local player_props_swimming = {
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collisionbox = { -0.312, 0, -0.312, 0.312, 0.8, 0.312 },
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eye_height = 0.6,
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nametag_color = { r = 225, b = 225, a = 225, g = 225 }
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}
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local player_props_normal = {
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collisionbox = { -0.312, 0, -0.312, 0.312, 1.8, 0.312 },
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eye_height = 1.6,
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nametag_color = { r = 225, b = 225, a = 225, g = 225 }
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}
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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for _,player in pairs(get_connected_players()) do
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--[[
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_ _ _
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__ _ _ __ (_)_ __ ___ __ _| |_(_) ___ _ __ ___
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/ _` | '_ \| | '_ ` _ \ / _` | __| |/ _ \| '_ \/ __|
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| (_| | | | | | | | | | | (_| | |_| | (_) | | | \__ \
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\__,_|_| |_|_|_| |_| |_|\__,_|\__|_|\___/|_| |_|___/
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]]--
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local control = player:get_player_control()
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local name = player:get_player_name()
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--local meta = player:get_meta()
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local parent = player:get_attach()
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local wielded = player:get_wielded_item()
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local player_velocity = player:get_velocity() or player:get_player_velocity()
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local wielded_def = wielded:get_definition()
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local c_x, c_y = unpack(player_collision(player))
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if player_velocity.x + player_velocity.y < .5 and c_x + c_y > 0 then
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player:add_velocity({x = c_x, y = 0, z = c_y})
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player_velocity = player:get_velocity() or player:get_player_velocity()
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end
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-- control head bone
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local pitch = - degrees(player:get_look_vertical())
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local yaw = degrees(player:get_look_horizontal())
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local player_vel_yaw = degrees(dir_to_yaw(player_velocity))
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if player_vel_yaw == 0 then
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player_vel_yaw = player_vel_yaws[name] or yaw
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end
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player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
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player_vel_yaws[name] = player_vel_yaw
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local fly_pos = player:get_pos()
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local fly_node = minetest.get_node({x = fly_pos.x, y = fly_pos.y - 0.1, z = fly_pos.z}).name
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local elytra = mcl_playerplus.elytra[player]
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if not elytra.active then
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elytra.speed = 0
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end
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if not elytra.last_yaw then
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elytra.last_yaw = player:get_look_horizontal()
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end
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local is_just_jumped = control.jump and not mcl_playerplus.is_pressing_jump[name] and not elytra.active
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mcl_playerplus.is_pressing_jump[name] = control.jump
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if is_just_jumped and not elytra.active then
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local direction = player:get_look_dir()
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elytra.speed = 1 - (direction.y/2 + 0.5)
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end
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local fly_node_walkable = minetest.registered_nodes[fly_node] and minetest.registered_nodes[fly_node].walkable
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elytra.active = minetest.get_item_group(player:get_inventory():get_stack("armor", 3):get_name(), "elytra") ~= 0
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and not parent
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and (elytra.active or (is_just_jumped and player_velocity.y < -0))
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and ((not fly_node_walkable) or fly_node == "ignore")
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if elytra.active then
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if is_just_jumped then -- move the player up when they start flying to give some clearance
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player:set_pos(vector.offset(player:get_pos(), 0, 0.8, 0))
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end
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mcl_player.player_set_animation(player, "fly")
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local direction = player:get_look_dir()
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local player_vel = player:get_velocity()
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local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
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local direction_mult = clamp(-(direction.y+0.1), -1, 1)
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if direction_mult < 0 then direction_mult = direction_mult * elytra_vars.pitch_penalty end
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local speed_mult = elytra.speed
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local block_below = minetest.get_node(vector.offset(fly_pos, 0, -0.9, 0)).name
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local reg_node_below = minetest.registered_nodes[block_below]
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if (reg_node_below and not reg_node_below.walkable) and (player_vel.y ~= 0) then
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speed_mult = speed_mult + direction_mult * elytra_vars.speedup_mult * dtime
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end
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speed_mult = speed_mult - elytra_vars.slowdown_mult * clamp(dtime, 0.09, 0.2) -- slow down but don't overdo it
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speed_mult = clamp(speed_mult, -elytra_vars.max_speed, elytra_vars.max_speed)
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if turn_amount > 0.3 and math.abs(direction.y) < 0.98 then -- don't do this if looking straight up / down
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speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*8)))
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end
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playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", elytra_vars.fall_speed)
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if elytra.rocketing > 0 then
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elytra.rocketing = elytra.rocketing - dtime
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if vector.length(player_velocity) < 40 then
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-- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
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speed_mult = elytra_vars.rocket_speed
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if mcl_util.check_dtime_timer(name, dtime, "ely_rocket_particle_spawn", 0.3) then
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add_particle({
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pos = fly_pos,
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velocity = vector.zero(),
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acceleration = vector.zero(),
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expirationtime = math.random(0.3, 0.5),
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size = math.random(1, 2),
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_bonemeal.png^[colorize:#bc7a57:127",
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glow = 5,
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})
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end
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end
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end
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elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
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local new_vel = vector.multiply(direction, speed_mult * dtime * 30) -- use the look dir and speed as a mult
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-- new_vel.y = new_vel.y - elytra_vars.fall_speed * dtime -- make the player fall a set amount
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-- slow the player down so less spongy movement by applying some of the inverse velocity
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-- NOTE: do not set this higher than about 0.2 or the game will get the wrong vel and it will be broken
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-- this is far from ideal, but there's no good way to set_velocity or slow down the player
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player_vel = vector.multiply(player_vel, -0.1)
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-- if speed_mult < 1 then player_vel.y = player_vel.y * 0.1 end
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new_vel = vector.add(new_vel, player_vel)
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player:add_velocity(new_vel)
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else -- reset things when you stop flying with elytra
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elytra.rocketing = 0
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playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
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end
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if wielded_def and wielded_def._mcl_toollike_wield then
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set_bone_pos(player, "Wield_Item", vector.new(0, 4.7, 3.1), vector.new(-90, 225, 90))
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elseif string.find(wielded:get_name(), "mcl_bows:bow") then
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set_bone_pos(player, "Wield_Item", vector.new(1, 4, 0), vector.new(90, 130, 115))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
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set_bone_pos(player, "Wield_Item", vector.new(0, 5.2, 1.2), vector.new(0, 180, 73))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
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set_bone_pos(player, "Wield_Item", vector.new(0, 5.2, 1.2), vector.new(0, 180, 45))
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elseif wielded_def.inventory_image == "" then
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set_bone_pos(player,"Wield_Item", vector.new(0, 6, 2), vector.new(180, -45, 0))
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else
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set_bone_pos(player, "Wield_Item", vector.new(0, 5.3, 2), vector.new(90, 0, 0))
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end
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-- controls right and left arms pitch when shooting a bow or blocking
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if mcl_shields.is_blocking(player) == 2 then
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.new(20, -20, 0))
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elseif mcl_shields.is_blocking(player) == 1 then
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.new(20, 20, 0))
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elseif string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then
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local right_arm_rot = vector.new(pitch + 90, -30, pitch * -1 * .35)
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local left_arm_rot = vector.new(pitch + 90, 43, pitch * .35)
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, right_arm_rot)
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, left_arm_rot)
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-- controls right and left arms pitch when holing a loaded crossbow
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
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local right_arm_rot = vector.new(pitch + 90, -30, pitch * -1 * .35)
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local left_arm_rot = vector.new(pitch + 90, 43, pitch * .35)
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, right_arm_rot)
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, left_arm_rot)
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-- controls right and left arms pitch when loading a crossbow
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_") then
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.new(45, -20, 25))
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.new(55, 20, -45))
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-- when punching
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elseif control.LMB and not parent then
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set_bone_pos(player,"Arm_Right_Pitch_Control", nil, vector.new(pitch, 0, 0))
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set_bone_pos(player,"Arm_Left_Pitch_Control", nil, vector.zero())
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-- when holding an item.
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elseif wielded:get_name() ~= "" then
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.new(20, 0, 0))
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.zero())
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-- resets arms pitch
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else
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set_bone_pos(player, "Arm_Left_Pitch_Control", nil, vector.zero())
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set_bone_pos(player, "Arm_Right_Pitch_Control", nil, vector.zero())
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end
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if elytra.active then
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-- set head pitch and yaw when flying
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local head_rot = vector.new(pitch - degrees(dir_to_pitch(player_velocity)) + 50, player_vel_yaw - yaw, 0)
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set_bone_pos(player,"Head_Control", nil, head_rot)
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-- sets eye height, and nametag color accordingly
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set_properties(player, player_props_elytra)
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-- control body bone when flying
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local body_rot = vector.new((75 - degrees(dir_to_pitch(player_velocity))), -player_vel_yaw + yaw, 0)
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set_bone_pos(player, "Body_Control", nil, body_rot)
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elseif parent then
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set_properties(player, player_props_riding)
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local parent_yaw = degrees(parent:get_yaw())
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local head_rot = vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0)
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set_bone_pos(player, "Head_Control", nil, head_rot)
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set_bone_pos(player,"Body_Control", nil, vector.zero())
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elseif control.sneak then
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-- controls head pitch when sneaking
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local head_rot = vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw)
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set_bone_pos(player, "Head_Control", nil, head_rot)
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-- sets eye height, and nametag color accordingly
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set_properties(player, player_props_sneaking)
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-- sneaking body conrols
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set_bone_pos(player, "Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
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-- set head pitch and yaw when swimming
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is_swimming = true
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local head_rot = vector.new(pitch - degrees(dir_to_pitch(player_velocity)) + 20, player_vel_yaw - yaw, 0)
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set_bone_pos(player, "Head_Control", nil, head_rot)
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-- sets eye height, and nametag color accordingly
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set_properties(player, player_props_swimming)
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-- control body bone when swimming
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local body_rot = vector.new((75 + degrees(dir_to_pitch(player_velocity))), player_vel_yaw - yaw, 180)
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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)
|