MineClone2/mods/PLAYER/mcl_sprint/init.lua
2022-07-24 23:38:24 +02:00

230 lines
6.9 KiB
Lua

--[[
Sprint mod for Minetest by GunshipPenguin
To the extent possible under law, the author(s)
have dedicated all copyright and related and neighboring rights
to this software to the public domain worldwide. This software is
distributed without any warranty.
]]
local math = math
local vector = vector
local pairs = pairs
local get_node = minetest.get_node
local get_gametime = minetest.get_gametime
local add_particlespawner = minetest.add_particlespawner
local get_player_by_name = minetest.get_player_by_name
local registered_nodes = minetest.registered_nodes
local get_hunger = mcl_hunger.get_hunger
local exhaust = mcl_hunger.exhaust
--Configuration variables, these are all explained in README.md
mcl_sprint = {}
mcl_sprint.SPEED = 1.3
local players = {}
-- Returns true if the player with the given name is sprinting, false if not.
-- Returns nil if player does not exist.
function mcl_sprint.is_sprinting(playername)
if players[playername] then
return players[playername].sprinting
else
return nil
end
end
minetest.register_on_joinplayer(function(player)
local playerName = player:get_player_name()
players[playerName] = {
sprinting = false,
timeOut = 0,
shouldSprint = false,
clientSprint = false,
lastPos = player:get_pos(),
sprintDistance = 0,
fov = 1.0,
channel = minetest.mod_channel_join("mcl_sprint:" .. playerName),
}
end)
minetest.register_on_leaveplayer(function(player)
local playerName = player:get_player_name()
players[playerName] = nil
end)
local function cancelClientSprinting(name)
players[name].channel:send_all("")
players[name].clientSprint = false
end
local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
if not sprinting and not mcl_sprint.is_sprinting(playerName) then return end
local player = minetest.get_player_by_name(playerName)
local controls = player:get_player_control()
if players[playerName] then
players[playerName].sprinting = sprinting
local fov_old = players[playerName].fov
local fov_new = fov_old
local fade_time = .15
if sprinting == true
or controls.RMB
and string.find(player:get_wielded_item():get_name(), "mcl_bows:bow")
and player:get_wielded_item():get_name() ~= "mcl_bows:bow" then
if sprinting == true then
fov_new = math.min(players[playerName].fov + 0.05, 1.2)
else
fov_new = .7
players[playerName].fade_time = .3
end
if sprinting == true then
playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
end
elseif sprinting == false
and player:get_wielded_item():get_name() ~= "mcl_bows:bow_0"
and player:get_wielded_item():get_name() ~= "mcl_bows:bow_1"
and player:get_wielded_item():get_name() ~= "mcl_bows:bow_2" then
fov_new = math.max(players[playerName].fov - 0.05, 1.0)
if sprinting == false then
playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
end
end
if fov_new ~= fov_old then
players[playerName].fov = fov_new
player:set_fov(fov_new, true, fade_time)
end
return true
end
return false
end
-- Given the param2 and paramtype2 of a node, returns the tile that is facing upwards
local function get_top_node_tile(param2, paramtype2)
if paramtype2 == "colorwallmounted" then
paramtype2 = "wallmounted"
param2 = param2 % 8
elseif paramtype2 == "colorfacedir" then
paramtype2 = "facedir"
param2 = param2 % 32
end
if paramtype2 == "wallmounted" then
if param2 == 0 then
return 2
elseif param2 == 1 then
return 1
else
return 5
end
elseif paramtype2 == "facedir" then
if param2 >= 0 and param2 <= 3 then
return 1
elseif param2 == 4 or param2 == 10 or param2 == 13 or param2 == 19 then
return 6
elseif param2 == 5 or param2 == 11 or param2 == 14 or param2 == 16 then
return 3
elseif param2 == 6 or param2 == 8 or param2 == 15 or param2 == 17 then
return 5
elseif param2 == 7 or param2 == 9 or param2 == 12 or param2 == 18 then
return 4
elseif param2 >= 20 and param2 <= 23 then
return 2
else
return 1
end
else
return 1
end
end
minetest.register_on_modchannel_message(function(channel_name, sender, message)
if channel_name == "mcl_sprint:" .. sender then
players[sender].clientSprint = minetest.is_yes(message)
end
end)
minetest.register_on_respawnplayer(function(player)
cancelClientSprinting(player:get_player_name())
end)
minetest.register_globalstep(function(dtime)
--Get the gametime
local gameTime = get_gametime()
--Loop through all connected players
for playerName, playerInfo in pairs(players) do
local player = get_player_by_name(playerName)
if player then
local ctrl = player:get_player_control()
--Check if the player should be sprinting
if players[playerName]["clientSprint"] or ctrl.aux1 and ctrl.up and not ctrl.sneak then
players[playerName]["shouldSprint"] = true
else
players[playerName]["shouldSprint"] = false
end
local playerPos = player:get_pos()
--If the player is sprinting, create particles behind and cause exhaustion
if playerInfo["sprinting"] == true and not player:get_attach() and gameTime % 0.1 == 0 then
-- Exhaust player for sprinting
local lastPos = players[playerName].lastPos
local dist = vector.distance({x=lastPos.x, y=0, z=lastPos.z}, {x=playerPos.x, y=0, z=playerPos.z})
players[playerName].sprintDistance = players[playerName].sprintDistance + dist
if players[playerName].sprintDistance >= 1 then
local superficial = math.floor(players[playerName].sprintDistance)
exhaust(playerName, mcl_hunger.EXHAUST_SPRINT * superficial)
players[playerName].sprintDistance = players[playerName].sprintDistance - superficial
end
-- Sprint node particles
local playerNode = get_node({x=playerPos["x"], y=playerPos["y"]-1, z=playerPos["z"]})
local def = registered_nodes[playerNode.name]
if def and def.walkable then
add_particlespawner({
amount = math.random(1, 2),
time = 1,
minpos = {x=-0.5, y=0.1, z=-0.5},
maxpos = {x=0.5, y=0.1, z=0.5},
minvel = {x=0, y=5, z=0},
maxvel = {x=0, y=5, z=0},
minacc = {x=0, y=-13, z=0},
maxacc = {x=0, y=-13, z=0},
minexptime = 0.1,
maxexptime = 1,
minsize = 0.5,
maxsize = 1.5,
collisiondetection = true,
attached = player,
vertical = false,
node = playerNode,
node_tile = get_top_node_tile(playerNode.param2, def.paramtype2),
})
end
end
--Adjust player states
players[playerName].lastPos = playerPos
if players[playerName]["shouldSprint"] == true then --Stopped
local sprinting
-- Prevent sprinting if hungry or sleeping
if (mcl_hunger.active and get_hunger(player) <= 6)
or (player:get_meta():get_string("mcl_beds:sleeping") == "true") then
sprinting = false
cancelClientSprinting(playerName)
else
sprinting = true
end
setSprinting(playerName, sprinting)
elseif players[playerName]["shouldSprint"] == false then
setSprinting(playerName, false)
end
end
end
end)