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synced 2024-11-29 14:23:48 +01:00
Rename mcl_playerphysics to playerphysics
parent
e0fe5b2c66
commit
b076bafaa7
@ -1,4 +1,4 @@
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mcl_playerphysics
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playerphysics
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mcl_sounds?
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mcl_worlds?
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mcl_wool?
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@ -110,8 +110,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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player:set_look_horizontal(math.random(1, 180) / 100)
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mcl_player.player_attached[name] = false
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mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping")
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mcl_playerphysics.remove_physics_factor(player, "jump", "mcl_beds:sleeping")
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playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping")
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playerphysics.remove_physics_factor(player, "jump", "mcl_beds:sleeping")
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player:set_attribute("mcl_beds:sleeping", "false")
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hud_flags.wielditem = true
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mcl_player.player_set_animation(player, "stand" , 30)
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@ -129,8 +129,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
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local dir = minetest.facedir_to_dir(param2)
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local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
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player:set_attribute("mcl_beds:sleeping", "true")
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mcl_playerphysics.add_physics_factor(player, "speed", "mcl_beds:sleeping", 0)
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mcl_playerphysics.add_physics_factor(player, "jump", "mcl_beds:sleeping", 0)
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playerphysics.add_physics_factor(player, "speed", "mcl_beds:sleeping", 0)
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playerphysics.add_physics_factor(player, "jump", "mcl_beds:sleeping", 0)
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player:setpos(p)
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mcl_player.player_attached[name] = true
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hud_flags.wielditem = false
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@ -127,8 +127,8 @@ end
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local reset_bow_state = function(player, also_reset_bows)
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bow_load[player:get_player_name()] = nil
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bow_index[player:get_player_name()] = nil
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if minetest.get_modpath("mcl_playerphysics") then
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mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_bow")
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if minetest.get_modpath("playerphysics") then
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playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_bow")
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end
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if also_reset_bows then
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reset_bows(player)
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@ -222,9 +222,9 @@ controls.register_on_hold(function(player, key, time)
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if bow_load[name] == nil and wielditem:get_name()=="mcl_bows:bow" and (minetest.settings:get_bool("creative_mode") or inv:contains_item("main", "mcl_bows:arrow")) then
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wielditem:set_name("mcl_bows:bow_0")
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player:set_wielded_item(wielditem)
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if minetest.get_modpath("mcl_playerphysics") then
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if minetest.get_modpath("playerphysics") then
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-- Slow player down when using bow
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mcl_playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_bow", PLAYER_USE_BOW_SPEED)
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playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_bow", PLAYER_USE_BOW_SPEED)
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end
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bow_load[name] = minetest.get_us_time()
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bow_index[name] = player:get_wield_index()
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@ -4,7 +4,7 @@ mcl_achievements?
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mcl_hunger?
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mcl_core?
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mcl_mobitems?
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mcl_playerphysics?
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playerphysics?
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doc?
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doc_identifier?
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mesecons_button?
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@ -1 +0,0 @@
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name=mcl_playerphysics
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@ -3,7 +3,7 @@ mcl_core
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mcl_particles
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mcl_hunger
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mcl_death_messages
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mcl_playerphysics
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playerphysics
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mcl_playerinfo
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3d_armor?
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mcl_weather
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@ -96,13 +96,13 @@ minetest.register_globalstep(function(dtime)
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-- TODO: Also slow down mobs
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-- Slow down even more when soul sand is above certain block
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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
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mcl_playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.1)
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else
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mcl_playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:surface", 0.4)
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end
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else
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-- Reset speed decrease
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mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
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playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:surface")
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end
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-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
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@ -1,3 +1,3 @@
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mcl_playerinfo
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mcl_playerphysics
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playerphysics
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mcl_hunger
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@ -45,9 +45,9 @@ local function setSprinting(playerName, sprinting) --Sets the state of a player
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if players[playerName] then
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players[playerName]["sprinting"] = sprinting
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if sprinting == true then
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mcl_playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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elseif sprinting == false then
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mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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end
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return true
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end
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@ -13,7 +13,7 @@ There is only one precondition to using this mod, but it is important:
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Mods *MUST NOT* call `set_physics_override` directly! Instead, to modify player physics, use this API.
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## Functions
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### `mcl_playerphysics.add_physics_factor(player, physic, id, value)`
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### `playerphysics.add_physics_factor(player, physic, id, value)`
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Adds a factor for a player physic and updates the player physics immeiately.
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#### Parameters
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@ -22,7 +22,7 @@ Adds a factor for a player physic and updates the player physics immeiately.
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* `id`: Unique identifier for this factor. Identifiers are stored on a per-player per-physics type basis
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* `value`: The factor to add to the list of products
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### `mcl_playerphysics.remove_physics_factor(player, physic, id)`
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### `playerphysics.remove_physics_factor(player, physic, id)`
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Removes the physics factor of the given ID and updates the player's physics.
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#### Parameters
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@ -37,17 +37,17 @@ Here's what it could look like:
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Potions mod:
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```
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mcl_playerphysics.add_physics_factor(player, "speed", "run_potion", 2)
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playerphysics.add_physics_factor(player, "speed", "run_potion", 2)
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```
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Exhaustion mod:
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```
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mcl_playerphysics.add_physics_factor(player, "jump", "exhausted", 0.75)
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playerphysics.add_physics_factor(player, "jump", "exhausted", 0.75)
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```
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Electrocution mod:
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```
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mcl_playerphysics.add_physics_factor(player, "jump", "shocked", 0.9)
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playerphysics.add_physics_factor(player, "jump", "shocked", 0.9)
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```
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When the 3 mods have done their change, the real player speed is simply the product of all factors, that is:
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@ -62,7 +62,7 @@ Let's take the example above.
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Now if the Electrocution mod is done with shocking the player, it just needs to call:
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```
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mcl_playerphysics.remove_physics_factor(player, "jump", "shocked")
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playerphysics.remove_physics_factor(player, "jump", "shocked")
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```
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The effect is now gone, so the new player speed will be:
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@ -73,8 +73,8 @@ The effect is now gone, so the new player speed will be:
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To simulate sleeping by preventing all player movement, this can be done with this easy trick:
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```
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mcl_playerphysics.add_physics_factor(player, "speed", "sleeping", 0)
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mcl_playerphysics.add_physics_factor(player, "jump", "sleeping", 0)
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playerphysics.add_physics_factor(player, "speed", "sleeping", 0)
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playerphysics.add_physics_factor(player, "jump", "sleeping", 0)
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```
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This works regardless of the other factors because mathematics tell us that the factor 0 forces the product to be 0.
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@ -1,7 +1,7 @@
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mcl_playerphysics = {}
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playerphysics = {}
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local function calculate_physic_product(player, physic)
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local a = minetest.deserialize(player:get_attribute("mcl_playerphysics:physics"))
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local a = minetest.deserialize(player:get_attribute("playerphysics:physics"))
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local product = 1
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if a == nil or a[physic] == nil then
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return product
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@ -15,8 +15,8 @@ local function calculate_physic_product(player, physic)
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return product
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end
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function mcl_playerphysics.add_physics_factor(player, physic, id, value)
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local a = minetest.deserialize(player:get_attribute("mcl_playerphysics:physics"))
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function playerphysics.add_physics_factor(player, physic, id, value)
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local a = minetest.deserialize(player:get_attribute("playerphysics:physics"))
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if a == nil then
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a = { [physic] = { [id] = value } }
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elseif a[physic] == nil then
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@ -24,20 +24,20 @@ function mcl_playerphysics.add_physics_factor(player, physic, id, value)
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else
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a[physic][id] = value
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end
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player:set_attribute("mcl_playerphysics:physics", minetest.serialize(a))
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player:set_attribute("playerphysics:physics", minetest.serialize(a))
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local raw_value = calculate_physic_product(player, physic)
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player:set_physics_override({[physic] = raw_value})
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end
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function mcl_playerphysics.remove_physics_factor(player, physic, id)
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local a = minetest.deserialize(player:get_attribute("mcl_playerphysics:physics"))
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function playerphysics.remove_physics_factor(player, physic, id)
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local a = minetest.deserialize(player:get_attribute("playerphysics:physics"))
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if a == nil or a[physic] == nil then
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-- Nothing to remove
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return
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else
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a[physic][id] = nil
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end
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player:set_attribute("mcl_playerphysics:physics", minetest.serialize(a))
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player:set_attribute("playerphysics:physics", minetest.serialize(a))
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local raw_value = calculate_physic_product(player, physic)
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player:set_physics_override({[physic] = raw_value})
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end
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1
mods/PLAYER/playerphysics/mod.conf
Normal file
1
mods/PLAYER/playerphysics/mod.conf
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@ -0,0 +1 @@
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name = playerphysics
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