Readd basic_debug as a HUD flag (#12020)

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Lars Müller 2022-03-05 22:16:17 +01:00 committed by GitHub
parent 44fc888bd6
commit b9e886726c
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 55 additions and 60 deletions

@ -6772,17 +6772,18 @@ object you are working with still exists.
* `hud_get(id)`: gets the HUD element definition structure of the specified ID * `hud_get(id)`: gets the HUD element definition structure of the specified ID
* `hud_set_flags(flags)`: sets specified HUD flags of player. * `hud_set_flags(flags)`: sets specified HUD flags of player.
* `flags`: A table with the following fields set to boolean values * `flags`: A table with the following fields set to boolean values
* hotbar * `hotbar`
* healthbar * `healthbar`
* crosshair * `crosshair`
* wielditem * `wielditem`
* breathbar * `breathbar`
* minimap * `minimap`: Modifies the client's permission to view the minimap.
* minimap_radar The client may locally elect to not view the minimap.
* `minimap_radar`: is only usable when `minimap` is true
* `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
This includes map seed, player position, look direction, the pointed node and block bounds.
Does not affect players with the `debug` privilege.
* If a flag equals `nil`, the flag is not modified * If a flag equals `nil`, the flag is not modified
* `minimap`: Modifies the client's permission to view the minimap.
The client may locally elect to not view the minimap.
* `minimap_radar` is only usable when `minimap` is true
* `hud_get_flags()`: returns a table of player HUD flags with boolean values. * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
* See `hud_set_flags` for a list of flags that can be toggled. * See `hud_set_flags` for a list of flags that can be toggled.
* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar

@ -723,7 +723,7 @@ protected:
void processClientEvents(CameraOrientation *cam); void processClientEvents(CameraOrientation *cam);
void updateCamera(f32 dtime); void updateCamera(f32 dtime);
void updateSound(f32 dtime); void updateSound(f32 dtime);
void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug); void processPlayerInteraction(f32 dtime, bool show_hud);
/*! /*!
* Returns the object or node the player is pointing at. * Returns the object or node the player is pointing at.
* Also updates the selected thing in the Hud. * Also updates the selected thing in the Hud.
@ -1134,8 +1134,7 @@ void Game::run()
updateDebugState(); updateDebugState();
updateCamera(dtime); updateCamera(dtime);
updateSound(dtime); updateSound(dtime);
processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud, processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
m_game_ui->m_flags.show_basic_debug);
updateFrame(&graph, &stats, dtime, cam_view); updateFrame(&graph, &stats, dtime, cam_view);
updateProfilerGraphs(&graph); updateProfilerGraphs(&graph);
@ -1740,17 +1739,16 @@ void Game::processQueues()
void Game::updateDebugState() void Game::updateDebugState()
{ {
const bool has_basic_debug = true; LocalPlayer *player = client->getEnv().getLocalPlayer();
bool has_debug = client->checkPrivilege("debug"); bool has_debug = client->checkPrivilege("debug");
bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
if (m_game_ui->m_flags.show_basic_debug) { if (m_game_ui->m_flags.show_basic_debug) {
if (!has_basic_debug) { if (!has_basic_debug)
m_game_ui->m_flags.show_basic_debug = false; m_game_ui->m_flags.show_basic_debug = false;
}
} else if (m_game_ui->m_flags.show_minimal_debug) { } else if (m_game_ui->m_flags.show_minimal_debug) {
if (has_basic_debug) { if (has_basic_debug)
m_game_ui->m_flags.show_basic_debug = true; m_game_ui->m_flags.show_basic_debug = true;
}
} }
if (!has_basic_debug) if (!has_basic_debug)
hud->disableBlockBounds(); hud->disableBlockBounds();
@ -2211,27 +2209,27 @@ void Game::toggleCinematic()
void Game::toggleBlockBounds() void Game::toggleBlockBounds()
{ {
if (true /* basic_debug */) { LocalPlayer *player = client->getEnv().getLocalPlayer();
enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds(); if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
switch (newmode) { m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
case Hud::BLOCK_BOUNDS_OFF: return;
m_game_ui->showTranslatedStatusText("Block bounds hidden"); }
break; enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
case Hud::BLOCK_BOUNDS_CURRENT: switch (newmode) {
m_game_ui->showTranslatedStatusText("Block bounds shown for current block"); case Hud::BLOCK_BOUNDS_OFF:
break; m_game_ui->showTranslatedStatusText("Block bounds hidden");
case Hud::BLOCK_BOUNDS_NEAR: break;
m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks"); case Hud::BLOCK_BOUNDS_CURRENT:
break; m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
case Hud::BLOCK_BOUNDS_MAX: break;
m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks"); case Hud::BLOCK_BOUNDS_NEAR:
break; m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
default: break;
break; case Hud::BLOCK_BOUNDS_MAX:
} m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
break;
} else { default:
m_game_ui->showTranslatedStatusText("Can't show block bounds (need 'basic_debug' privilege)"); break;
} }
} }
@ -2298,6 +2296,9 @@ void Game::toggleFog()
void Game::toggleDebug() void Game::toggleDebug()
{ {
LocalPlayer *player = client->getEnv().getLocalPlayer();
bool has_debug = client->checkPrivilege("debug");
bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
// Initial: No debug info // Initial: No debug info
// 1x toggle: Debug text // 1x toggle: Debug text
// 2x toggle: Debug text with profiler graph // 2x toggle: Debug text with profiler graph
@ -2307,9 +2308,8 @@ void Game::toggleDebug()
// The debug text can be in 2 modes: minimal and basic. // The debug text can be in 2 modes: minimal and basic.
// * Minimal: Only technical client info that not gameplay-relevant // * Minimal: Only technical client info that not gameplay-relevant
// * Basic: Info that might give gameplay advantage, e.g. pos, angle // * Basic: Info that might give gameplay advantage, e.g. pos, angle
// Basic mode is always used. // Basic mode is used when player has the debug HUD flag set,
// otherwise the Minimal mode is used.
const bool has_basic_debug = true;
if (!m_game_ui->m_flags.show_minimal_debug) { if (!m_game_ui->m_flags.show_minimal_debug) {
m_game_ui->m_flags.show_minimal_debug = true; m_game_ui->m_flags.show_minimal_debug = true;
if (has_basic_debug) if (has_basic_debug)
@ -2333,7 +2333,7 @@ void Game::toggleDebug()
m_game_ui->m_flags.show_basic_debug = false; m_game_ui->m_flags.show_basic_debug = false;
m_game_ui->m_flags.show_profiler_graph = false; m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = false; draw_control->show_wireframe = false;
if (client->checkPrivilege("debug")) { if (has_debug) {
m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden"); m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
} else { } else {
m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden"); m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
@ -3039,7 +3039,7 @@ void Game::updateSound(f32 dtime)
} }
void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug) void Game::processPlayerInteraction(f32 dtime, bool show_hud)
{ {
LocalPlayer *player = client->getEnv().getLocalPlayer(); LocalPlayer *player = client->getEnv().getLocalPlayer();
@ -3157,7 +3157,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
handlePointingAtNode(pointed, selected_item, hand_item, dtime); handlePointingAtNode(pointed, selected_item, hand_item, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) { } else if (pointed.type == POINTEDTHING_OBJECT) {
v3f player_position = player->getPosition(); v3f player_position = player->getPosition();
handlePointingAtObject(pointed, tool_item, player_position, show_debug); handlePointingAtObject(pointed, tool_item, player_position,
client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG));
} else if (isKeyDown(KeyType::DIG)) { } else if (isKeyDown(KeyType::DIG)) {
// When button is held down in air, show continuous animation // When button is held down in air, show continuous animation
runData.punching = true; runData.punching = true;

@ -63,5 +63,6 @@ const struct EnumString es_HudBuiltinElement[] =
{HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"}, {HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"},
{HUD_FLAG_MINIMAP_VISIBLE, "minimap"}, {HUD_FLAG_MINIMAP_VISIBLE, "minimap"},
{HUD_FLAG_MINIMAP_RADAR_VISIBLE, "minimap_radar"}, {HUD_FLAG_MINIMAP_RADAR_VISIBLE, "minimap_radar"},
{HUD_FLAG_BASIC_DEBUG, "basic_debug"},
{0, NULL}, {0, NULL},
}; };

@ -47,6 +47,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4) #define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
#define HUD_FLAG_MINIMAP_VISIBLE (1 << 5) #define HUD_FLAG_MINIMAP_VISIBLE (1 << 5)
#define HUD_FLAG_MINIMAP_RADAR_VISIBLE (1 << 6) #define HUD_FLAG_MINIMAP_RADAR_VISIBLE (1 << 6)
#define HUD_FLAG_BASIC_DEBUG (1 << 7)
#define HUD_PARAM_HOTBAR_ITEMCOUNT 1 #define HUD_PARAM_HOTBAR_ITEMCOUNT 1
#define HUD_PARAM_HOTBAR_IMAGE 2 #define HUD_PARAM_HOTBAR_IMAGE 2

@ -71,7 +71,7 @@ Player::Player(const char *name, IItemDefManager *idef):
HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE | HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE | HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE | HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE |
HUD_FLAG_MINIMAP_RADAR_VISIBLE; HUD_FLAG_MINIMAP_RADAR_VISIBLE | HUD_FLAG_BASIC_DEBUG;
hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT; hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;

@ -1617,20 +1617,11 @@ int ObjectRef::l_hud_get_flags(lua_State *L)
return 0; return 0;
lua_newtable(L); lua_newtable(L);
lua_pushboolean(L, player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE); const EnumString *esp = es_HudBuiltinElement;
lua_setfield(L, -2, "hotbar"); for (int i = 0; esp[i].str; i++) {
lua_pushboolean(L, player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE); lua_pushboolean(L, (player->hud_flags & esp[i].num) != 0);
lua_setfield(L, -2, "healthbar"); lua_setfield(L, -2, esp[i].str);
lua_pushboolean(L, player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE); }
lua_setfield(L, -2, "crosshair");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE);
lua_setfield(L, -2, "wielditem");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE);
lua_setfield(L, -2, "breathbar");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
lua_setfield(L, -2, "minimap");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE);
lua_setfield(L, -2, "minimap_radar");
return 1; return 1;
} }