Add pipeworks.create_fake_player

Fix setter issue, add dynamic/static option

Add player height. Properties aren't adaptive yet
This commit is contained in:
SmallJoker 2018-07-05 14:13:59 +02:00
parent d19f4fc518
commit 8186f003be
3 changed files with 149 additions and 76 deletions

@ -157,3 +157,134 @@ function pipeworks.load_position(pos)
local vm = minetest.get_voxel_manip()
vm:read_from_map(pos, pos)
end
local function delay(...)
local args = {...}
return (function() return unpack(args) end)
end
local function get_set_wrap(name, is_dynamic)
return (function(self)
return self["_" .. name]
end), (function(self, value)
if is_dynamic then
self["_" .. name] = type(value) == "table"
and table.copy(value) or value
end
end)
end
function pipeworks.create_fake_player(def, is_dynamic)
local wielded_item = ItemStack("")
if def.inventory and def.wield_list then
wielded_item = def.inventory:get_stack(def.wield_list, def.wield_index or 1)
end
local p = {
get_player_name = delay(def.name),
is_player = delay(true),
is_fake_player = true,
_formspec = def.formspec or default.gui_survival_form,
_hp = def.hp or 20,
_breath = 11,
_pos = def.position and table.copy(def.position) or vector.new(),
_properties = def.properties or { eye_height = def.eye_height or 1.47 },
_inventory = def.inventory,
_wield_index = def.wield_index or 1,
_wielded_item = wielded_item,
-- Model and view
_eye_offset1 = vector.new(),
_eye_offset3 = vector.new(),
set_eye_offset = function(self, first, third)
self._eye_offset1 = table.copy(first)
self._eye_offset3 = table.copy(third)
end,
get_eye_offset = function(self)
return self._eye_offset1, self._eye_offset3
end,
get_look_dir = delay(def.look_dir or {x=0, y=0, z=1}),
get_look_pitch = delay(def.look_pitch or 0),
get_look_yaw = delay(def.look_yaw or 0),
get_look_horizontal = delay(def.look_yaw or 0),
get_look_vertical = delay(-(def.look_pitch or 0)),
set_animation = delay(),
-- Controls
get_player_control = delay({
jump=false, right=false, left=false, LMB=false, RMB=false,
sneak=def.sneak, aux1=false, down=false, up=false
}),
get_player_control_bits = delay(def.sneak and 64 or 0),
-- Inventory and ItemStacks
get_inventory = delay(def.inventory),
set_wielded_item = function(self, item)
if self._inventory and def.wield_list then
return self._inventory:set_stack(def.wield_list,
self._wield_index, item)
end
_wielded_item = ItemStack(item)
end,
get_wielded_item = function(self, item)
if self._inventory and def.wield_list then
return self._inventory:get_stack(def.wield_list,
self._wield_index)
end
return ItemStack(self._wielded_item)
end,
get_wield_list = delay(def.wield_list),
punch = delay(),
remove = delay(),
right_click = delay(),
set_attach = delay(),
set_detach = delay(),
set_bone_position = delay(),
hud_change = delay(),
}
local _trash
-- Getter & setter functions
p.get_inventory_formspec, p.set_inventory_formspec
= get_set_wrap("formspec", is_dynamic)
p.get_breath, p.set_breath = get_set_wrap("breath", is_dynamic)
p.get_hp, p.set_hp = get_set_wrap("hp", is_dynamic)
p.get_pos, p.set_pos = get_set_wrap("pos", is_dynamic)
_trash, p.move_to = get_set_wrap("pos", is_dynamic)
p.get_wield_index, p.set_wield_index = get_set_wrap("wield_index", true)
p.get_properties, p.set_properties = get_set_wrap("properties", false)
-- Backwards compatibilty
p.getpos = p.get_pos
p.setpos = p.set_pos
p.moveto = p.move_to
-- TODO "implement" all these
-- set_armor_groups
-- get_armor_groups
-- get_animation
-- get_bone_position
-- get_player_velocity
-- set_look_pitch
-- set_look_yaw
-- set_physics_override
-- get_physics_override
-- hud_add
-- hud_remove
-- hud_get
-- hud_set_flags
-- hud_get_flags
-- hud_set_hotbar_itemcount
-- hud_get_hotbar_itemcount
-- hud_set_hotbar_image
-- hud_get_hotbar_image
-- hud_set_hotbar_selected_image
-- hud_get_hotbar_selected_image
-- hud_replace_builtin
-- set_sky
-- get_sky
-- override_day_night_ratio
-- get_day_night_ratio
-- set_local_animation
return p
end

@ -167,12 +167,9 @@ local function punch_filter(data, filtpos, filtnode, msg)
local filtmeta = minetest.get_meta(filtpos)
local filtinv = filtmeta:get_inventory()
local owner = filtmeta:get_string("owner")
local fakePlayer = {
get_player_name = delay(owner),
is_fake_player = ":pipeworks",
get_wielded_item = delay(ItemStack(nil)),
is_player = delay(true)
} -- TODO: use a mechanism as the wielder one
local fakePlayer = pipeworks.create_fake_player({
name = owner
})
local dir = pipeworks.facedir_to_right_dir(filtnode.param2)
local frompos = vector.subtract(filtpos, dir)
local fromnode = minetest.get_node(frompos)

@ -53,11 +53,10 @@ local function wielder_on(data, wielder_pos, wielder_node)
local wielder_meta = minetest.get_meta(wielder_pos)
local inv = wielder_meta:get_inventory()
local wield_inv_name = data.wield_inv_name
local wieldindex, wieldstack
local wieldindex
for i, stack in ipairs(inv:get_list(wield_inv_name)) do
if not stack:is_empty() then
wieldindex = i
wieldstack = stack
break
end
end
@ -66,7 +65,6 @@ local function wielder_on(data, wielder_pos, wielder_node)
wield_inv_name = data.ghost_inv_name
inv:set_stack(wield_inv_name, 1, ItemStack(data.ghost_tool))
wieldindex = 1
wieldstack = inv:get_stack(wield_inv_name, 1)
end
local dir = minetest.facedir_to_dir(wielder_node.param2)
-- under/above is currently intentionally left switched
@ -98,73 +96,20 @@ local function wielder_on(data, wielder_pos, wielder_node)
yaw = 0
pitch = math.pi/2
end
local virtplayer = {
get_inventory_formspec = delay(wielder_meta:get_string("formspec")),
get_look_dir = delay(vector.multiply(dir, -1)),
get_look_pitch = delay(pitch),
get_look_yaw = delay(yaw),
get_look_horizontal = delay(yaw),
get_look_vertical = delay(pitch),
get_player_control = delay({ jump=false, right=false, left=false, LMB=false, RMB=false, sneak=data.sneak, aux1=false, down=false, up=false }),
get_player_control_bits = delay(data.sneak and 64 or 0),
get_player_name = delay(data.masquerade_as_owner and wielder_meta:get_string("owner") or ":pipeworks:"..minetest.pos_to_string(wielder_pos)),
is_player = delay(true),
is_fake_player = true,
set_inventory_formspec = delay(),
getpos = delay(vector.subtract(wielder_pos, assumed_eye_pos)),
get_hp = delay(20),
get_inventory = delay(inv),
get_wielded_item = delay(wieldstack),
get_wield_index = delay(wieldindex),
get_wield_list = delay(wield_inv_name),
moveto = delay(),
punch = delay(),
remove = delay(),
right_click = delay(),
setpos = delay(),
set_hp = delay(),
set_properties = delay(),
set_wielded_item = function(self, item)
wieldstack = item
inv:set_stack(wield_inv_name, wieldindex, item)
end,
set_animation = delay(),
set_attach = delay(),
set_detach = delay(),
set_bone_position = delay(),
hud_change = delay(),
get_breath = delay(11),
-- TODO "implement" all these
-- set_armor_groups
-- get_armor_groups
-- get_animation
-- get_attach
-- get_bone_position
-- get_properties
-- get_player_velocity
-- set_look_pitch
-- set_look_yaw
-- set_breath
-- set_physics_override
-- get_physics_override
-- hud_add
-- hud_remove
-- hud_get
-- hud_set_flags
-- hud_get_flags
-- hud_set_hotbar_itemcount
-- hud_get_hotbar_itemcount
-- hud_set_hotbar_image
-- hud_get_hotbar_image
-- hud_set_hotbar_selected_image
-- hud_get_hotbar_selected_image
-- hud_replace_builtin
-- set_sky
-- get_sky
-- override_day_night_ratio
-- get_day_night_ratio
-- set_local_animation
}
local virtplayer = pipeworks.create_fake_player({
name = data.masquerade_as_owner and wielder_meta:get_string("owner")
or ":pipeworks:" .. minetest.pos_to_string(wielder_pos),
formspec = wielder_meta:get_string("formspec"),
look_dir = vector.multiply(dir, -1),
look_pitch = pitch,
look_yaw = yaw,
sneak = data.sneak,
position = vector.subtract(wielder_pos, assumed_eye_pos),
inventory = inv,
wield_index = wieldindex,
wield_list = wield_inv_name
})
local pointed_thing = { type="node", under=under_pos, above=above_pos }
data.act(virtplayer, pointed_thing)
if data.eject_drops then