MineClone2/mods/PLAYER/mcl_playerplus/init.lua

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-- Internal player state
local mcl_playerplus_internal = {}
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local armor_mod = minetest.get_modpath("3d_armor")
local def = {}
local time = 0
minetest.register_globalstep(function(dtime)
time = time + dtime
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-- 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.
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if mcl_playerplus_internal[name].jump_cooldown > 0 then
mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
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end
if player:get_player_control().jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
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local pos = player:getpos()
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
if not node_stand or not node_stand_below or not node_head or not node_feet then
return
end
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-- 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 minetest.get_item_group(node_feet, "liquid") == 0 and
minetest.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 minetest.get_item_group(node_stand, "disable_jump") == 0
and minetest.get_item_group(node_stand_below, "disable_jump") == 0 then
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-- Cause exhaustion for jumping
if mcl_sprint.is_sprinting(name) then
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
else
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
end
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-- Reset cooldown timer
mcl_playerplus_internal[name].jump_cooldown = 0.45
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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(minetest.get_connected_players()) do
-- who am I?
local name = player:get_player_name()
-- where am I?
local pos = player:getpos()
-- 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
if not node_stand or not node_stand_below or not node_head or not node_feet then
return
end
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-- set defaults
def.speed = 1
def.jump = 1
def.gravity = 1
-- is 3d_armor mod active? if so make armor physics default
if armor_mod and armor and armor.def then
-- get player physics from armor
def.speed = armor.def[name].speed or 1
def.jump = armor.def[name].jump or 1
def.gravity = armor.def[name].gravity or 1
end
-- standing on soul sand? if so walk slower
if node_stand == "mcl_nether:soul_sand" then
-- TODO: Tweak walk speed
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-- TODO: Also slow down mobs
-- FIXME: This whole speed thing is a giant hack. We need a proper framefork for cleanly handling player speeds
if node_stand_below == "mcl_core:ice" or node_stand_below == "mcl_core:packed_ice" or node_stand_below == "mcl_core:slimeblock" then
def.speed = def.speed - 0.9
else
def.speed = def.speed - 0.6
end
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end
-- Set player physics if there's no conflict
if player:get_attribute("mcl_beds:sleeping") ~= "true" then
player:set_physics_override(def.speed, def.jump, def.gravity)
end
-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
-- without group disable_suffocation=1)
local ndef = minetest.registered_nodes[node_head]
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)
-- Check privilege, too
and (not minetest.check_player_privs(name, {noclip = true})) then
if player:get_hp() > 0 then
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mcl_death_messages.player_damage(player, string.format("%s suffocated to death.", player:get_player_name()))
player:set_hp(player:get_hp() - 1)
end
end
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-- Am I near a cactus?
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local near = minetest.find_node_near(pos, 1, "mcl_core:cactus")
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if not near then
near = minetest.find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus")
end
if near then
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-- 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_death_messages.player_damage(player, string.format("%s was prickled by a cactus.", player:get_player_name()))
mcl_hunger.exhaust(player:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
player:set_hp(player:get_hp() - 1)
end
end
end
-- Apply black sky in the Void and deal Void damage
local void, void_deadly = mcl_util.is_in_void(pos)
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local _, dim = mcl_util.y_to_layer(pos.y)
-- Set dimension skies.
-- FIXME: Sky handling in MCL2 is held together with lots of duct tape.
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-- This only works beause mcl_weather currently does not touch the sky for players below the height used for this check.
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-- There should be a real skybox API.
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if dim == "void" then
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player:set_sky("#000000", "plain", nil, false)
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elseif dim == "end" then
local t = "mcl_playerplus_end_sky.png"
player:set_sky("#000000", "skybox", {t,t,t,t,t,t}, false)
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elseif dim == "nether" then
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player:set_sky("#300808", "plain", nil, false)
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else
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mcl_weather.skycolor.update_sky_color({player})
end
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if void_deadly then
-- Player is deep into the void, deal void damage
if player:get_hp() > 0 then
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mcl_death_messages.player_damage(player, string.format("%s fell into the endless void.", player:get_player_name()))
player:set_hp(player:get_hp() - 4)
end
end
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--[[ 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 minetest.get_item_group(node_feet, "liquid") ~= 0 or
minetest.get_item_group(node_stand, "liquid") ~= 0 then
local lastPos = mcl_playerplus_internal[name].lastPos
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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)
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance - superficial
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end
end
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end
-- Underwater: Spawn bubble particles
if minetest.get_item_group(node_head, "water") ~= 0 then
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minetest.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" then
local pos = vector.round(player:getpos())
local r = 8
local vm = minetest.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 = minetest.get_name_from_content_id(data[vi])
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"
end
if tex then
minetest.add_particle({
pos = {x=x, y=y, z=z},
expirationtime = 1,
size = 8,
texture = tex,
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playername = name
})
end
end
end
end
end
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-- Update internal values
mcl_playerplus_internal[name].lastPos = pos
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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] = {
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lastPos = nil,
swimDistance = 0,
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jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
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}
end)
-- clear when player leaves
minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
mcl_playerplus_internal[name] = nil
end)