More reliable jump detection
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@ -34,7 +34,58 @@ minetest.register_globalstep(function(dtime)
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time = time + dtime
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time = time + dtime
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-- every 0.5 seconds
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-- Update jump status immediately since we need this info in real time.
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-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
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for _,player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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if playerplus_internal[name].jump_cooldown > 0 then
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playerplus_internal[name].jump_cooldown = playerplus_internal[name].jump_cooldown - dtime
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end
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if player:get_player_control().jump and playerplus_internal[name].jump_cooldown <= 0 then
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local pos = player:getpos()
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-- what is around me?
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pos.y = pos.y - 0.1 -- standing on
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local nod_stand = node_ok(pos)
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local nod_stand_below = node_ok({x=pos.x, y=pos.y-1, z=pos.z})
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pos.y = pos.y + 1.5 -- head level
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local nod_head = node_ok(pos)
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pos.y = pos.y - 1.2 -- feet level
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local nod_feet = node_ok(pos)
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-- Cause buggy exhaustion for jumping
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--[[ Checklist we check to know the player *actually* jumped:
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* Not on or in liquid
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* Not on or at climbable
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* On walkable
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* Not on disable_jump
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FIXME: This code is pretty hacky and it is possible to miss some jumps or detect false
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jumps because of delays, rounding errors, etc.
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What this code *really* needs is some kind of jumping “callback” which this engine lacks
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as of 0.4.15.
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]]
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if minetest.get_item_group(nod_feet, "liquid") == 0 and
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minetest.get_item_group(nod_stand, "liquid") == 0 and
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not minetest.registered_nodes[nod_feet].climbable and
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not minetest.registered_nodes[nod_stand].climbable and
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(minetest.registered_nodes[nod_stand].walkable or minetest.registered_nodes[nod_stand_below].walkable)
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and minetest.get_item_group(nod_stand, "disable_jump") == 0
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and minetest.get_item_group(nod_stand_below, "disable_jump") == 0 then
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-- Cause exhaustion for jumping
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
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-- Reset cooldown timer
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playerplus_internal[name].jump_cooldown = 0.45
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end
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end
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end
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-- Run the rest of the code every 0.5 seconds
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if time < 0.5 then
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if time < 0.5 then
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return
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return
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end
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end
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@ -45,7 +96,6 @@ minetest.register_globalstep(function(dtime)
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-- check players
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-- check players
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for _,player in pairs(minetest.get_connected_players()) do
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for _,player in pairs(minetest.get_connected_players()) do
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-- who am I?
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-- who am I?
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local name = player:get_player_name()
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local name = player:get_player_name()
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@ -65,6 +115,11 @@ minetest.register_globalstep(function(dtime)
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pos.y = pos.y - 0.2 -- reset pos
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pos.y = pos.y - 0.2 -- reset pos
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-- Set jump status
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if player:get_player_control().jump then
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playerplus_internal[name].jumped = true
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end
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-- set defaults
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-- set defaults
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def.speed = 1
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def.speed = 1
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def.jump = 1
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def.jump = 1
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@ -159,19 +214,6 @@ minetest.register_globalstep(function(dtime)
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end
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end
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end
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end
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-- Cause buggy exhaustion for jumping
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elseif not minetest.registered_nodes[playerplus[name].nod_feet].climbable and
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not minetest.registered_nodes[playerplus[name].nod_stand].climbable then
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--[[ No exhaustion for “jumping” in a liquid or at a climbable node since those
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treat the jump key differently. ]]
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-- Cause exhaustion for jumping
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local controls = player:get_player_control()
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-- FIXME: This is quite hacky and doesn't check if the player is actually jumping
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-- FIXME: Sometimes this exhaustion is caused for holding down the jump key on the top of water
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if controls.jump then
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
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end
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end
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end
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-- Underwater: Spawn bubble particles
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-- Underwater: Spawn bubble particles
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@ -245,6 +287,7 @@ minetest.register_on_joinplayer(function(player)
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playerplus_internal[name] = {
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playerplus_internal[name] = {
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lastPos = nil,
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lastPos = nil,
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swimDistance = 0,
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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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}
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}
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end)
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end)
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