move set_conditionals from mcl_playerplus to mcl_util
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@ -610,3 +610,95 @@ function mcl_util.get_pointed_thing(player, liquid)
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end
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end
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end
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-- This following part is 2 wrapper functions + helpers for
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-- object:set_bones
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-- and player:set_properties preventing them from being resent on
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-- every globalstep when they have not changed.
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local function roundN(n, d)
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if type(n) ~= "number" then return n end
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local m = 10^d
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return math.floor(n * m + 0.5) / m
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end
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local function close_enough(a,b)
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local rt=true
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if type(a) == "table" and type(b) == "table" then
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for k,v in pairs(a) do
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if roundN(v,2) ~= roundN(b[k],2) then
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rt=false
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break
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end
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end
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else
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rt = roundN(a,2) == roundN(b,2)
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end
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return rt
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end
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local function props_changed(props,oldprops)
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local changed=false
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local p={}
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for k,v in pairs(props) do
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if not close_enough(v,oldprops[k]) then
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p[k]=v
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changed=true
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end
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end
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return changed,p
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end
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--tests for roundN
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local test_round1=15
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local test_round2=15.00199999999
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local test_round3=15.00111111
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local test_round4=15.00999999
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assert(roundN(test_round1,2)==roundN(test_round1,2))
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assert(roundN(test_round1,2)==roundN(test_round2,2))
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assert(roundN(test_round1,2)==roundN(test_round3,2))
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assert(roundN(test_round1,2)~=roundN(test_round4,2))
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-- tests for close_enough
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local test_cb = {-0.35,0,-0.35,0.35,0.8,0.35} --collisionboxes
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local test_cb_close = {-0.351213,0,-0.35,0.35,0.8,0.351212}
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local test_cb_diff = {-0.35,0,-1.35,0.35,0.8,0.35}
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local test_eh = 1.65 --eye height
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local test_eh_close = 1.65123123
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local test_eh_diff = 1.35
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local test_nt = { r = 225, b = 225, a = 225, g = 225 } --nametag
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local test_nt_diff = { r = 225, b = 225, a = 0, g = 225 }
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assert(close_enough(test_cb,test_cb_close))
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assert(not close_enough(test_cb,test_cb_diff))
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assert(close_enough(test_eh,test_eh_close))
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assert(not close_enough(test_eh,test_eh_diff))
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assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here
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--tests for properties_changed
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local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
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local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
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local test_p1,_=props_changed(test_properties_set1,test_properties_set1)
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local test_p2,_=props_changed(test_properties_set1,test_properties_set2)
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assert(not test_p1)
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assert(test_p2)
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function mcl_util.set_properties(obj,props)
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local changed,p=props_changed(props,obj:get_properties())
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if changed then
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obj:set_properties(p)
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end
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end
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function mcl_util.set_bone_position(obj,b,p,r) --bone,position,rotation
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local oldp,oldr=obj:get_bone_position(b)
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if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then
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return
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end
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obj:set_bone_position(b,p,r)
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end
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@ -121,98 +121,8 @@ end
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local node_stand, node_stand_below, node_head, node_feet, node_head_top
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local is_swimming
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-- This following part is 2 wrapper functions for player:set_bones
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-- and player:set_properties preventing them from being resent on
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-- every globalstep when they have not changed.
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local function roundN(n, d)
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if type(n) ~= "number" then return n end
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local m = 10^d
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return math.floor(n * m + 0.5) / m
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end
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local function close_enough(a,b)
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local rt=true
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if type(a) == "table" and type(b) == "table" then
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for k,v in pairs(a) do
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if roundN(v,2) ~= roundN(b[k],2) then
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rt=false
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break
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end
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end
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else
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rt = roundN(a,2) == roundN(b,2)
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end
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return rt
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end
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local function props_changed(props,oldprops)
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local changed=false
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local p={}
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for k,v in pairs(props) do
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if not close_enough(v,oldprops[k]) then
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p[k]=v
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changed=true
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end
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end
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return changed,p
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end
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--tests for roundN
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local test_round1=15
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local test_round2=15.00199999999
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local test_round3=15.00111111
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local test_round4=15.00999999
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assert(roundN(test_round1,2)==roundN(test_round1,2))
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assert(roundN(test_round1,2)==roundN(test_round2,2))
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assert(roundN(test_round1,2)==roundN(test_round3,2))
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assert(roundN(test_round1,2)~=roundN(test_round4,2))
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-- tests for close_enough
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local test_cb = {-0.35,0,-0.35,0.35,0.8,0.35} --collisionboxes
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local test_cb_close = {-0.351213,0,-0.35,0.35,0.8,0.351212}
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local test_cb_diff = {-0.35,0,-1.35,0.35,0.8,0.35}
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local test_eh = 1.65 --eye height
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local test_eh_close = 1.65123123
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local test_eh_diff = 1.35
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local test_nt = { r = 225, b = 225, a = 225, g = 225 } --nametag
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local test_nt_diff = { r = 225, b = 225, a = 0, g = 225 }
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assert(close_enough(test_cb,test_cb_close))
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assert(not close_enough(test_cb,test_cb_diff))
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assert(close_enough(test_eh,test_eh_close))
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assert(not close_enough(test_eh,test_eh_diff))
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assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here
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--tests for properties_changed
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local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
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local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
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local test_p1,_=props_changed(test_properties_set1,test_properties_set1)
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local test_p2,_=props_changed(test_properties_set1,test_properties_set2)
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assert(not test_p1)
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assert(test_p2)
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local function set_properties_conditional(player,props)
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local changed,p=props_changed(props,player:get_properties())
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if changed then
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player:set_properties(p)
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end
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end
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local function set_bone_position_conditional(player,b,p,r) --bone,position,rotation
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local oldp,oldr=player:get_bone_position(b)
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if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then
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return
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end
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player:set_bone_position(b,p,r)
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end
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local set_bone_position_conditional = mcl_util.set_bone_position
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local set_properties_conditional = mcl_util.set_properties
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local function get_overall_velocity(vector)
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local v = math.sqrt(vector.x^2 + vector.y^2 + vector.z^2)
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