Merge pull request 'elytra physics overhaul' (#2511) from SumianVoice/MineClone2_c:elytra-overhaul into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/2511 Reviewed-by: cora <cora@noreply.git.minetest.land>
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commit
b07652d6ca
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@ -33,7 +33,7 @@ mcl_damage.register_modifier(function(obj, damage, reason)
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local itemname = itemstack:get_name()
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local enchantments = mcl_enchanting.get_enchantments(itemstack)
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if not flags.bypasses_armor then
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if not flags.bypasses_armor and minetest.get_item_group(itemname, "non_combat_armor") == 0 then
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points = points + minetest.get_item_group(itemname, "mcl_armor_points")
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toughness = toughness + minetest.get_item_group(itemname, "mcl_armor_toughness")
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@ -1,8 +1,8 @@
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mcl_playerplus = {
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elytra = {},
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is_pressing_jump = {},
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}
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local player_velocity_old = {x=0, y=0, z=0}
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local get_connected_players = minetest.get_connected_players
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local dir_to_yaw = minetest.dir_to_yaw
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local get_item_group = minetest.get_item_group
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@ -214,6 +214,26 @@ local function set_bone_position_conditional(player,b,p,r) --bone,position,rotat
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player:set_bone_position(b,p,r)
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end
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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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return v
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end
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local function anglediff(a1, a2)
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local a = a1 - a2
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return math.abs((a + math.pi) % (math.pi*2) - math.pi)
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end
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local function clamp(num, min, max)
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return math.min(max, math.max(num, min))
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end
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local elytra_vars = {
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slowdown_mult = 0.0, -- amount of vel to take per sec
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fall_speed = 0.2, -- amount of vel to fall down per sec
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speedup_mult = 2, -- amount of speed to add based on look dir
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max_speed = 6, -- max amount to multiply against look direction when flying
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pitch_penalty = 1.3, -- if pitching up, slow down at this rate as a multiplier
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rocket_speed = 5.5,
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}
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minetest.register_globalstep(function(dtime)
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@ -259,34 +279,53 @@ minetest.register_globalstep(function(dtime)
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player_vel_yaws[name] = player_vel_yaw
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local fly_pos = player:get_pos()
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local fly_node = minetest.get_node({x = fly_pos.x, y = fly_pos.y - 0.5, z = fly_pos.z}).name
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local fly_node = minetest.get_node({x = fly_pos.x, y = fly_pos.y - 0.1, z = fly_pos.z}).name
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local elytra = mcl_playerplus.elytra[player]
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if not elytra.active then
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elytra.speed = 0
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end
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local is_just_jumped = control.jump and not mcl_playerplus.is_pressing_jump[name] and not elytra.active
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mcl_playerplus.is_pressing_jump[name] = control.jump
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if is_just_jumped and not elytra.active then
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local direction = player:get_look_dir()
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elytra.speed = 1 - (direction.y/2 + 0.5)
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end
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elytra.active = player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra"
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and not player:get_attach()
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and (elytra.active or control.jump and player_velocity.y < -6)
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and (fly_node == "air" or fly_node == "ignore")
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and (elytra.active or (is_just_jumped and player_velocity.y < -0))
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and ((not minetest.registered_nodes[fly_node].walkable) or fly_node == "ignore")
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if elytra.active then
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if is_just_jumped then -- move the player up when they start flying to give some clearance
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player:set_pos(vector.offset(player:get_pos(), 0, 0.8, 0))
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end
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mcl_player.player_set_animation(player, "fly")
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if player_velocity.y < -1.5 then
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player:add_velocity({x=0, y=0.17, z=0})
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end
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if math.abs(player_velocity.x) + math.abs(player_velocity.z) < 20 then
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local dir = minetest.yaw_to_dir(player:get_look_horizontal())
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if degrees(player:get_look_vertical()) * -.01 < .1 then
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look_pitch = degrees(player:get_look_vertical()) * -.01
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else
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look_pitch = .1
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end
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player:add_velocity({x=dir.x, y=look_pitch, z=dir.z})
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end
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playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
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local direction = player:get_look_dir()
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local player_vel = player:get_velocity()
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local turn_amount = anglediff(minetest.dir_to_yaw(direction), minetest.dir_to_yaw(player_vel))
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local direction_mult = clamp(-(direction.y+0.1), -1, 1)
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if direction_mult < 0 then direction_mult = direction_mult * elytra_vars.pitch_penalty end
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local speed_mult = elytra.speed
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local block_below = minetest.get_node(vector.offset(fly_pos, 0, -0.9, 0)).name
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if (not minetest.registered_nodes[block_below].walkable) and (player_vel.y ~= 0) then
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speed_mult = speed_mult + direction_mult * elytra_vars.speedup_mult * dtime
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end
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speed_mult = speed_mult - elytra_vars.slowdown_mult * clamp(dtime, 0.09, 0.2) -- slow down but don't overdo it
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speed_mult = clamp(speed_mult, -elytra_vars.max_speed, elytra_vars.max_speed)
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if turn_amount > 0.3 and math.abs(direction.y) < 0.98 then -- don't do this if looking straight up / down
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speed_mult = speed_mult - (speed_mult * (turn_amount / (math.pi*8)))
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end
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playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", elytra_vars.fall_speed)
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if elytra.rocketing > 0 then
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elytra.rocketing = elytra.rocketing - dtime
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if vector.length(player_velocity) < 40 then
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player:add_velocity(vector.multiply(player:get_look_dir(), 4))
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-- player:add_velocity(vector.multiply(player:get_look_dir(), 4))
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speed_mult = elytra_vars.rocket_speed
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add_particle({
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pos = fly_pos,
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velocity = {x = 0, y = 0, z = 0},
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@ -300,7 +339,21 @@ minetest.register_globalstep(function(dtime)
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})
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end
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end
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else
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elytra.speed = speed_mult -- set the speed so you can keep track of it and add to it
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local new_vel = vector.multiply(direction, speed_mult * dtime * 30) -- use the look dir and speed as a mult
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-- new_vel.y = new_vel.y - elytra_vars.fall_speed * dtime -- make the player fall a set amount
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-- slow the player down so less spongy movement by applying some of the inverse velocity
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-- NOTE: do not set this higher than about 0.2 or the game will get the wrong vel and it will be broken
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-- this is far from ideal, but there's no good way to set_velocity or slow down the player
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player_vel = vector.multiply(player_vel, -0.1)
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-- if speed_mult < 1 then player_vel.y = player_vel.y * 0.1 end
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new_vel = vector.add(new_vel, player_vel)
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player:add_velocity(new_vel)
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else -- reset things when you stop flying with elytra
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elytra.rocketing = 0
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playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
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end
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@ -317,9 +370,6 @@ minetest.register_globalstep(function(dtime)
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set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
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end
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player_velocity_old = player:get_velocity() or player:get_player_velocity()
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-- controls right and left arms pitch when shooting a bow or blocking
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if mcl_shields.is_blocking(player) == 2 then
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set_bone_position_conditional(player, "Arm_Right_Pitch_Control", vector.new(-3, 5.785, 0), vector.new(20, -20, 0))
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@ -356,7 +406,7 @@ minetest.register_globalstep(function(dtime)
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-- sets eye height, and nametag color accordingly
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set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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-- control body bone when flying
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new((75-degrees(dir_to_pitch(player_velocity))) , -player_vel_yaw + yaw, 0))
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elseif parent then
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local parent_yaw = degrees(parent:get_yaw())
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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@ -372,11 +422,11 @@ minetest.register_globalstep(function(dtime)
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
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-- set head pitch and yaw when swimming
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is_swimming = true
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity))+20,player_vel_yaw - yaw,0))
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-- sets eye height, and nametag color accordingly
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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-- control body bone when swimming
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new((75-degrees(dir_to_pitch(player_velocity))) , -player_vel_yaw + yaw, 0))
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elseif get_item_group(mcl_playerinfo[name].node_head, "solid") == 0
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and get_item_group(mcl_playerinfo[name].node_head_top, "solid") == 0 then
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-- sets eye height, and nametag color accordingly
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@ -629,7 +679,7 @@ minetest.register_on_joinplayer(function(player)
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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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mcl_playerplus.elytra[player] = {active = false, rocketing = 0}
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mcl_playerplus.elytra[player] = {active = false, rocketing = 0, speed = 0}
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end)
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-- clear when player leaves
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@ -643,6 +693,9 @@ end)
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-- Don't change HP if the player falls in the water or through End Portal:
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mcl_damage.register_modifier(function(obj, damage, reason)
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if reason.type == "fall" then
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if minetest.is_creative_enabled(obj:get_player_name()) then
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return 0
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end
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local pos = obj:get_pos()
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local node = minetest.get_node(pos)
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local velocity = obj:get_velocity() or obj:get_player_velocity() or {x=0,y=-10,z=0}
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