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10 Commits

Author SHA1 Message Date
tenplus1
36734f8dbc min 2024-12-18 12:45:07 +00:00
tenplus1
abebcc72e8 add 3d_armor fix 2024-11-06 14:44:32 +00:00
tenplus1
c3c5dd6c2d tweak kb code 2024-11-06 14:24:49 +00:00
tenplus1
6a03423cce enable knockback by default 2024-09-22 14:32:14 +01:00
tenplus1
95aefe56e3 tweak and tidy code 2024-09-22 14:28:20 +01:00
tenplus1
a03ad5c299 update mod.conf 2023-08-29 17:11:22 +01:00
tenplus1
3777c94219 5.x only 2023-08-08 15:20:16 +01:00
tenplus1
be6a63eb5c tidy code 2022-09-27 12:33:07 +01:00
tenplus1
1b3ab4fedf tweak and tidy code, add lucky block 2022-07-30 08:15:09 +01:00
tenplus1
da223925ad disble knockback if player attached to boat/cart/bed etc 2022-03-01 15:15:10 +00:00
8 changed files with 205 additions and 203 deletions

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@ -22,6 +22,9 @@ https://forum.minetest.net/viewtopic.php?t=10090&p=153667
- 1.4 - Add minetest 5.0 check for knockback y_offset
- 1.5 - Use Minetext 5.x functions for proper player knockback
Lucky Blocks: 1
API:
Every second the mod checks which node the player is standing on, which node is

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@ -1,4 +0,0 @@
default?
3d_armor?
player_monoids?
pova?

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@ -1 +0,0 @@
Add speed effects, suffocation and cactus damage to players.

388
init.lua
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@ -1,26 +1,16 @@
--[[
walking on ice makes player walk faster,
stepping through snow slows player down,
touching a cactus hurts player,
suffocation when head is inside solid node,
player knock-back effects when punched.
walking on ice makes player walk faster, stepping through snow slows player down,
touching a cactus hurts player, suffocation when head is inside solid node,
player knock-back effects when punched, check for node on_walk_over function.
PlayerPlus by TenPlus1
]]
playerplus = {}
-- detect minetest 5.0
local mt50 = minetest.registered_nodes["default:permafrost"]
-- cache if player_monoids mod active?
local monoids = minetest.get_modpath("player_monoids")
local pova_mod = minetest.get_modpath("pova")
-- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback)
fallback = fallback or "air"
local node_ok = function(pos, fallback)
local node = minetest.get_node_or_nil(pos)
@ -28,204 +18,208 @@ local node_ok = function(pos, fallback)
return node.name
end
return fallback
return fallback or "air"
end
-- mod check and timer set
local monoids = minetest.get_modpath("player_monoids")
local pova_mod = minetest.get_modpath("pova")
local armor_mod = minetest.get_modpath("3d_armor")
local time = 0
local timer = 0
local math_min = math.min
-- main function run for each player
minetest.register_globalstep(function(dtime)
time = time + dtime
-- every 1 second
if time < 1 then
return
end
-- reset time for next check
time = 0
-- one second timer
timer = timer + dtime ; if timer < 1 then return end ; timer = 0
-- define locals outside loop
local name, pos, ndef, def, nslow, nfast, prop
-- get list of players
local players = minetest.get_connected_players()
-- loop through players
for _,player in pairs(players) do
for _,player in pairs(minetest.get_connected_players()) do
-- who am I?
name = player:get_player_name()
if name and playerplus[name] then
if name and playerplus[name] then
-- where am I?
pos = player:get_pos()
-- where am I?
pos = player:get_pos()
-- what is around me?
playerplus[name].nod_stand = node_ok({
x = pos.x, y = pos.y - 0.1, z = pos.z})
-- node standing on
playerplus[name].nod_stand = node_ok(
{x = pos.x, y = pos.y - 0.1, z = pos.z})
-- Does the node below me have an on_walk_over function set?
ndef = minetest.registered_nodes[playerplus[name].nod_stand]
if ndef and ndef.on_walk_over then
ndef.on_walk_over(pos, ndef, player)
end
-- Does the node below me have an on_walk_over function set?
ndef = minetest.registered_nodes[playerplus[name].nod_stand]
prop = player:get_properties()
-- node at eye level
playerplus[name].nod_head = node_ok({
x = pos.x, y = pos.y + prop.eye_height, z = pos.z})
-- node at foot level
playerplus[name].nod_feet = node_ok({
x = pos.x, y = pos.y + 0.2, z = pos.z})
-- get player physics
def = player:get_physics_override()
if armor_mod and armor and armor.def then
-- get player physics from armor
def.speed = armor.def[name].speed or def.speed
def.jump = armor.def[name].jump or def.jump
def.gravity = armor.def[name].gravity or def.gravity
end
-- are we standing on any nodes that speed player up?
nfast = nil
if playerplus[name].nod_stand == "default:ice" then
nfast = true
end
-- are we standing on any nodes that slow player down?
nslow = nil
if playerplus[name].nod_stand == "default:snow"
or playerplus[name].nod_stand == "default:snowblock" then
nslow = true
end
-- apply speed changes
if nfast and not playerplus[name].nfast then
if monoids then
playerplus[name].nfast = player_monoids.speed:add_change(
player, def.speed + 0.4)
elseif pova_mod then
pova.add_override(name, "playerplus:nfast", {speed = 0.4})
pova.do_override(player)
else
def.speed = def.speed + 0.4
if ndef and ndef.on_walk_over then
ndef.on_walk_over(pos, ndef, player)
end
playerplus[name].nfast = true
prop = player:get_properties()
-- node at eye level
playerplus[name].nod_head = node_ok(
{x = pos.x, y = pos.y + prop.eye_height, z = pos.z})
-- node at foot level
playerplus[name].nod_feet = node_ok(
{x = pos.x, y = pos.y + 0.2, z = pos.z})
-- get player physics
def = player:get_physics_override()
if armor_mod and armor and armor.def then
-- get player physics from armor
def.speed = armor.def[name].speed or def.speed
def.jump = armor.def[name].jump or def.jump
def.gravity = armor.def[name].gravity or def.gravity
end
-- are we standing on any nodes that speed player up?
nfast = nil
if playerplus[name].nod_stand == "default:ice" then
nfast = true
end
-- are we standing on any nodes that slow player down?
nslow = nil
if playerplus[name].nod_stand == "default:snow"
or playerplus[name].nod_stand == "default:snowblock" then
nslow = true
end
-- apply speed changes
if nfast and not playerplus[name].nfast then
if pova_mod then
pova.add_override(name, "playerplus:nfast", {speed = 0.4})
pova.do_override(player)
elseif monoids then
playerplus[name].nfast = player_monoids.speed:add_change(
player, def.speed + 0.4)
else
def.speed = def.speed + 0.4
end
playerplus[name].nfast = true
elseif not nfast and playerplus[name].nfast then
if pova_mod then
pova.del_override(name, "playerplus:nfast")
pova.do_override(player)
elseif monoids then
player_monoids.speed:del_change(player, playerplus[name].nfast)
playerplus[name].nfast = nil
else
def.speed = def.speed - 0.4
end
elseif not nfast and playerplus[name].nfast then
if monoids then
player_monoids.speed:del_change(player, playerplus[name].nfast)
playerplus[name].nfast = nil
elseif pova_mod then
pova.del_override(name, "playerplus:nfast")
pova.do_override(player)
else
def.speed = def.speed - 0.4
end
playerplus[name].nfast = nil
end
-- apply slowdown changes
if nslow and not playerplus[name].nslow then
-- apply slowdown changes
if nslow and not playerplus[name].nslow then
if monoids then
playerplus[name].nslow = player_monoids.speed:add_change(
player, def.speed - 0.3)
elseif pova_mod then
pova.add_override(name, "playerplus:nslow", {speed = -0.3})
pova.do_override(player)
else
def.speed = def.speed - 0.3
end
if pova_mod then
playerplus[name].nslow = true
pova.add_override(name, "playerplus:nslow", {speed = -0.3})
pova.do_override(player)
elseif monoids then
playerplus[name].nslow = player_monoids.speed:add_change(
player, def.speed - 0.3)
else
def.speed = def.speed - 0.3
end
playerplus[name].nslow = true
elseif not nslow and playerplus[name].nslow then
if pova_mod then
pova.del_override(name, "playerplus:nslow")
pova.do_override(player)
elseif monoids then
player_monoids.speed:del_change(player, playerplus[name].nslow)
playerplus[name].nslow = nil
else
def.speed = def.speed + 0.3
end
elseif not nslow and playerplus[name].nslow then
if monoids then
player_monoids.speed:del_change(player, playerplus[name].nslow)
playerplus[name].nslow = nil
elseif pova_mod then
pova.del_override(name, "playerplus:nslow")
pova.do_override(player)
else
def.speed = def.speed + 0.3
end
playerplus[name].nslow = nil
end
-- set player physics
if not monoids and not pova_mod then
-- set player physics
if not monoids and not pova_mod then
player:set_physics_override({
speed = def.speed,
jump = def.jump,
gravity = def.gravity
})
end
--[[
print ("Speed: " .. def.speed
.. " / Jump: " .. def.jump
.. " / Gravity: " .. def.gravity)
]]
-- Is player suffocating inside a normal node without no_clip privs?
local ndef = minetest.registered_nodes[playerplus[name].nod_head]
if ndef.walkable == true
and ndef.drowning == 0
and ndef.damage_per_second <= 0
and ndef.groups.disable_suffocation ~= 1
and ndef.drawtype == "normal"
and not minetest.check_player_privs(name, {noclip = true}) then
if player:get_hp() > 0 then
player:set_hp(player:get_hp() - 2)
player:set_physics_override(
{speed = def.speed, jump = def.jump, gravity = def.gravity})
end
end
-- am I near a cactus?
local near = minetest.find_node_near(pos, 1, "default:cactus")
--print ("Speed: " .. def.speed .. " / Jump: " .. def.jump .. " / Gravity: " .. def.gravity)
if near then
-- Is player suffocating inside a normal node without no_clip privs?
local ndef = minetest.registered_nodes[playerplus[name].nod_head]
-- am I touching the cactus? if so it hurts
for _,object in pairs(minetest.get_objects_inside_radius(near, 1.1)) do
if ndef.walkable == true
and ndef.drowning == 0
and ndef.damage_per_second <= 0
and ndef.groups.disable_suffocation ~= 1
and ndef.drawtype == "normal"
and not minetest.check_player_privs(name, {noclip = true}) then
if object:get_hp() > 0 then
object:set_hp(object:get_hp() - 2)
if player:get_hp() > 0 then
player:set_hp(player:get_hp() - 2, {suffocation = true})
end
end
-- am I near a cactus?
local near = minetest.find_node_near(pos, 1, "default:cactus")
if near and vector.distance(pos, near) < 1.1 then
player:set_hp(player:get_hp() - 2, {cactus = true})
end
end
end -- END if name
end
end)
-- check for old sneak_glitch setting
local old_sneak = minetest.settings:get_bool("old_sneak")
-- set to blank on join (for 3rd party mods)
-- set to blank on join and apply sneak glitch (for 3rd party mods)
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
playerplus[name] = {}
playerplus[name].nod_head = ""
playerplus[name].nod_feet = ""
playerplus[name].nod_stand = ""
playerplus[name] = {nod_head = "", nod_feet = "", nod_stand = ""}
-- apply old sneak glitch if enabled
if old_sneak then
@ -233,57 +227,55 @@ minetest.register_on_joinplayer(function(player)
end
end)
-- clear when player leaves
minetest.register_on_leaveplayer(function(player)
minetest.register_on_leaveplayer(function(player)
playerplus[ player:get_player_name() ] = nil
end)
-- add privelage to disable knock-back
minetest.register_privilege("no_knockback", {
description = "Disables player knock-back effect",
give_to_singleplayer = false})
-- is player knock-back effect enabled?
if minetest.settings:get_bool("player_knockback") == true then
minetest.register_privilege("no_knockback", {
description = "Disables player knock-back effect", give_to_singleplayer = false
})
-- player knock-back function
local punchy = function(
local function punchy(
player, hitter, time_from_last_punch, tool_capabilities, dir, damage)
if not dir then return end
if not dir then return end -- we need to know where to send player away from
local name = player:get_player_name()
-- is player attached to anything (mob, bed, boat etc.)
if player_api.player_attached[name] then return end
-- check if player has 'no_knockback' privelage
local privs = minetest.get_player_privs(player:get_player_name())
local privs = minetest.get_player_privs(name)
if privs["no_knockback"] then
return
end
if privs["no_knockback"] then return end
local damage = 0
-- get tool damage
if tool_capabilities then
local armor = player:get_armor_groups() or {}
local tmp
-- calculate knockback damage
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
tmp = time_from_last_punch / (tool_capabilities.full_punch_interval or 1.4)
if tmp < 0 then
tmp = 0.0
elseif tmp > 1 then
tmp = 1.0
end
if tmp < 0 then tmp = 0.0 elseif tmp > 1 then tmp = 1.0 end
damage = damage + (tool_capabilities.damage_groups[group] or 0) * tmp
if group ~= "knockback" then
damage = damage + (tool_capabilities.damage_groups[group] or 0) * tmp
end
end
-- check for knockback value
-- if custom value found then use instead
if tool_capabilities.damage_groups["knockback"] then
damage = tool_capabilities.damage_groups["knockback"]
end
@ -291,30 +283,30 @@ local punchy = function(
end
-- END tool damage
local kb = math.min(32, damage * 2)
local kb = math_min(32, damage * 2)
-- print ("---", player:get_player_name(), damage, kb)
--print ("--- knockback", player:get_player_name(), damage, kb)
-- knock back player
player:add_velocity({
x = dir.x * kb,
y = -1,
z = dir.z * kb
})
player:add_velocity({x = dir.x * kb, y = -1, z = dir.z * kb})
end
minetest.register_on_punchplayer(punchy)
-- is player knock-back effect enabled?
end -- END if
if minetest.settings:get_bool("player_knockback") ~= false then
minetest.register_on_punchplayer(punchy)
end
minetest.register_tool("playerplus:stick", {
description = "KB Stick",
inventory_image = "default_stick.png",
wield_image = "default_stick.png",
description = "Sword of Boing",
inventory_image = "playerplus_sword_boing.png",
wield_image = "playerplus_sword_boing.png",
groups = {not_in_creative_inventory = 1},
tool_capabilities = {
full_punch_interval = 1.4,
damage_groups = {fleshy = 0, knockback = 11},
},
damage_groups = {knockback = 11},
groupcaps = {bouncy = {maxlevel = 0}} -- needed so 3d_armor doesnt damage armor
}
})
--[[
@ -324,3 +316,9 @@ minetest.override_item("default:mese", {
end
})
]]
-- add lucky blocks (if damage and stamina active)
if minetest.get_modpath("lucky_block") then
dofile(minetest.get_modpath("playerplus") .. "/lucky_block.lua")
end

6
lucky_block.lua Normal file
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@ -0,0 +1,6 @@
-- local custom_function = function(pos, player, def)
-- add lucky blocks
lucky_block:add_blocks({
{"dro", {"playerplus:stick"}}
})

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@ -1,4 +1,4 @@
name = playerplus
depends =
optional_depends = default, 3d_armor, player_monoids, pova
description = Add speed effects, suffocation and cactus damage to players.
optional_depends = default, 3d_armor, player_monoids, pova, lucky_block
min_minetest_version = 5.0

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@ -1,4 +1,4 @@
# If enabled players are knocked back when hit by mobs or other players
player_knockback (Player knockback) bool false
player_knockback (Player knockback) bool true
# If enabled the players use the old sneak glitch and movements
old_sneak (Use old sneak glitch) bool false

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