Add cube wieldview and other minor fixes

master
stujones11 2019-07-01 21:39:30 +01:00 committed by MoNTE48
parent b757cdb6e2
commit a9a97c905f
8 changed files with 66 additions and 54 deletions

View File

@ -556,7 +556,7 @@ core.registered_on_protection_violation, core.register_on_protection_violation =
core.registered_on_item_eats, core.register_on_item_eat = make_registration()
core.registered_on_punchplayers, core.register_on_punchplayer = make_registration()
-- Player step iterration
-- Player step iteration
players_per_step = core.settings:get("players_per_globalstep")
players_per_step = players_per_step and tonumber(players_per_step) or 20

View File

@ -2372,7 +2372,7 @@ Call these functions only at load time!
* Note: This callback should not be rate limited or players may be missed!
* See the [fire] mod for an example of how this may be done reliably
* `minetest.get_player_iter()`
* Returns a player name iterrator, as used by `minetest.register_playerstep`
* Returns a player name iterator, as used by `minetest.register_playerstep`
* See `builtin/game/register.lua` for example usage
* `minetest.register_on_shutdown(func())`
* Called before server shutdown

View File

@ -60,6 +60,7 @@ armor.update_player_visuals = function(self, player)
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
self.textures[name].cube,
})
end
end
@ -379,6 +380,7 @@ minetest.register_on_joinplayer(function(player)
skin = armor.default_skin..".png",
armor = "blank.png",
wielditem = "blank.png",
cube = "blank.png",
preview = armor.default_skin.."_preview.png",
}
if minetest.get_modpath("skins") then

View File

@ -102,16 +102,6 @@ local hunger_timer = 0
local health_timer = 0
local action_timer = 0
local function get_player_refs(playernames)
local refs = {}
for _, name in pairs(playernames) do
local player = minetest.get_player_by_name(name)
if player and player:is_player() then
refs[#refs + 1] = player
end
end
end
local function hunger_globaltimer(dtime, playernames)
hunger_timer = hunger_timer + dtime
health_timer = health_timer + dtime

View File

@ -9,7 +9,7 @@ end
-- Default player appearance
player_api.register_model("character.b3d", {
animation_speed = 30,
textures = {"character.png", "blank.png", "blank.png"},
textures = {"character.png", "blank.png", "blank.png", "blank.png"},
animations = {
-- Standard animations.
stand = {x = 0, y = 0}, -- y = 79

View File

@ -5,44 +5,38 @@ if not update_time then
update_time = 2
minetest.settings:set("wieldview_update_time", tostring(update_time))
end
local node_tiles = minetest.settings:get_bool("wieldview_node_tiles")
if not node_tiles then
node_tiles = false
minetest.settings:set("wieldview_node_tiles", "false")
end
local wield_tiles = {}
local wield_cubes = {}
local wield_items = {}
local wield_cycle = {}
wieldview = {
wielded_item = {},
transform = {},
}
dofile(minetest.get_modpath(minetest.get_current_modname()).."/transform.lua")
local function update_player_visuals(player, wield_image)
local name = player:get_player_name()
if has_armor then
armor.textures[name].wielditem = wield_image
armor:update_player_visuals(player)
return
local function init_wield_items()
for name, def in pairs(minetest.registered_items) do
if def.inventory_image and def.inventory_image ~= "" then
wield_tiles[name] = def.inventory_image
elseif def.tiles and type(def.tiles[1]) == "string" and
def.tiles[1] ~= "" and def.drawtype and
(def.drawtype == "normal" or def.drawtype == "allfaces" or
def.drawtype == "glasslike" or def.drawtype == "liquid") then
wield_cubes[name] = def.tiles[1]
end
end
end
local function update_player_visuals(player, item)
local name = player:get_player_name()
local animation = player_api.get_animation(player) or {}
local textures = animation.textures or {}
local skin = textures[1] and textures[1] or "character.png"
player_api.set_textures(player, {skin, "blank.png", wield_image})
end
wieldview.get_item_texture = function(self, item)
local texture = "blank.png"
if item ~= "" then
if minetest.registered_items[item] then
if minetest.registered_items[item].inventory_image ~= "" then
texture = minetest.registered_items[item].inventory_image
elseif node_tiles == true and minetest.registered_items[item].tiles
and type(minetest.registered_items[item].tiles[1]) == "string"
and minetest.registered_items[item].tiles[1] ~= "" then
texture = minetest.inventorycube(minetest.registered_items[item].tiles[1])
end
end
local wield_tile = wield_tiles[item]
if wield_tile then
-- Get item image transformation, first from group, then from transform.lua
local transform = minetest.get_item_group(item, "wieldview_transform")
if transform == 0 then
@ -51,13 +45,27 @@ wieldview.get_item_texture = function(self, item)
if transform then
-- This actually works with groups ratings because transform1, transform2, etc.
-- have meaning and transform0 is used for identidy, so it can be ignored
texture = texture.."^[transform"..tostring(transform)
wield_tile = wield_tile.."^[transform"..tostring(transform)
end
else
wield_tile = "blank.png"
end
local wield_cube = wield_cubes[item] or "blank.png"
if has_armor then
armor.textures[name].wielditem = wield_tile
armor.textures[name].cube = wield_cube
armor:update_player_visuals(player)
else
player_api.set_textures(player, {skin, "blank.png", wield_tile, wield_cube})
end
return texture
end
wieldview.update_wielded_item = function(self, name)
local function update_wielded_item(dtime, name)
wield_cycle[name] = wield_cycle[name] or 0
wield_cycle[name] = wield_cycle[name] + dtime
if wield_cycle[name] < update_time then
return
end
local player = minetest.get_player_by_name(name)
if not player or not player:is_player() then
return
@ -67,25 +75,37 @@ wieldview.update_wielded_item = function(self, name)
if not item then
return
end
if self.wielded_item[name] then
if self.wielded_item[name] == item then
return
end
update_player_visuals(player, self:get_item_texture(item))
if wield_items[name] and wield_items[name] == item then
return
else
update_player_visuals(player, item)
end
self.wielded_item[name] = item
wield_items[name] = item
wield_cycle[name] = 0
end
if not minetest.is_singleplayer() then
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
wieldview.wielded_item[name] = ""
minetest.after(0, function(player)
wieldview:update_wielded_item(name)
end, player)
if name then
wield_items[name] = ""
wield_cycle[name] = 0
minetest.after(0, function()
update_wielded_item(0, name)
end)
end
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
if name then
wield_items[name] = ""
wield_cycle[name] = 0
end
end)
minetest.register_playerstep(function(dtime, playernames)
for _, name in pairs(playernames) do
wieldview:update_wielded_item(name)
update_wielded_item(dtime, name)
end
end)
minetest.after(0, init_wield_items)
end