bc20045705
Now there wont be two "kingdoms_game"folders
317 lines
7.5 KiB
Lua
317 lines
7.5 KiB
Lua
local model = minetest.get_modpath("3d_armor") and "armor" or "normal"
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-- Localize functions to avoid table lookups (better performance)
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local vector_new = vector.new
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local math_sin = math.sin
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local math_deg = math.deg
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local table_remove = table.remove
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local get_animation = default.player_get_animation
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local get_connected_players = minetest.get_connected_players
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-- Animation alias
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local STAND = 1
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local WALK = 2
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local MINE = 3
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local WALK_MINE = 4
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local SIT = 5
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local LAY = 6
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-- Bone alias
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local BODY = "Body"
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local HEAD = "Head"
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local CAPE = "Cape"
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local LARM = "Arm_Left"
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local RARM = "Arm_Right"
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local LLEG = "Leg_Left"
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local RLEG = "Leg_Right"
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local bone_positions = {
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normal = {
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[BODY] = vector_new(0, -3.5, 0),
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[HEAD] = vector_new(0, 6.5, 0),
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[CAPE] = vector_new(0, 6.5, 1.5),
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[LARM] = vector_new(-3.9, 6.5, 0),
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[RARM] = vector_new(3.9, 6.5, 0),
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[LLEG] = vector_new(-1, 0, 0),
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[RLEG] = vector_new(1, 0, 0)
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},
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armor = {
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[BODY] = vector_new(0, -3.5, 0),
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[HEAD] = vector_new(0, 6.75, 0),
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[CAPE] = vector_new(0, 6.75, 1.5),
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[LARM] = vector_new(2, 6.5, 0),
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[RARM] = vector_new(-2, 6.5, 0),
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[LLEG] = vector_new(1, 0, 0),
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[RLEG] = vector_new(-1, 0, 0)
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}
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}
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local bone_rotations = {
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normal = {
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[BODY] = vector_new(0, 0, 0),
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[HEAD] = vector_new(0, 0, 0),
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[CAPE] = vector_new(0, 0, 180),
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[LARM] = vector_new(180, 0, 7.5),
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[RARM] = vector_new(180, 0, -7.5),
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[LLEG] = vector_new(0, 0, 0),
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[RLEG] = vector_new(0, 0, 0)
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},
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armor = {
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[BODY] = vector_new(0, 0, 0),
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[HEAD] = vector_new(0, 0, 0),
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[CAPE] = vector_new(180, 0, 180),
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[LARM] = vector_new(180, 0, 9),
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[RARM] = vector_new(180, 0, -9),
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[LLEG] = vector_new(0, 0, 0),
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[RLEG] = vector_new(0, 0, 0)
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}
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}
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local bone_rotation = bone_rotations[model]
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local bone_position = bone_positions[model]
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local function rotate(player, bone, x, y, z)
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local default_rotation = bone_rotation[bone]
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local rotation = {
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x = (x or 0) + default_rotation.x,
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y = (y or 0) + default_rotation.y,
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z = (z or 0) + default_rotation.z
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}
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player:set_bone_position(bone, bone_position[bone], rotation)
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end
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local step = 0
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local look_pitch = {}
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local animation_speed = {}
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local animations = {
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[STAND] = function(player)
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rotate(player, BODY)
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rotate(player, CAPE)
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rotate(player, LARM)
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rotate(player, RARM)
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rotate(player, LLEG)
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rotate(player, RLEG)
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end,
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[WALK] = function(player)
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local name = player:get_player_name()
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local swing = math_sin(step * 4 * animation_speed[name])
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rotate(player, CAPE, swing * 30 + 35)
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rotate(player, LARM, swing * -40)
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rotate(player, RARM, swing * 40)
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rotate(player, LLEG, swing * 40)
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rotate(player, RLEG, swing * -40)
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end,
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[MINE] = function(player)
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local name = player:get_player_name()
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local pitch = look_pitch[name]
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local swing = math_sin(step * 4 * animation_speed[name])
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local hand_swing = math_sin(step * 8 * animation_speed[name])
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rotate(player, CAPE, swing * 5 + 10)
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rotate(player, LARM)
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rotate(player, RARM, hand_swing * 20 + 80 + pitch)
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rotate(player, LLEG)
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rotate(player, RLEG)
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end,
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[WALK_MINE] = function(player)
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local name = player:get_player_name()
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local pitch = look_pitch[name]
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local swing = math_sin(step * 4 * animation_speed[name])
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local hand_swing = math_sin(step * 8 * animation_speed[name])
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rotate(player, CAPE, swing * 30 + 35)
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rotate(player, LARM, swing * -40)
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rotate(player, RARM, hand_swing * 20 + 80 + pitch)
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rotate(player, LLEG, swing * 40)
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rotate(player, RLEG, swing * -40)
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end,
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[SIT] = function(player)
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local body_position = vector_new(bone_position[BODY])
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body_position.y = body_position.y - 6
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player:set_bone_position(BODY, body_position, {x = 0, y = 0, z = 0})
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rotate(player, LARM)
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rotate(player, RARM)
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rotate(player, LLEG, 90)
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rotate(player, RLEG, 90)
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end,
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[LAY] = function(player)
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local body_position = {x = 0, y = -9, z = 0}
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local body_rotation = {x = 270, y = 0, z = 0}
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player:set_bone_position(BODY, body_position, body_rotation)
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rotate(player, HEAD)
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end
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}
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local function update_look_pitch(player)
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local name = player:get_player_name()
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local pitch = math_deg(player:get_look_pitch())
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if look_pitch[name] ~= pitch then
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look_pitch[name] = pitch
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end
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end
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local function set_animation_speed(player, bool_sneak)
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local name = player:get_player_name()
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local speed = bool_sneak and 0.75 or 2
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if animation_speed[name] ~= speed then
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animation_speed[name] = speed
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end
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end
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local previous_animation = {}
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local function set_animation(player, anim)
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local name = player:get_player_name()
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if anim == LAY then
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if previous_animation[name] ~= anim then
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previous_animation[name] = anim
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animations[anim](player)
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end
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return
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end
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if anim == WALK or anim == MINE or anim == WALK_MINE then
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previous_animation[name] = anim
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animations[anim](player)
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return
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end
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if previous_animation[name] ~= anim then
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previous_animation[name] = anim
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animations[anim](player)
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end
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end
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local previous_head = {}
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local function head_rotate(player, y)
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local name = player:get_player_name()
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local x = look_pitch[name]
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local old_head = previous_head[name]
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if x ~= old_head.x
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or y ~= old_head.y then
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previous_head[name] = {x = x, y = y}
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rotate(player, HEAD, x, y)
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end
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end
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local previous_yaw = {}
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local previous_body = {}
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local function body_moving(player, bool_sneak, no_rotate_body)
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local name = player:get_player_name()
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local yaw = player:get_look_yaw()
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local player_previous_yaw = previous_yaw[name]
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local index = #player_previous_yaw + 1
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player_previous_yaw[index] = yaw
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local next_yaw = yaw
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if index > 7 then
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next_yaw = player_previous_yaw[1]
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table_remove(player_previous_yaw, 1)
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end
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local x, y = 0, 0
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if not no_rotate_body then
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x = bool_sneak and 5 or 0
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y = math_deg(yaw - next_yaw)
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end
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local old_body = previous_body[name]
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if x ~= old_body.x
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or y ~= old_body.y then
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rotate(player, BODY, x, y)
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previous_body[name] = {x = x, y = y}
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end
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head_rotate(player, -y)
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end
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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previous_yaw[name] = {}
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previous_head[name] = {x = 0, y = 0}
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previous_body[name] = {x = 0, y = 0}
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end)
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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look_pitch[name] = nil
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animation_speed[name] = nil
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previous_yaw[name] = nil
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previous_head[name] = nil
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previous_body[name] = nil
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previous_animation[name] = nil
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end)
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minetest.register_globalstep(function(dtime)
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step = step + dtime
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if step >= 3600 then
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step = 1
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end
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local players = get_connected_players()
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local player_count = #players
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if player_count == 0 then return end
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for i = 1, player_count do
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local player = players[i]
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local animation = get_animation(player).animation
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if animation == "lay" then -- No head rotate
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set_animation(player, STAND) -- Reset
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set_animation(player, LAY)
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else
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local controls = player:get_player_control()
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local bool_sneak = controls.sneak
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update_look_pitch(player)
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if animation == "walk" then
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set_animation_speed(player, bool_sneak)
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set_animation(player, WALK)
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body_moving(player, bool_sneak)
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elseif animation == "mine" then
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set_animation_speed(player, bool_sneak)
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set_animation(player, MINE)
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body_moving(player, bool_sneak)
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elseif animation == "walk_mine" then
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set_animation_speed(player, bool_sneak)
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set_animation(player, WALK_MINE)
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body_moving(player, bool_sneak)
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elseif animation == "sit" then
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set_animation(player, SIT)
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body_moving(player, bool_sneak, true)
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else
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set_animation(player, STAND)
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body_moving(player, bool_sneak)
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end
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end
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end
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end)
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