2018-07-11 22:33:01 +02:00

207 lines
5.8 KiB
Lua

-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
player_api = {}
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0
player_api.registered_models = { }
player_api.registered_skins = { }
-- Local for speed.
local models = player_api.registered_models
local skins = player_api.registered_skins
local registered_skin_modifiers = {}
function player_api.register_model(name, def)
models[name] = def
end
function player_api.register_skin(name, def)
def.skin_key = name
skins[name] = def
end
function player_api.register_skin_modifier(layer, modifier_func)
table.insert(registered_skin_modifiers, { layer = layer, modifier_func = modifier_func })
table.sort(registered_skin_modifiers, function(a,b) return a.layer < b.layer end)
end
-- Player stats and animations
local player_model = {}
local player_textures = {}
local skin_textures = {}
local player_skin = {}
local player_anim = {}
local player_sneak = {}
player_api.player_attached = {}
function player_api.get_animation(player)
local name = player:get_player_name()
return {
model = player_model[name],
textures = player_textures[name],
skin_textures = skin_textures[name],
animation = player_anim[name],
}
end
-- Called when a player's appearance needs to be updated
function player_api.set_model(player, model_name)
local name = player:get_player_name()
local model = model_name and models[model_name]
if not model then
model_name = player_api.default_model
model = models[model_name]
end
if player_model[name] == model_name then
return
end
player:set_properties({
mesh = model_name,
textures = player_textures[name] or model.textures,
visual = model.visual or "mesh",
visual_size = model.visual_size or {x = 1, y = 1},
collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = model.stepheight or 0.6,
eye_height = model.eye_height or 1.47,
})
player_api.set_animation(player, "stand")
player_model[name] = model_name
end
-- Apply textures to player model
function player_api.update_textures(player)
local name = player:get_player_name()
local model = models[player_model[name]]
local textures = skin_textures[name] or (model and model.textures)
local new_textures
if type(textures) == 'string' then
new_textures = { textures }
else
new_textures = table.copy(textures)
end
for _, md in ipairs(registered_skin_modifiers) do
new_textures = md.modifier_func(new_textures, player, player_model[name], player_skin[name]) or new_textures
end
if model.skin_modifier then
new_textures = model:skin_modifier(new_textures, player) or new_textures
end
--print("set skin textures", dump(new_textures))
player_textures[name] = new_textures
player:set_properties({textures = new_textures })
end
-- Called when a player's skin is changed
function player_api.set_skin(player, skin_name, is_default)
local name = player:get_player_name()
local skin = skins[skin_name]
if not skin then
skin_name = player_api.default_skin
skin = skins[skin_name]
end
if player_skin[name] == skin_name then
return
end
-- Handle skin model
player_api.set_model(player, skin.model_name)
-- Handle skin textures
player_skin[name] = skin_name
skin_textures[name] = skin.textures
player_api.update_textures(player)
if not is_default then
player:set_attribute("player_api:skin", skin_name)
end
end
-- Get the skin on join. Can be used as hook
function player_api.get_skin(player)
local assigned_skin = player:get_attribute("player_api:skin")
if assigned_skin then
return assigned_skin, false
else
return player_api.default_skin, true
end
end
function player_api.set_animation(player, anim_name, speed)
local name = player:get_player_name()
if player_anim[name] == anim_name then
return
end
local model = player_model[name] and models[player_model[name]]
if not (model and model.animations and model.animations[anim_name]) then
return
end
local anim = model.animations[anim_name]
player_anim[name] = anim_name
player:set_animation(anim, speed or model.animation_speed, animation_blend)
end
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_model[name] = nil
player_anim[name] = nil
player_textures[name] = nil
skin_textures[name] = nil
player_skin[name] = nil
end)
-- Localize for better performance.
local player_set_animation = player_api.set_animation
local player_attached = player_api.player_attached
-- Check each player and apply animations
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local model_name = player_model[name]
local model = model_name and models[model_name]
if model and not player_attached[name] then
local controls = player:get_player_control()
local walking = false
local animation_speed_mod = model.animation_speed or 30
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
walking = true
end
-- Determine if the player is sneaking, and reduce animation speed if so
if controls.sneak then
animation_speed_mod = animation_speed_mod / 2
end
-- Apply animations based on what the player is doing
if player:get_hp() == 0 then
player_set_animation(player, "lay")
elseif walking then
if player_sneak[name] ~= controls.sneak then
player_anim[name] = nil
player_sneak[name] = controls.sneak
end
if controls.LMB then
player_set_animation(player, "walk_mine", animation_speed_mod)
else
player_set_animation(player, "walk", animation_speed_mod)
end
elseif controls.LMB then
player_set_animation(player, "mine")
else
player_set_animation(player, "stand", animation_speed_mod)
end
end
end
end)