mckaygerhard
62f9150940
* improves previous commit 13cd243a031ca6c52457032e0bffc8576b549b3a , the problem is that both server and client must be equal protocol, so this ugly hack check if this was loaded into FinalMinetest or Multicraft to dinamically check client nature and re-registering the model when server and client do not have same player models due the colisionbox check * NOTE: the check already need to check if the engine is old and the server not, so the conditional just try to do exact check agains TRUE boolean. * Closed https://codeberg.org/minenux/minetest-game-minetest/issues/12 fixed the problem of collisionbox for the lufix player in ugly way but much more effectivelly due can be mixed in FinalMinetest and Multicraft
208 lines
6.1 KiB
Lua
208 lines
6.1 KiB
Lua
-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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player_api = {}
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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local animation_blend = 0
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player_api.modelchar = "character.b3d"
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player_api.eyeheithg = 1.5
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player_api.collsibox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}
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local is_50 = minetest.has_feature("object_use_texture_alpha") or nil
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function player_api.dynamicmodel(player_name)
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if not player_name then
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if is_50 then
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player_api.modelchar = "character50.b3d"
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player_api.eyeheithg = 1.625
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else
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player_api.modelchar = "character40.b3d"
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player_api.eyeheithg = 1.47
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end
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return
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end
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local engineold = is_50
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local info = minetest.get_player_information(player_name)
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-- ugly hack due mixed protocols:
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if info then
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local test = info.version_string or "5.0"
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if test:find("0.4.") or test:find("4.0.") or test:find("4.1.") then
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engineold = true
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player_api.modelchar = "character40.b3d"
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player_api.eyeheithg = 1.47
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player_api.collsibox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}
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else
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engineold = false
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player_api.modelchar = "character50.b3d"
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player_api.eyeheithg = 1.625
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player_api.collsibox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}
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end
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-- only refix register model when protocols are mixed, will slow down server
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if engineold == true and is_50 == true then
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minetest.log("warning", "[default/player_api] performance impact: mixed protocols DETECTED on player .. "..player_name.." doin re-register model hack")
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player_api.register_model( player_api.modelchar, {
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animation_speed = 30,
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textures = {"character.png", },
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animations = {
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-- Standard animations.
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stand = {x = 0, y = 79},
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lay = {x = 162, y = 166},
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walk = {x = 168, y = 187},
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mine = {x = 189, y = 198},
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walk_mine = {x = 200, y = 219},
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sit = {x = 81, y = 160},
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},
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collisionbox = player_api.collsibox,
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stepheight = 0.6,
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eye_height = eyeheithg,
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})
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end
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end
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end
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player_api.registered_models = { }
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-- Local for speed.
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local models = player_api.registered_models
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function player_api.register_model(name, def)
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models[name] = def
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end
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-- Player stats and animations
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local player_model = {}
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local player_textures = {}
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local player_anim = {}
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local player_sneak = {}
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player_api.player_attached = {}
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function player_api.get_animation(player)
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local name = player:get_player_name()
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return {
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model = player_model[name],
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textures = player_textures[name],
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animation = player_anim[name],
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}
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end
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-- Called when a player's appearance needs to be updated
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function player_api.set_model(player, model_name)
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local name = player:get_player_name()
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local model = models[model_name]
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if model then
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if player_model[name] == model_name then
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return
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end
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player:set_properties({
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mesh = model_name,
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textures = player_textures[name] or model.textures,
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visual = "mesh",
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visual_size = model.visual_size or {x = 1, y = 1},
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collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
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stepheight = model.stepheight or 0.6,
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eye_height = model.eye_height or player_api.eyeheithg,
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})
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player_api.set_animation(player, "stand")
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else
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player:set_properties({
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textures = {"player.png", "player_back.png"},
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visual = "upright_sprite",
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visual_size = {x = 1, y = 2},
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collisionbox = player_api.collsibox,
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stepheight = 0.6,
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eye_height = player_api.eyeheithg,
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})
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end
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player_model[name] = model_name
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end
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function player_api.set_textures(player, textures)
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local name = player:get_player_name()
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local model = models[player_model[name]]
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local model_textures = model and model.textures or nil
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player_textures[name] = textures or model_textures
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player:set_properties({textures = textures or model_textures,})
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end
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function player_api.set_animation(player, anim_name, speed)
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local name = player:get_player_name()
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if player_anim[name] == anim_name then
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return
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end
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local model = player_model[name] and models[player_model[name]]
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if not (model and model.animations[anim_name]) then
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return
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end
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local anim = model.animations[anim_name]
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player_anim[name] = anim_name
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player:set_animation(anim, speed or model.animation_speed, animation_blend)
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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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player_model[name] = nil
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player_anim[name] = nil
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player_textures[name] = nil
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end)
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-- Localize for better performance.
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local player_set_animation = player_api.set_animation
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local player_attached = player_api.player_attached
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-- Prevent knockback for attached players
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local old_calculate_knockback = minetest.calculate_knockback
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function minetest.calculate_knockback(player, ...)
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if player_attached[player:get_player_name()] then
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return 0
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end
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return old_calculate_knockback(player, ...)
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end
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-- Check each player and apply animations
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minetest.register_globalstep(function(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local model_name = player_model[name]
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local model = model_name and models[model_name]
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if model and not player_attached[name] then
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local controls = player:get_player_control()
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local walking = false
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local animation_speed_mod = model.animation_speed or 30
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-- Determine if the player is walking
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if controls.up or controls.down or controls.left or controls.right then
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walking = true
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end
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-- Determine if the player is sneaking, and reduce animation speed if so
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if controls.sneak then
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animation_speed_mod = animation_speed_mod / 2
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end
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then
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player_set_animation(player, "lay")
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elseif walking then
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if player_sneak[name] ~= controls.sneak then
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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end
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if controls.LMB then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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else
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player_set_animation(player, "walk", animation_speed_mod)
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end
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elseif controls.LMB then
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player_set_animation(player, "mine")
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else
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player_set_animation(player, "stand", animation_speed_mod)
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end
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end
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end
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end)
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