mckaygerhard 0445c9f90d default/player_api/3darmor/skinsdb - dinamically set the model player on client conection
* improves previous commit 3b5cbef6529040620dd8e064f04e082cab5bb436
  and previous 3d_armor commit d7ae85b7f614ae4c37227c7d3a0c78013507ce4f ,
  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
* fix model preview based on client view, not on server engine version
  for the skindb mod
2023-08-13 20:12:04 -04:00

246 lines
7.2 KiB
Lua

-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0
local hp_player_maximun = tonumber(minetest.settings:get('default_hp_player_maximun')) or 40
local modelchar
local eyeheithg = 1.5 -- must be autodetected at client connection due different protocols
local collsibox = {-0.3, 0.5, -0.3, 0.3, 1.7, 0.3}
local is_50 = minetest.has_feature("object_use_texture_alpha") or nil
function dynamicmodel(player_name)
if not player_name then
if is_50 then
core.PLAYER_MAX_HP_DEFAULT = hp_player_maximun
modelchar = "character50.b3d"
eyeheithg = 1.625
collsibox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}
else
modelchar = "character40.b3d"
eyeheithg = 1.47
core.PLAYER_MAX_HP = hp_player_maximun
collsibox = {-0.3, -1, -0.3, 0.3, 0.75, 0.3}
end
return
end
local engineold = is_50
local info = minetest.get_player_information(player_name)
-- ugly hack due mixed protocols:
if info then
local test = info.version_string or "5.0"
if test:find("0.4") or test:find("4.0") or test:find("4.1") then
engineold = true
modelchar = "character40.b3d"
eyeheithg = 1.47
collsibox = {-0.3, -1, -0.3, 0.3, 0.75, 0.3}
else
engineold = false
modelchar = "character50.b3d"
eyeheithg = 1.625
collsibox = {-0.3, 0.0, -0.3, 0.3, 1.5, 0.3}
end
-- only refix register model when protocols are mixed, will slow down server
if engineold == true and is_50 == true then
minetest.log("warning", "[default/player_api] performance impact: mixed protocols DETECTED on player .. "..player_name.." doin re-register model hack")
default.player_register_model( modelchar, {
animation_speed = 30,
textures = {"character.png", },
animations = {
-- Standard animations.
stand = {x = 0, y = 79},
lay = {x = 162, y = 166},
walk = {x = 168, y = 187},
mine = {x = 189, y = 198},
walk_mine = {x = 200, y = 219},
sit = {x = 81, y = 160},
},
collisionbox = collsibox,
stepheight = 0.6,
eye_height = eyeheithg,
})
end
end
end
default.registered_player_models = { }
dynamicmodel(nil)
-- Local for speed.
local models = default.registered_player_models
function default.player_register_model(name, def)
models[name] = def
end
-- Player stats and animations
local player_model = {}
local player_textures = {}
local player_anim = {}
local player_sneak = {}
default.player_attached = {}
function default.player_get_animation(player)
local name = player:get_player_name()
return {
model = player_model[name],
textures = player_textures[name],
animation = player_anim[name],
}
end
-- Called when a player's appearance needs to be updated
function default.player_set_model(player, model_name)
local name = player:get_player_name()
local model = models[model_name]
if model then
if player_model[name] == model_name then
return
end
player:set_properties({
mesh = model_name,
textures = player_textures[name] or model.textures,
visual = "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 eyeheithg,
})
default.player_set_animation(player, "stand")
else
player:set_properties({
textures = {"player.png", "player_back.png"},
visual = "upright_sprite",
visual_size = {x = 1, y = 2},
collisionbox = collsibox,
stepheight = 0.6,
eye_height = eyeheithg,
})
end
player_model[name] = model_name
end
function default.player_set_textures(player, textures)
local name = player:get_player_name()
local model = models[player_model[name]]
local model_textures = model and model.textures or nil
player_textures[name] = textures or model_textures
player:set_properties({textures = textures or model_textures,})
player:set_properties({hp_max = hp_player_maximun})
end
function default.player_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[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
-- Default player appearance
default.player_register_model( modelchar, {
animation_speed = 30,
textures = {"character.png", },
animations = {
-- Standard animations.
stand = {x = 0, y = 79},
lay = {x = 162, y = 166},
walk = {x = 168, y = 187},
mine = {x = 189, y = 198},
walk_mine = {x = 200, y = 219},
sit = {x = 81, y = 160},
},
collisionbox = collsibox,
stepheight = 0.6,
eye_height = eyeheithg,
})
-- Update appearance when the player joins
minetest.register_on_joinplayer(function(player)
local player_name = player:get_player_name()
dynamicmodel(player_name)
default.player_attached[player_name] = false
default.player_set_model(player, modelchar)
player:set_local_animation(
{x = 0, y = 79},
{x = 168, y = 187},
{x = 189, y = 198},
{x = 200, y = 219},
30
)
player:set_properties({hp_max = hp_player_maximun, eye_height = eyeheithg, collisionbox = collsibox})
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
end)
-- Localize for better performance.
local player_set_animation = default.player_set_animation
local player_attached = default.player_attached
-- Prevent knockback for attached players
local old_calculate_knockback = minetest.calculate_knockback
function minetest.calculate_knockback(player, ...)
if player_attached[player:get_player_name()] then
return 0
end
return old_calculate_knockback(player, ...)
end
-- 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)