diff --git a/.luacheckrc b/.luacheckrc index 4fbcbfa..a5bbac5 100644 --- a/.luacheckrc +++ b/.luacheckrc @@ -12,6 +12,6 @@ read_globals = { } globals = { - "default", + "player_api", } diff --git a/LICENSE.txt b/LICENSE.txt new file mode 100644 index 0000000..4362b49 --- /dev/null +++ b/LICENSE.txt @@ -0,0 +1,502 @@ + GNU LESSER GENERAL PUBLIC LICENSE + Version 2.1, February 1999 + + Copyright (C) 1991, 1999 Free Software Foundation, Inc. + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + +[This is the first released version of the Lesser GPL. It also counts + as the successor of the GNU Library Public License, version 2, hence + the version number 2.1.] + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. 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See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + +Also add information on how to contact you by electronic and paper mail. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the library, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the + library `Frob' (a library for tweaking knobs) written by James Random Hacker. + + , 1 April 1990 + Ty Coon, President of Vice + +That's all there is to it! diff --git a/README.md b/README.md index f09ec03..551c559 100644 --- a/README.md +++ b/README.md @@ -65,4 +65,5 @@ nodes and sit on them as if they were seats. ## License +Copyright (C) 2016 - Auke Kok LGPL-2.1 diff --git a/api.lua b/api.lua new file mode 100644 index 0000000..b69c14f --- /dev/null +++ b/api.lua @@ -0,0 +1,144 @@ +local S = emote.S +local facedir_to_look_horizontal = emote.facedir_to_look_horizontal +local vector_rotate_xz = emote.util.vector_rotate_xz + +emote.emotes = {} + +emote.attached_to_node = {} +emote.emoting = {} + +-- API functions + +function emote.register_emote(name, def) + emote.emotes[name] = def + + minetest.register_chatcommand(name, { + description = S(("Makes your character perform the %s emote"):format(name)), + func = function(playername) + local player = minetest.get_player_by_name(playername) + if emote.start(player, name) then + if not emote.settings.announce_in_chat then + return true, S(("you %s"):format(name)) + end + else + if not emote.settings.announce_in_chat then + return false, S(("you fail to %s"):format(name)) + end + end + end, + }) +end + +function emote.start(player, emote_name) + if not minetest.is_player(player) then + emote.emoting[player] = nil + return + end + + local emote_def = emote.emotes[emote_name] + + if not emote_def then + return false + end + + local player_name = player:get_player_name() + player_api.set_animation(player, emote_def.anim_name, emote_def.speed) + if emote_name == "stand" then + emote.emoting[player] = nil + player_api.player_attached[player_name] = nil + else + emote.emoting[player] = true + player_api.player_attached[player_name] = true + end + + if emote.settings.announce_in_chat then + minetest.chat_send_all(("* %s %s"):format(player_name, emote_def.description)) + end + + if emote_def.stop_after then + minetest.after(emote_def.stop_after, emote.stop, player) + end + + return true +end + +function emote.stop(player) + emote.start(player, "stand") +end + +function emote.list() + local r = {} + for emote_name, _ in pairs(emote.emotes) do + table.insert(r, emote_name) + end + return r +end + +function emote.attach_to_node(player, pos, locked) + local node = minetest.get_node(pos) + if node.name == "ignore" then + return false + end + + if emote.attached_to_node[player] then + return + end + + local def = minetest.registered_nodes[node.name].emote or {} + + local emotedef = { + eye_offset = def.eye_offset or {x = 0, y = 1/2, z = 0}, + player_offset = def.player_offset or {x = 0, y = 0, z = 0}, + look_horizontal_offset = def.look_horizontal_offset or 0, + emotestring = def.emotestring or "sit", + } + + local look_horizontal = facedir_to_look_horizontal(node.param2) + local offset = vector_rotate_xz(emotedef.player_offset, look_horizontal) + local rotation = look_horizontal + emotedef.look_horizontal_offset + local new_pos = vector.add(pos, offset) + + emote.set_animation(player, emotedef.emotestring) + + if locked then + local object = minetest.add_entity(new_pos, "emote:attacher") + if object then + object:get_luaentity():init(player) + object:setyaw(rotation) + + player:set_attach(object, "", emotedef.eye_offset, minetest.facedir_to_dir(node.param2)) + + emote.attached_to_node[player] = object + end + + else + emote.set_animation(player, emotedef.emotestring) + + player:setpos(new_pos) + player:set_eye_offset(emotedef.eye_offset, {x = 0, y = 0, z = 0}) + end + + player:set_look_horizontal(rotation) +end + +function emote.attach_to_entity(player, emotestring, obj) + -- not implemented yet. +end + +function emote.detach(player) + if emote.attached_to_node[player] then + emote.attached_to_node[player]:detach() + end + -- check if attached? + player:set_eye_offset(vector.new(), vector.new()) + emote.stop(player) +end + +minetest.register_globalstep(function() + for player in pairs(emote.emoting) do + local ctrl = player:get_player_control() + if ctrl and (ctrl.jump or ctrl.up or ctrl.down or ctrl.left or ctrl.right) then + emote.stop(player) + end + end +end) diff --git a/depends.txt b/depends.txt deleted file mode 100644 index 4ad96d5..0000000 --- a/depends.txt +++ /dev/null @@ -1 +0,0 @@ -default diff --git a/description.txt b/description.txt deleted file mode 100644 index 5018121..0000000 --- a/description.txt +++ /dev/null @@ -1 +0,0 @@ -Provides player emotes and an api to make the player model sit, lie down and perform other actions. diff --git a/entity.lua b/entity.lua new file mode 100644 index 0000000..5f697f1 --- /dev/null +++ b/entity.lua @@ -0,0 +1,42 @@ + +-- entity for locked emotes (attached to nodes, etc) +local attacher = { + description = "Attachment entity for emotes", + physical = false, + visual = "upright_sprite", + visual_size = {x = 1/16, y = 1/16}, + spritediv = {x = 1/16, y = 1/16}, + collisionbox = {-1/16, -1/16, -1/16, 1/16, 1/16, 1/16}, + textures = {"emote_blank.png"}, + static_save = false, + init = function(self, player) + self.player = player + end, +} + +function attacher:on_step() + if not minetest.is_player(self.player) then + self.object:remove() + return + end + + local ctrl = self.player:get_player_control() + if ctrl and ctrl.jump then + self:detach() + end +end + +function attacher:detach() + emote.attached[self.player] = nil + + if not minetest.is_player(self.player) then + return + end + + self.player:set_detach() + self.object:remove() + + emote.stop(self.player) +end + +minetest.register_entity("emote:attacher", attacher) diff --git a/init.lua b/init.lua index b7a39db..1502ad9 100644 --- a/init.lua +++ b/init.lua @@ -1,199 +1,81 @@ +local modname = minetest.get_current_modname() +local modpath = minetest.get_modpath(modname) +local S = minetest.get_translator(modname) ---[[ +emote = { + modname = modname, + modpath = modpath, -Copyright (C) 2016 - Auke Kok + S = S, -"emote" is free software; you can redistribute it and/or modify -it under the terms of the GNU Lesser General Public License as -published by the Free Software Foundation; either version 2.1 -of the license, or (at your option) any later version. + log = function(level, messagefmt, ...) + return minetest.log(level, ("[%s] %s"):format(modname, messagefmt:format(...))) + end, -]]-- - -emote = {} - -local emotes = { - stand = {{x = 0, y = 79}, 30, 0, true, "stands up"}, - sit = {{x = 81, y = 160}, 30, 0, true, "sits"}, - lay = {{x = 162, y = 166}, 30, 0, true, "lies down"}, - sleep = {{x = 162, y = 166}, 30, 0, true, "falls asleep"}, -- alias for lay - wave = {{x = 192, y = 196}, 15, 0, false, "waves"}, - point = {{x = 196, y = 196}, 30, 0, true, "points"}, - freeze = {{x = 205, y = 205}, 30, 0, true, "freezes"}, -} - -local emoting = {} -local attached = {} - --- helper functions -local function facedir_to_look_horizontal(dir) - if dir == 0 then - return 0 - elseif dir == 1 then - return math.pi * 3/2 - elseif dir == 2 then - return math.pi - elseif dir == 3 then - return math.pi / 2 - else - return nil - end -end - -local function vector_rotate_xz(vec, angle) - local a = angle - (math.pi * 3/2) - return { - x = (vec.z * math.sin(a)) - (vec.x * math.cos(a)), - y = vec.y, - z = (vec.z * math.cos(a)) - (vec.x * math.sin(a)) - } -end - --- entity for locked emotes (attached to nodes, etc) -local attacher = { - description = "Attachment entity for emotes", - physical = false, - visual = "upright_sprite", - visual_size = {x = 1/16, y = 1/16}, - spritediv = {x = 1/16, y = 1/16}, - collisionbox = {-1/16, -1/16, -1/16, 1/16, 1/16, 1/16}, - textures = {"emote_blank.png"}, - init = function(self, player) - self.player = player + dofile = function(...) + return dofile(table.concat({modpath, ...}, DIR_DELIM) .. ".lua") end, } -function attacher:on_step(dtime) - if not self.player then - self.object:remove() - return - end +emote.dofile("settings") +emote.dofile("util") +emote.dofile("api") +emote.dofile("entity") - local ctrl = self.player:get_player_control() - if ctrl.jump then - self:detach() - return - end -end +local model = player_api.registered_models["character.b3d"] -function attacher:detach() - attached[self.player] = nil - self.player:set_detach() - self.player:set_animation(unpack(emotes["stand"])) - self.object:remove() - default.player_attached[self.player:get_player_name()] = nil -end +emote.register_emote("stand", { + anim_name = "stand", + speed = 30, + description = S("stands up") +}) -minetest.register_entity("emote:attacher", attacher) +emote.register_emote("sit", { + anim_name = "sit", + speed = 30, + description = S("sits") +}) --- API functions +emote.register_emote("lay", { + anim_name = "lay", + speed = 30, + description = S("lies down") +}) -function emote.start(player, emotestring) - emote.stop(player) - if emotes[emotestring] then - player:set_animation(unpack(emotes[emotestring])) - emoting[player] = emotestring - local e = emotes[emotestring] - if e[5] then - minetest.chat_send_all("* " .. player:get_player_name() .. " " .. e[5]) - end - if not e[4] then - local len = (e[1].y - e[1].x) / e[2] - minetest.after(len, emote.stop, player) - end - return true - else - return false - end -end +emote.register_emote("sleep", { -- alias for lay + anim_name = "lay", + speed = 30, + description = S("falls asleep") +}) -function emote.stop(player) - if emoting[player] then - emoting[player] = nil - player:set_animation(unpack(emotes["stand"])) - end -end +model.animations.wave = {x = 192, y = 196, override_local = true} +emote.register_emote("wave", { + anim_name = "wave", + speed = 15, + stop_after = 4, + description = S("waves") +}) -function emote.list() - local r = {} - for k, _ in pairs(emotes) do - table.insert(r, k) - end - return r -end +model.animations.point = {x = 196, y = 196, override_local = true} +emote.register_emote("point", { + anim_name = "point", + speed = 30, + description = S("points") +}) -function emote.attach_to_node(player, pos, locked) - local node = minetest.get_node(pos) - if node.name == "ignore" then - return false - end - - if attached[player] then - return - end - - local def = minetest.registered_nodes[node.name].emote or {} - - local emotedef = { - eye_offset = def.eye_offset or {x = 0, y = 1/2, z = 0}, - player_offset = def.player_offset or {x = 0, y = 0, z = 0}, - look_horizontal_offset = def.look_horizontal_offset or 0, - emotestring = def.emotestring or "sit", - } - - if locked then - player:set_animation(unpack(emotes[emotedef.emotestring])) - local offset = vector_rotate_xz(emotedef.player_offset,facedir_to_look_horizontal(node.param2)) - local object = minetest.add_entity(vector.add(pos, offset), "emote:attacher") - object:get_luaentity():init(player) - local rotation = facedir_to_look_horizontal(node.param2) + emotedef.look_horizontal_offset - object:setyaw(rotation) - player:set_attach(object, "", emotedef.eye_offset, minetest.facedir_to_dir(node.param2)) - player:set_look_horizontal(rotation) - -- this is highly unreliable! - minetest.after(0, function() - player:set_animation(unpack(emotes[emotedef.emotestring])) - end) - attached[player] = object - default.player_attached[player:get_player_name()] = true - else - player:setpos(vector.add(pos, vector_rotate_xz(emotedef.player_offset, facedir_to_look_horizontal(node.param2)))) - player:set_eye_offset(emotedef.eye_offset, {x = 0, y = 0, z = 0}) - player:set_look_horizontal(facedir_to_look_horizontal(node.param2) + emotedef.look_horizontal_offset) - player:set_animation(unpack(emotes[emotedef.emotestring])) - player:set_physics_override(0, 0, 0) - end -end - -function emote.attach_to_entity(player, emotestring, obj) - -- not implemented yet. -end - -function emote.detach(player) - if attached[player] then - attached[player]:detach() - end - -- check if attached? - player:set_eye_offset(vector.new(), vector.new()) - player:set_physics_override(1, 1, 1) - player:set_animation(unpack(emotes["stand"])) -end - -for k, _ in pairs(emotes) do - minetest.register_chatcommand(k, { - params = k .. " emote", - description = "Makes your character perform the " .. k .. " emote", - func = function(name, param) - local player = minetest.get_player_by_name(name) - emote.start(player, k) - end, - }) -end +model.animations.freeze = {x = 205, y = 205, override_local = true} +emote.register_emote("freeze", { + anim_name = "freeze", + speed = 30, + description = S("freezes") +}) --[[ -- testing tool - punch any node to test attachment code -minetest.register_craftitem("emote:sleep", { +]]-- +minetest.register_tool("emote:sleep", { description = "use me on a bed bottom", + groups = {not_in_creative_inventory = 1}, on_use = function(itemstack, user, pointed_thing) -- the delay here is weird, but the client receives a mouse-up event -- after the punch and switches back to "stand" animation, undoing @@ -201,4 +83,3 @@ minetest.register_craftitem("emote:sleep", { minetest.after(0.5, emote.attach_to_node, user, pointed_thing.under) end }) -]]-- diff --git a/mod.conf b/mod.conf index c58502a..3b43a6b 100644 --- a/mod.conf +++ b/mod.conf @@ -1 +1,3 @@ name = emote +description = Provides player emotes and an api to make the player model sit, lie down and perform other actions. +depends = player_api diff --git a/settings.lua b/settings.lua new file mode 100644 index 0000000..075e1cb --- /dev/null +++ b/settings.lua @@ -0,0 +1,5 @@ + + +emote.settings = { + announce_in_chat = minetest.settings:get_bool("emote.announce_in_chat", false), +} diff --git a/settingtypes.txt b/settingtypes.txt new file mode 100644 index 0000000..c3aa128 --- /dev/null +++ b/settingtypes.txt @@ -0,0 +1,3 @@ + +emote.announce_in_chat (announce emote in chat) bool false + diff --git a/util.lua b/util.lua new file mode 100644 index 0000000..571f15d --- /dev/null +++ b/util.lua @@ -0,0 +1,27 @@ +local util = {} + +-- helper functions +function util.facedir_to_look_horizontal(dir) + if dir == 0 then + return 0 + elseif dir == 1 then + return math.pi * 3/2 + elseif dir == 2 then + return math.pi + elseif dir == 3 then + return math.pi / 2 + else + return nil + end +end + +function util.vector_rotate_xz(vec, angle) + local a = angle - (math.pi * 3/2) + return { + x = (vec.z * math.sin(a)) - (vec.x * math.cos(a)), + y = vec.y, + z = (vec.z * math.cos(a)) - (vec.x * math.sin(a)) + } +end + +emote.util = util