Cleanup
~ Code Cleanup ~ Move ladder node above/below check to inside ladder checkmaster
parent
586d4501c0
commit
98dbe16550
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@ -1,6 +1,13 @@
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-------------------------------------------
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------------------------------------------------------------
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-- ___ _ __ ___ _ --
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-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
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-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
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-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
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-- |__/ --
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-- Crouch and Climb --
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------------------------------------------------------------
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-- Example Cape --
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-------------------------------------------
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------------------------------------------------------------
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armor:register_armor("3d_armor_flyswim:demo_cape", {
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description = "Someones Cape",
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inventory_image = "3d_armor_flyswim_demo_cape_inv.png",
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@ -1,43 +1,49 @@
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------------------------------------------------------------------
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-- ___________ __ .__ --
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-- \_ _____/_ __ ____ _____/ |_|__| ____ ____ ______ --
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-- | __)| | \/ \_/ ___\ __\ |/ _ \ / \ / ___/ --
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-- | \ | | / | \ \___| | | ( <_> ) | \\___ \ --
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-- \___ / |____/|___| /\___ >__| |__|\____/|___| /____ > --
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-- \/ \/ \/ \/ \/ --
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------------------------------------------------------------------
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------------------------------------------------------------
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-- ___ _ __ ___ _ --
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-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
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-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
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-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
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-- |__/ --
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-- Crouch and Climb --
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------------------------------------------------------------
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-- Functions --
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------------------------------------------------------------
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----------------------------------------
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-- Get Player model and textures
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function armor_fly_swim.get_player_model()
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local player_mod = "character_sf.b3d" -- Swim, Fly
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-- player_api only (simple_skins uses)
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local player_mod = "character_sf.b3d"
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local texture = {"character.png",
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"3d_armor_trans.png"}
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-- 3d_armor only nil capes (simple_skins uses)
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if armor_fly_swim.is_3d_armor and
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not armor_fly_swim.add_capes and
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not armor_fly_swim.is_skinsdb then
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player_mod = "3d_armor_character_sf.b3d" -- Swim Fly
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player_mod = "3d_armor_character_sf.b3d"
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texture = {armor.default_skin..".png",
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"3d_armor_trans.png",
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"3d_armor_trans.png"}
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end
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-- 3d_armor only with capes (simple_skins uses)
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if armor_fly_swim.is_3d_armor and
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armor_fly_swim.add_capes and
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not armor_fly_swim.is_skinsdb then
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player_mod = "3d_armor_character_sfc.b3d" -- Swim Fly Capes
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player_mod = "3d_armor_character_sfc.b3d"
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texture = {armor.default_skin..".png",
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"3d_armor_trans.png",
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"3d_armor_trans.png"}
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end
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-- skins_db with 3d_armor or without
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if armor_fly_swim.is_skinsdb then
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player_mod = "skinsdb_3d_armor_character_5.b3d" -- Swim Fly Capes
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player_mod = "skinsdb_3d_armor_character_5.b3d"
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texture = {"blank.png",
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"blank.png",
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"blank.png",
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@ -66,10 +72,10 @@ function armor_fly_swim.get_wasd_state(controls)
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end
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----------------------------------------
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-- Check specific node fly/swim --
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-- 1=player feet, 2=one below feet, --
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-- Thanks Gundul --
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----------------------------------------
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-- Check specific node fly/swim
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-- 1=player feet, 2=one below feet,
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-- Thanks Gundul
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function node_fsable(pos,num,type)
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local draw_ta = {"airlike"}
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@ -97,8 +103,8 @@ function node_fsable(pos,num,type)
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end
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-----------------------------------------------
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-- Check X number nodes down fly/Swimmable --
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-----------------------------------------------
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-- Check X number nodes down fly/Swimmable
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function node_down_fsable(pos,num,type)
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local draw_ta = {"airlike"}
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@ -141,43 +147,40 @@ local compare = draw_ta
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end
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------------------------------------------
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-- Workaround for odd crouch behaviour --
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------------------------------------------
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-- Workaround for slab edge crouch
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function crouch_wa(player,pos)
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local is_slab = 0 -- is_slab var holder 0=not_slab, 1=slab
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local pos_w = {} -- Empty table
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local is_slab = 0
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local pos_w = {}
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local angle = (player:get_look_horizontal())*180/math.pi -- Convert Look direction to angles
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if angle <= 45 or angle >= 315 then -- +Z North
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-- +Z North
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if angle <= 45 or angle >= 315 then
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pos_w={x=pos.x,y=pos.y+1,z=pos.z+1}
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elseif angle > 45 and angle < 135 then -- -X West
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-- -X West
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elseif angle > 45 and angle < 135 then
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pos_w={x=pos.x-1,y=pos.y+1,z=pos.z}
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elseif angle >= 135 and angle <= 225 then -- -Z South
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-- -Z South
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elseif angle >= 135 and angle <= 225 then
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pos_w={x=pos.x,y=pos.y+1,z=pos.z-1}
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elseif angle > 225 and angle < 315 then -- +X East
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-- +X East
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elseif angle > 225 and angle < 315 then
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pos_w={x=pos.x+1,y=pos.y+1,z=pos.z}
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end
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local check = minetest.get_node(pos_w) -- Get the node that is in front of the players look direction
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local check = minetest.get_node(pos_w)
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if minetest.registered_nodes[check.name] then
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local check_g = minetest.registered_nodes[check.name].groups -- Get the groups assigned to node
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for k,v in pairs(check_g) do
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if k == "slab" then -- Any of the keys == slab then slab
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is_slab = 1 -- is_slab set to 1
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end
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local check_g = minetest.get_item_group(check.name, "slab")
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if check_g ~= 0 then
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is_slab = 1
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end
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end
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return is_slab -- return 1 or 0
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-- return 1 or 0, need to update to bool
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return is_slab
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end
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167
init.lua
167
init.lua
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@ -1,29 +1,21 @@
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--------------------------------------------------------------------------------------
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-- ________ .___ _____ --
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-- \_____ \ __| _/ / _ \_______ _____ ___________ --
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-- _(__ < / __ | / /_\ \_ __ \/ \ / _ \_ __ \ --
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-- / \/ /_/ | / | \ | \/ Y Y ( <_> ) | \/ --
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-- /______ /\____ | \____|__ /__| |__|_| /\____/|__| --
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-- \/ \/ \/ \/ --
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-- ___________.__ .___ _________ .__ --
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-- \_ _____/| | ___.__. _____ ____ __| _/ / _____/_ _ _|__| _____ --
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-- | __) | |< | | \__ \ / \ / __ | \_____ \\ \/ \/ / |/ \ --
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-- | \ | |_\___ | / __ \| | \/ /_/ | / \\ /| | Y Y \ --
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-- \___ / |____/ ____| (____ /___| /\____ | /_______ / \/\_/ |__|__|_| / --
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-- \/ \/ \/ \/ \/ \/ \/ --
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-- --
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-- Also makes Capes a 3d Armor, armor item --
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--------------------------------------------------------------------------------------
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-- by Sirrobzeroone --
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------------------------------------------------------------
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-- ___ _ __ ___ _ --
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-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
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-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
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-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
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-- |__/ --
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-- Crouch and Climb --
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------------------------------------------------------------
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-- Sirrobzeroone --
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-- Licence code LGPL v2.1 --
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-- Cape Textures - CC0 --
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-- Blender Model/B3Ds as per base MTG - CC BY-SA 3.0 --
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-- except "3d_armor_trans.png" CC-BY-SA 3.0 --
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--------------------------------------------------------------------------------------
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------------------------------------------------------------
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----------------------------
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-- Settings --
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----------------------------
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-- Settings
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armor_fly_swim = {}
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local modname = minetest.get_current_modname()
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@ -35,7 +27,8 @@ armor_fly_swim.example_cape = minetest.settings:get_bool("example_cape" ,false)
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local fly_anim = minetest.settings:get_bool("fly_anim" ,true)
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local fall_anim = minetest.settings:get_bool("fall_anim" ,true)
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local fall_tv = tonumber(minetest.settings:get("fall_tv" ,true)) or 100
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fall_tv = -1*(fall_tv/3.7) -- Convert kp/h back to number of -y blocks per 0.05 of a second.
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-- Convert kp/h back to number of -y blocks per 0.05 of a second.
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fall_tv = -1*(fall_tv/3.7)
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local swim_anim = minetest.settings:get_bool("swim_anim" ,true)
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local swim_sneak = minetest.settings:get_bool("swim_sneak" ,true)
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local climb_anim = minetest.settings:get_bool("climb_anim" ,true)
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@ -43,14 +36,14 @@ local crouch_anim = minetest.settings:get_bool("crouch_anim" ,true)
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local crouch_sneak = minetest.settings:get_bool("crouch_sneak" ,true)
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-----------------------
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-- Conditional mods --
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-----------------------
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-- Conditional mods
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armor_fly_swim.is_3d_armor = minetest.get_modpath("3d_armor")
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armor_fly_swim.is_skinsdb = minetest.get_modpath("skinsdb")
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-------------------------------------
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-- Adding new armor item for Capes --
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-------------------------------------
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-- Adding new armor item for Capes
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if armor_fly_swim.add_capes == true then
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if minetest.global_exists("armor") and armor.elements then
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table.insert(armor.elements, "capes")
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@ -58,24 +51,24 @@ if armor_fly_swim.add_capes == true then
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end
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----------------------------
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-- Initiate files --
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----------------------------
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dofile(modpath .. "/i_functions.lua") -- Functions
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-- Initiate files
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dofile(modpath .. "/i_functions.lua")
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if armor_fly_swim.example_cape and
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armor_fly_swim.add_capes and
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armor_fly_swim.is_3d_armor then
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dofile(modpath .. "/i_example_cape.lua") -- Example Cape
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dofile(modpath .. "/i_example_cape.lua")
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end
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-------------------------------------
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-- Get Player model to use --
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-------------------------------------
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-- Get Player model to use
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local player_mod, texture = armor_fly_swim.get_player_model()
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--------------------------------------
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-- Player model with Swim/Fly/Capes --
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--------------------------------------
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-- Player model with Swim/Fly/Capes
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player_api.register_model(player_mod, {
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animation_speed = 30,
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textures = texture,
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@ -98,9 +91,9 @@ player_api.register_model(player_mod, {
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},
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})
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----------------------------------------
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-- Setting model on join and clearing --
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-- local_animations --
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----------------------------------------
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-- Setting model on join and clearing
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-- local_animations
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minetest.register_on_joinplayer(function(player)
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player_api.set_model(player,player_mod)
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player_api.player_attached[player:get_player_name()] = false
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@ -150,10 +143,13 @@ minetest.register_globalstep(function()
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math.pow(math.abs(vel.y),2) +
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math.pow(math.abs(vel.z),2) ))*3.6
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-- Sets terminal velocity to about 100Km/hr beyond --
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-- this speed chunk load issues become more noticable --
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-- Sets terminal velocity to about 100Km/hr beyond
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-- this speed chunk load issues become more noticable
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--(-1*(vel.y+1)) - catch those holding shift and over
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-- acceleratering when falling so dynamic end point
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-- so player dosent bounce back up
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if vel.y < fall_tv and controls.sneak ~= true then
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local tv_offset_y = -1*((-1*(vel.y+1)) + vel.y) --(-1*(vel.y+1)) - catch those holding shift and over acceleratering when falling so dynamic end point so we dont bounce back up
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local tv_offset_y = -1*((-1*(vel.y+1)) + vel.y)
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player:add_player_velocity({x=0, y=tv_offset_y, z=0})
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end
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@ -162,20 +158,21 @@ minetest.register_globalstep(function()
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attack = "_atk"
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end
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-- get ladder nodes
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for k,def in pairs(ladder) do
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local node = minetest.registered_nodes[minetest.get_node(def.pos).name]
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if node and node.climbable then
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def.is = true
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end
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-- get ladder pos node
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local t_node = minetest.registered_nodes[minetest.get_node(ladder.n.pos).name]
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if t_node and t_node.climbable then
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ladder.n.is = true
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end
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---------------------------------------------------------
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-- Start of Animation Cases --
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---------------------------------------------------------
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-------------------------------------
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-- Crouch Slab/Node Exception Case --
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-------------------------------------
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-- Crouch Slab/Node Exception Case
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-- If player still udner slab/swimming in tunnel
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-- and they let go of shift this stops them
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-- standing up
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local node_check = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
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local nc_draw = "normal"
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local nc_slab = 0
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@ -233,58 +230,66 @@ minetest.register_globalstep(function()
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if tdebug then minetest.debug("swim through catch") end
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-----------------------------
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-- Climb Cases --
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-----------------------------
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elseif climb_anim and -- Climb animation setting must be true
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ladder.n.is and -- Player standing in node that is climable and
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(controls.jump or controls.sneak) then -- Moving up or Moving down
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-- Climb
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elseif climb_anim and
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ladder.n.is and
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(controls.jump or controls.sneak) then
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-- Moved inside climb to save unessecary node checking
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for k,def in pairs(ladder) do
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if k ~= "n" then
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local node = minetest.registered_nodes[minetest.get_node(def.pos).name]
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if node and node.climbable then
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def.is = true
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end
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end
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end
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if (controls.sneak and ladder.n_b.is) or
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(controls.jump and ladder.n_a.is) then
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minetest.debug(dump(ladder.n_b.is))
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player_api.set_animation(player, "climb",ani_spd) -- Do climbing animation
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player_api.set_animation(player, "climb",ani_spd)
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if tdebug then minetest.debug("climb") end
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end
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-----------------------------
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-- Swim Cases --
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-----------------------------
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-- Swim
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elseif swim_anim == true and
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controls_wasd and
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node_down_fsable(pos,2,"s") and --Node player standing in and 1 below must be swimmable
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node_down_fsable(pos,2,"s") and
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not attached_to then
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player_api.set_animation(player,"swim"..attack ,ani_spd) -- Set to swimming attack animation
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offset = 90 -- Offset for Headanim
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player_api.set_animation(player,"swim"..attack ,ani_spd)
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offset = 90
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if tdebug then minetest.debug("swim") end
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elseif swim_sneak == true and
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swim_anim == true and
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controls.sneak and
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node_down_fsable(pos,1,"s") and -- Node player standing in swimmable
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node_down_fsable(pos,1,"s") and
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not attached_to then
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player_api.set_animation(player, "swim",ani_spd)
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player:set_properties({collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}})
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player:set_properties({eye_height = 0.7})
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offset = 90 -- Offset for Headanim
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offset = 90
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if tdebug then minetest.debug("swim through") end
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-----------------------------
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-- Sneak Cases --
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-----------------------------
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----------------------------------------------------------
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-- Crouch-walk workaround Start
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-- First slab player enters counts as a true slab and has an edge.
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-- As such the shift edge detection kicks in and player can't move forwards
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-- This case sets the player collision box to 1 high for that first slab
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-- Sneak
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-- first elseif Crouch-walk workaround.
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-- First slab player enters counts as a true slab
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-- and has an edge. As such the shift edge detection
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-- kicks in and player can't move forwards. This
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-- case sets the player collision box to 1 high for that first slab
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elseif crouch_anim and
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controls.sneak and
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controls.up and
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not node_fsable(pos,2,"a") and -- No air node below feet
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not node_fsable(pos,2,"a") and
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not attached_to and
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play_s <= 1 and is_slab == 1 then -- Speed < 1 kph and node infront and up 1 must be slab see functions
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play_s <= 1 and is_slab == 1 then
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if crouch_anim == true then
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player_api.set_animation(player, "duck",ani_spd/2)
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@ -314,8 +319,8 @@ minetest.register_globalstep(function()
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if tdebug then minetest.debug("crouch_2") end
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-----------------------------
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-- Flying Cases --
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-----------------------------
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-- Flying
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elseif fly_anim == true and
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privs.fly == true and
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node_down_fsable(pos,3,"a") and
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@ -336,8 +341,8 @@ minetest.register_globalstep(function()
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end
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-----------------------------
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-- Falling Cases --
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-----------------------------
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-- Falling
|
||||
|
||||
elseif fall_anim == true and
|
||||
node_down_fsable(pos,5,"a") and
|
||||
vel.y < -0.5 and
|
||||
|
@ -351,10 +356,16 @@ minetest.register_globalstep(function()
|
|||
---------------------------------------------------------
|
||||
-- Post MT 5.3 Head Animation --
|
||||
---------------------------------------------------------
|
||||
local check_v = minetest.is_creative_enabled -- this function was added in 5.3 which has the bone position change break animations fix - i think (MT #9807)
|
||||
-- I'm not too sure how to directly test for the bone fix so I simply check for this function.
|
||||
if check_v ~= nil then -- If creative_enabled function is nil we are pre-5.3
|
||||
local look_degree = -math.deg(player:get_look_vertical())-- Kept this near code
|
||||
-- this function was added in 5.3 which has the bone position
|
||||
-- change break animations fix - i think (MT #9807)
|
||||
-- I'm not too sure how to directly test for the bone fix/ MT version
|
||||
-- so I simply check for this function.
|
||||
local check_v = minetest.is_creative_enabled
|
||||
|
||||
if check_v ~= nil then
|
||||
|
||||
local look_degree = -math.deg(player:get_look_vertical())
|
||||
|
||||
if look_degree > 29 and offset ~= 0 then
|
||||
offset = offset - (look_degree-30)
|
||||
|
||||
|
|
Loading…
Reference in New Issue