Short check for stationary players

~ Players not moving now just have a short check performed
~ Cleanup to help with performance
~ Terminal Velocity set to 150kph, players now die on fall
master
Sirrobzeroone 2022-08-20 16:59:37 +10:00
parent 98dbe16550
commit df687d604e
4 changed files with 344 additions and 248 deletions

View File

@ -91,9 +91,9 @@ Crouching under - Simply walk through a gap 1.5 nodes tall. Player/character mus
---------------------------
From MT Main Menu go to "Settings" then "All Settings" then "Mods" then "3d_armor_flyswim"
**capes_add_to_3darmor** - Default is enabled - Makes capes an armor item avaliable via 3d_armor (1 test cape included)
**capes_add_to_3darmor** - Default is disabled- Makes capes an armor item avaliable via 3d_armor (1 test cape included)
**example_cape** - Default is enabled - The example cape "Someones Cape" is avaliable which grants fly_privs when worn and a 100% speed increase
**example_cape** - Default is disabled- The example cape "Someones Cape" is avaliable which grants fly_privs when worn and a 100% speed increase
**fly_anim** - Default is enabled - Will show the flying animation

View File

@ -41,7 +41,7 @@ function armor_fly_swim.get_player_model()
"3d_armor_trans.png"}
end
-- skins_db with 3d_armor or without
-- skins_db with 3d_armor or without (clothes_2 uses)
if armor_fly_swim.is_skinsdb then
player_mod = "skinsdb_3d_armor_character_5.b3d"
texture = {"blank.png",
@ -72,71 +72,81 @@ function armor_fly_swim.get_wasd_state(controls)
end
----------------------------------------
-- Check specific node fly/swim
-- 1=player feet, 2=one below feet,
-- Thanks Gundul
-- Node above solid
function node_fsable(pos,num,type)
function armor_fly_swim.node_above_solid(pos)
local draw_ta = {"airlike"}
local draw_tl = {"liquid","flowingliquid"}
local compare = draw_ta
local node = minetest.get_node({x=pos.x,y=pos.y-(num-1),z=pos.z})
local n_draw
local node_check = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
local rtn = false
if minetest.registered_nodes[node_check.name] then
if minetest.registered_nodes[node.name] then
n_draw = minetest.registered_nodes[node.name].drawtype
else
n_draw = "normal"
local nc_draw = minetest.registered_nodes[node_check.name].drawtype
if nc_draw ~= "liquid" and
nc_draw ~= "flowingliquid" and
nc_draw ~= "airlike" then
rtn = true
end
end
if type == "s" then
compare = draw_tl
end
for k,v in ipairs(compare) do
if n_draw == v then
return true
end
end
return false
return rtn
end
-----------------------------------------------
-- Check X number nodes down fly/Swimmable
-- Get X number nodes down drawtype and return
-- Thanks Gundul
function armor_fly_swim.get_node_down_drawtype(pos,num)
function node_down_fsable(pos,num,type)
local draw_ta = {"airlike"}
local draw_tl = {"liquid","flowingliquid"}
local i = 0
local nodes = {}
local result ={}
local compare = draw_ta
while (i < num ) do
table.insert(nodes, minetest.get_node({x=pos.x,y=pos.y-i,z=pos.z}))
i=i+1
end
if type == "s" then
compare = draw_tl
end
local n_draw
for k,v in pairs(nodes) do
for k,node in pairs(nodes) do
local n_draw
if minetest.registered_nodes[v.name] then
n_draw = minetest.registered_nodes[v.name].drawtype
if minetest.registered_nodes[node.name] then
n_draw = minetest.registered_nodes[node.name].drawtype
else
n_draw = "normal"
end
table.insert(result, n_draw)
end
return result
end
-----------------------------------------------
-- Check X number nodes down fly/swimmable
function armor_fly_swim.node_down_check(nodes,num,type)
local draw_ta = {"airlike"}
local draw_tl = {"liquid","flowingliquid"}
local compare = draw_ta
local result = {}
local i = 1
if type == "s" then
compare = draw_tl
end
while (i <= num) do
local n_draw = nodes[i]
for k2,v2 in ipairs(compare) do
if n_draw == v2 then
table.insert(result,"t")
end
end
i = i+1
end
if #result == num then
@ -146,6 +156,7 @@ local compare = draw_ta
end
end
------------------------------------------
-- Workaround for slab edge crouch

491
init.lua
View File

@ -26,7 +26,7 @@ armor_fly_swim.example_cape = minetest.settings:get_bool("example_cape" ,false)
local fly_anim = minetest.settings:get_bool("fly_anim" ,true)
local fall_anim = minetest.settings:get_bool("fall_anim" ,true)
local fall_tv = tonumber(minetest.settings:get("fall_tv" ,true)) or 100
local fall_tv = tonumber(minetest.settings:get("fall_tv" ,true)) or 150
-- Convert kp/h back to number of -y blocks per 0.05 of a second.
fall_tv = -1*(fall_tv/3.7)
local swim_anim = minetest.settings:get_bool("swim_anim" ,true)
@ -108,258 +108,335 @@ end)
------------------------------------------------
minetest.register_globalstep(function()
for _, player in pairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
local controls_wasd = armor_fly_swim.get_wasd_state(controls)
local attached_to = player:get_attach()
local privs = minetest.get_player_privs(player:get_player_name())
local pos = player:get_pos()
local pmeta = player:get_meta()
local cur_anim = player_api.get_animation(player)
local ladder = {}
ladder.n = {is = false, pos = pos}
ladder.n_a = {is = false, pos = {x=pos.x,y=pos.y +1,z=pos.z}}
ladder.n_b = {is = false, pos = {x=pos.x,y=pos.y -1,z=pos.z}}
local is_slab = crouch_wa(player,pos)
local attack = ""
--local start = minetest.get_us_time()
local pmeta = player:get_meta()
local pos = player:get_pos()
local stg_old_pos = pmeta:get_string("flyswim_old_pos")
local old_anim = pmeta:get_string("flyswim_old_anim")
local stg_pos = minetest.pos_to_string(pos, 5)
local ani_spd = 30
local offset = 0
local tdebug = false
-- reset player collisionbox, eye height, speed override
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}})
player:set_properties({eye_height = 1.47})
-- used to store and reset the players physics.speed settings
-- back to what they were before fly_swim adjusted them
if pmeta:get_int("flyswim_std_under_slab") == 1 then
player:set_physics_override({speed = pmeta:get_float("flyswim_org_phy_or")})
pmeta:set_int("flyswim_std_under_slab", 0)
end
local controls = player:get_player_control()
local controls_wasd = armor_fly_swim.get_wasd_state(controls)
local cur_anim = player:get_animation()
local is_node_a_solid = armor_fly_swim.node_above_solid(pos)
local tdebug = false
local animation = ""
local play_s = 0
local vel = player:get_velocity()
-- basically 3D Pythagorean Theorem km/h
local play_s = (math.sqrt(math.pow(math.abs(vel.x),2) +
math.pow(math.abs(vel.y),2) +
math.pow(math.abs(vel.z),2) ))*3.6
play_s = (math.sqrt(math.pow(math.abs(vel.x),2) +
math.pow(math.abs(vel.y),2) +
math.pow(math.abs(vel.z),2) ))*3.6
-- Sets terminal velocity to about 100Km/hr beyond
-- this speed chunk load issues become more noticable
-- Sets terminal velocity to about 150Km/hr beyond
-- this speed chunk load issues become more noticable
--(-1*(vel.y+1)) - catch those holding shift and over
-- acceleratering when falling so dynamic end point
-- so player dosent bounce back up
if vel.y < fall_tv and controls.sneak ~= true then
local tv_offset_y = -1*((-1*(vel.y+1)) + vel.y)
player:add_player_velocity({x=0, y=tv_offset_y, z=0})
player:add_velocity({x=0, y=tv_offset_y, z=0})
end
-- Check for Swinging/attacking and set string
if controls.LMB or controls.RMB then
attack = "_atk"
end
-- get ladder pos node
local t_node = minetest.registered_nodes[minetest.get_node(ladder.n.pos).name]
if t_node and t_node.climbable then
ladder.n.is = true
end
----------------------------------
-- Light Check Inactive Player
---------------------------------------------------------
-- Start of Animation Cases --
---------------------------------------------------------
-------------------------------------
-- Crouch Slab/Node Exception Case
-- If player still udner slab/swimming in tunnel
-- and they let go of shift this stops them
-- standing up
local node_check = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
local nc_draw = "normal"
local nc_slab = 0
local nc_node = 0
if minetest.registered_nodes[node_check.name] then
nc_slab = minetest.get_item_group(node_check.name, "slab")
nc_draw = minetest.registered_nodes[node_check.name].drawtype
if nc_draw ~= "liquid" and
nc_draw ~= "flowingliquid" and
nc_draw ~= "airlike" then
nc_node = 1
end
end
if crouch_sneak and
nc_slab == 1 and
not attached_to and
-- and no controls being pressed,
-- serialized string compare on old and new pos
-- reset no player properties
-- Note: player_api code runs first so animation
-- range from this mod has always been cleared
if not controls_wasd and
not controls.jump and
not controls.sneak and
not node_fsable(pos,2,"a") then
not controls.LMB and
not controls.RMB and
stg_old_pos == stg_pos then
local animiation = "duck_std"
if cur_anim then
-- when player moving
if controls_wasd then
local play_or_2 =player:get_physics_override()
pmeta:set_int("flyswim_std_under_slab", 1)
pmeta:set_float("flyswim_org_phy_or", play_or_2.speed)
player:set_physics_override({speed = play_or_2.speed*0.2})
-- Swim Through, Just Keep Swimming
if is_node_a_solid and
(old_anim == "swim" or
old_anim == "swim_atk") then
animation = "duck"
animation = "swim"
player_api.set_animation(player, animation, ani_spd)
offset = 90
if tdebug then minetest.debug("light swim") end
-- Crouch, Just Keep Crouching
elseif old_anim == "duck_std" or
old_anim == "duck" then
animation = "duck_std"
player_api.set_animation(player, animation, ani_spd/2)
if tdebug then minetest.debug("light crouch") end
-- Fall, Just Keep Falling
elseif old_anim == "fall_atk" or
old_anim == "fall" then
animation = "fall"
player_api.set_animation(player, animation, ani_spd)
offset = 90
if tdebug then minetest.debug("light fall") end
end
end
----------------------------------
-- Full Check Active Player
else
local attached_to = player:get_attach()
local privs = minetest.get_player_privs(player:get_player_name())
local ladder = {}
ladder.n = {is = false, pos = pos}
ladder.n_a = {is = false, pos = {x=pos.x,y=pos.y +1,z=pos.z}}
ladder.n_b = {is = false, pos = {x=pos.x,y=pos.y -1,z=pos.z}}
local is_slab = crouch_wa(player,pos)
local nodes_down = armor_fly_swim.get_node_down_drawtype(pos,5)
local check_fsable = armor_fly_swim.node_down_check
local attack = ""
-- reset player collisionbox, eye height, speed override
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}})
player:set_properties({eye_height = 1.47})
-- used to store and reset the players physics.speed settings
-- back to what they were before fly_swim adjusted them
if pmeta:get_int("flyswim_std_under_slab") == 1 then
player:set_physics_override({speed = pmeta:get_float("flyswim_org_phy_or")})
pmeta:set_int("flyswim_std_under_slab", 0)
end
-- Check for Swinging/attacking and set string
if controls.LMB or controls.RMB then
attack = "_atk"
end
-- get ladder pos node
local t_node = minetest.registered_nodes[minetest.get_node(ladder.n.pos).name]
if t_node and t_node.climbable then
ladder.n.is = true
end
if crouch_anim == true then
player_api.set_animation(player, animation ,ani_spd/2)
end
---------------------------------------------------------
-- Start of Animation Cases --
---------------------------------------------------------
-------------------------------------
-- Crouch Slab/Node Exception Case
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
player:set_properties({eye_height = 1.27})
if tdebug then minetest.debug("crouch catch") end
-- If player still under slab/swimming in tunnel
-- and they let go of shift this stops them
-- standing up
-- uses is_node_a_solid
local node_check = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
local nc_draw = "normal"
local nc_slab = 0
elseif swim_sneak and
nc_node == 1 and
node_down_fsable(pos,1,"s") and
not attached_to and
not controls.sneak then
if minetest.registered_nodes[node_check.name] then
nc_slab = minetest.get_item_group(node_check.name, "slab")
end
player_api.set_animation(player, "swim",ani_spd)
player:set_properties({collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}})
player:set_properties({eye_height = 0.7})
offset = 90
if tdebug then minetest.debug("swim through catch") end
if crouch_sneak and
nc_slab >= 1 and
not attached_to and
not controls.sneak and
not check_fsable(nodes_down,2,"a") then
-----------------------------
-- Climb
elseif climb_anim and
ladder.n.is and
(controls.jump or controls.sneak) then
animation = "duck_std"
-- Moved inside climb to save unessecary node checking
for k,def in pairs(ladder) do
if k ~= "n" then
local node = minetest.registered_nodes[minetest.get_node(def.pos).name]
if node and node.climbable then
def.is = true
-- when player moving
if controls_wasd then
local play_or_2 =player:get_physics_override()
pmeta:set_int("flyswim_std_under_slab", 1)
pmeta:set_float("flyswim_org_phy_or", play_or_2.speed)
player:set_physics_override({speed = play_or_2.speed*0.2})
animation = "duck"
end
if crouch_anim == true then
player_api.set_animation(player, animation ,ani_spd/2)
end
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
player:set_properties({eye_height = 1.27})
if tdebug then minetest.debug("crouch catch") end
elseif swim_sneak and
is_node_a_solid and
check_fsable(nodes_down,1,"s") and
not attached_to and
not controls.sneak then
animation = "swim"
player_api.set_animation(player, animation, ani_spd)
player:set_properties({collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}})
player:set_properties({eye_height = 0.7})
offset = 90
if tdebug then minetest.debug("swim through catch") end
-----------------------------
-- Swim
elseif swim_anim == true and
controls_wasd and
check_fsable(nodes_down,2,"s") and
not attached_to then
animation = "swim"
player_api.set_animation(player,animation..attack ,ani_spd)
offset = 90
if tdebug then minetest.debug("swim") end
elseif swim_sneak == true and
swim_anim == true and
controls.sneak and
check_fsable(nodes_down,1,"s") and
not attached_to then
animation = "swim"
player_api.set_animation(player, animation, ani_spd)
player:set_properties({collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}})
player:set_properties({eye_height = 0.7})
offset = 90
if tdebug then minetest.debug("swim through") end
-----------------------------
-- Climb
-- Must be above sneak, saves a check
elseif climb_anim and
not attached_to and
ladder.n.is and
(controls.jump or controls.sneak) then
-- Moved inside climb to save unessecary node checking
for k,def in pairs(ladder) do
if k ~= "n" then
local node = minetest.registered_nodes[minetest.get_node(def.pos).name]
if node and node.climbable then
def.is = true
end
end
end
end
if (controls.sneak and ladder.n_b.is) or
(controls.jump and ladder.n_a.is) then
if (controls.sneak and ladder.n_b.is) or
(controls.jump and ladder.n_a.is) then
player_api.set_animation(player, "climb",ani_spd)
if tdebug then minetest.debug("climb") end
end
animation = "climb"
-----------------------------
-- Swim
player_api.set_animation(player, animation, ani_spd)
if tdebug then minetest.debug("climb") end
end
elseif swim_anim == true and
controls_wasd and
node_down_fsable(pos,2,"s") and
not attached_to then
-----------------------------
-- Sneak
player_api.set_animation(player,"swim"..attack ,ani_spd)
offset = 90
if tdebug then minetest.debug("swim") end
-- first elseif Crouch-walk workaround.
-- First slab player enters counts as a true slab
-- and has an edge. As such the shift edge detection
-- kicks in and player can't move forwards. This
-- case sets the player collision box to 1 high for that first slab
elseif swim_sneak == true and
swim_anim == true and
controls.sneak and
node_down_fsable(pos,1,"s") and
not attached_to then
elseif crouch_anim and
controls.sneak and
controls.up and
not check_fsable(nodes_down,2,"a") and
not attached_to and
play_s <= 1 and is_slab == 1 then
player_api.set_animation(player, "swim",ani_spd)
player:set_properties({collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}})
player:set_properties({eye_height = 0.7})
offset = 90
if tdebug then minetest.debug("swim through") end
-----------------------------
-- Sneak
animation = "duck"
-- first elseif Crouch-walk workaround.
-- First slab player enters counts as a true slab
-- and has an edge. As such the shift edge detection
-- kicks in and player can't move forwards. This
-- case sets the player collision box to 1 high for that first slab
if crouch_anim == true then
player_api.set_animation(player, animation, ani_spd/2)
player:set_properties({eye_height = 1.27})
end
elseif crouch_anim and
controls.sneak and
controls.up and
not node_fsable(pos,2,"a") and
not attached_to and
play_s <= 1 and is_slab == 1 then
if crouch_sneak == true then
-- Workaround set collision box to 1 high
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}})
end
if tdebug then minetest.debug("crouch_1") end
if crouch_anim == true then
player_api.set_animation(player, "duck",ani_spd/2)
elseif crouch_anim and
controls.sneak and
not check_fsable(nodes_down,2,"a") and
not attached_to then
animation = "duck_std"
if controls_wasd then animation = "duck" end
player_api.set_animation(player, animation, ani_spd/2)
player:set_properties({eye_height = 1.27})
end
if crouch_sneak == true then
-- Workaround set collision box to 1 high
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}})
end
if tdebug then minetest.debug("crouch_1") end
if crouch_sneak == true then
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
end
if tdebug then minetest.debug("crouch_2") end
elseif crouch_anim and
controls.sneak and
not node_fsable(pos,2,"a") and
not attached_to then
-----------------------------
-- Flying
local animation = "duck_std"
if controls_wasd then animation = "duck" end
elseif fly_anim == true and
privs.fly == true and
check_fsable(nodes_down,3,"a") and
not attached_to then
player_api.set_animation(player, animation, ani_spd/2)
player:set_properties({eye_height = 1.27})
-- Vel.y value is a compromise for code simplicity,
-- Flyers wont get fall animation until faster than -18m/s
if crouch_sneak == true then
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
end
if tdebug then minetest.debug("crouch_2") end
if controls_wasd then
-----------------------------
-- Flying
elseif fly_anim == true and
privs.fly == true and
node_down_fsable(pos,3,"a") and
not attached_to then
-- Vel.y value is a compromise for code simplicity,
-- Flyers wont get fall animation until below -18m/s
if controls_wasd then
player_api.set_animation(player, "fly"..attack, ani_spd)
offset = 90
if tdebug then minetest.debug("fly") end
elseif fall_anim == true and
vel.y < -18.0 then
player_api.set_animation(player, "fall"..attack, ani_spd)
animation = "fly"
player_api.set_animation(player, animation..attack, ani_spd)
offset = 90
if tdebug then minetest.debug("fly_fall") end
end
if tdebug then minetest.debug("fly") end
-----------------------------
-- Falling
elseif fall_anim == true and
vel.y < -18.0 then
elseif fall_anim == true and
node_down_fsable(pos,5,"a") and
vel.y < -0.5 and
not attached_to then
animation = "fall"
player_api.set_animation(player, animation..attack, ani_spd)
offset = 90
if tdebug then minetest.debug("fly_fall") end
end
-----------------------------
-- Falling
elseif fall_anim == true and
check_fsable(nodes_down,5,"a") and
vel.y < -0.5 and
not attached_to then
animation = "fall"
player_api.set_animation(player, animation..attack, ani_spd)
offset = 90
if tdebug then minetest.debug("fall") end
end
player_api.set_animation(player, "fall"..attack, ani_spd)
offset = 90
if tdebug then minetest.debug("fall") end
end
---------------------------------------------------------
-- Post MT 5.3 Head Animation --
---------------------------------------------------------
-- 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.
---------------------------------------------------------
-- Post MT 5.3 Head Animation --
---------------------------------------------------------
-- 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
@ -380,7 +457,15 @@ minetest.register_globalstep(function()
player:set_bone_position("Head", vector.new(0, 6.35, 0),vector.new(look_degree + offset, 0, 0))
-- Code by LoneWolfHT - Headanim mod MIT Licence --
end
--minetest.chat_send_all(play_s.." km/h") -- for diagnosing chunk emerge issues when falling currently unsolved
-----------------------------
-- Update player meta
pmeta:set_string("flyswim_old_anim", animation)
pmeta:set_string("flyswim_old_pos",minetest.pos_to_string(pos, 5))
--minetest.debug(play_s.." km/h")
--minetest.debug(dump(minetest.get_us_time()-start))
end
end)

View File

@ -1,8 +1,8 @@
# Make capes part of 3d Armor when enabled
capes_add_to_3darmor (Add Capes to 3d Armor) bool true
capes_add_to_3darmor (Add Capes to 3d Armor) bool false
# Disable the Example Cape "Someones Cape"
example_cape (The Example Cape "Someones Cape" which grants fly_privs when worn and a 100% speed increase) bool true
# Enable/Disable the Example Cape "Someones Cape"
example_cape (The Example Cape "Someones Cape" which grants fly_privs when worn and a 100% speed increase) bool false
# Enable Fly Animation
fly_anim (Enable fly animation) bool true
@ -11,7 +11,7 @@ fly_anim (Enable fly animation) bool true
fall_anim (Enable fall animation) bool true
# Terminal Velocity Speed kp/h
fall_tv (Set terminal velocity speed - recommend not exceeding 100 kp/h) int 100
fall_tv (Set terminal velocity speed - recommend not exceeding 150 kp/h) int 150
# Enable Swim Animation
swim_anim (Enable swim animation) bool true