Compare commits
5 Commits
18093a1d99
...
df687d604e
Author | SHA1 | Date |
---|---|---|
Sirrobzeroone | df687d604e | |
Sirrobzeroone | 98dbe16550 | |
Sirrobzeroone | 586d4501c0 | |
Sirrobzeroone | 0de1f0926f | |
Sirrobzeroone | 51d965f2b8 |
|
@ -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
|
||||
|
||||
|
|
|
@ -1,6 +1,13 @@
|
|||
-------------------------------------------
|
||||
-- Example Cape --
|
||||
-------------------------------------------
|
||||
------------------------------------------------------------
|
||||
-- ___ _ __ ___ _ --
|
||||
-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
|
||||
-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
|
||||
-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
|
||||
-- |__/ --
|
||||
-- Crouch and Climb --
|
||||
------------------------------------------------------------
|
||||
-- Example Cape --
|
||||
------------------------------------------------------------
|
||||
armor:register_armor("3d_armor_flyswim:demo_cape", {
|
||||
description = "Someones Cape",
|
||||
inventory_image = "3d_armor_flyswim_demo_cape_inv.png",
|
||||
|
|
242
i_functions.lua
242
i_functions.lua
|
@ -1,138 +1,154 @@
|
|||
------------------------------------------------------------------
|
||||
-- ___________ __ .__ --
|
||||
-- \_ _____/_ __ ____ _____/ |_|__| ____ ____ ______ --
|
||||
-- | __)| | \/ \_/ ___\ __\ |/ _ \ / \ / ___/ --
|
||||
-- | \ | | / | \ \___| | | ( <_> ) | \\___ \ --
|
||||
-- \___ / |____/|___| /\___ >__| |__|\____/|___| /____ > --
|
||||
-- \/ \/ \/ \/ \/ --
|
||||
------------------------------------------------------------------
|
||||
------------------------------------------------------------
|
||||
-- ___ _ __ ___ _ --
|
||||
-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
|
||||
-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
|
||||
-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
|
||||
-- |__/ --
|
||||
-- Crouch and Climb --
|
||||
------------------------------------------------------------
|
||||
-- Functions --
|
||||
------------------------------------------------------------
|
||||
|
||||
----------------------------------------
|
||||
-- Get Player model and textures
|
||||
|
||||
function armor_fly_swim.get_player_model()
|
||||
|
||||
local player_mod = "character_sf.b3d" -- Swim, Fly
|
||||
local texture = {"character.png",
|
||||
|
||||
-- player_api only (simple_skins uses)
|
||||
local player_mod = "character_sf.b3d"
|
||||
local texture = {"character.png",
|
||||
"3d_armor_trans.png"}
|
||||
|
||||
if armor_fly_swim.is_3d_armor and
|
||||
not armor_fly_swim.add_capes and
|
||||
-- 3d_armor only nil capes (simple_skins uses)
|
||||
if armor_fly_swim.is_3d_armor and
|
||||
not armor_fly_swim.add_capes and
|
||||
not armor_fly_swim.is_skinsdb then
|
||||
|
||||
player_mod = "3d_armor_character_sf.b3d" -- Swim Fly
|
||||
texture = {armor.default_skin..".png",
|
||||
"3d_armor_trans.png",
|
||||
|
||||
player_mod = "3d_armor_character_sf.b3d"
|
||||
texture = {armor.default_skin..".png",
|
||||
"3d_armor_trans.png",
|
||||
"3d_armor_trans.png"}
|
||||
end
|
||||
|
||||
if armor_fly_swim.is_3d_armor and
|
||||
armor_fly_swim.add_capes and
|
||||
-- 3d_armor only with capes (simple_skins uses)
|
||||
if armor_fly_swim.is_3d_armor and
|
||||
armor_fly_swim.add_capes and
|
||||
not armor_fly_swim.is_skinsdb then
|
||||
|
||||
player_mod = "3d_armor_character_sfc.b3d" -- Swim Fly Capes
|
||||
texture = {armor.default_skin..".png",
|
||||
"3d_armor_trans.png",
|
||||
|
||||
player_mod = "3d_armor_character_sfc.b3d"
|
||||
texture = {armor.default_skin..".png",
|
||||
"3d_armor_trans.png",
|
||||
"3d_armor_trans.png"}
|
||||
end
|
||||
|
||||
if armor_fly_swim.is_skinsdb then
|
||||
player_mod = "skinsdb_3d_armor_character_5.b3d" -- Swim Fly Capes
|
||||
texture = {"blank.png",
|
||||
"blank.png",
|
||||
"blank.png",
|
||||
-- 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",
|
||||
"blank.png",
|
||||
"blank.png",
|
||||
"blank.png"}
|
||||
end
|
||||
end
|
||||
|
||||
return player_mod,texture
|
||||
end
|
||||
|
||||
----------------------------------------
|
||||
-- Get WASD, pressed = true
|
||||
-- Get WASD, pressed = true
|
||||
|
||||
function armor_fly_swim.get_wasd_state(controls)
|
||||
|
||||
local rtn = false
|
||||
|
||||
if controls.up == true or
|
||||
controls.down == true or
|
||||
controls.left == true or
|
||||
controls.right == true then
|
||||
|
||||
rtn = true
|
||||
end
|
||||
|
||||
return rtn
|
||||
end
|
||||
|
||||
----------------------------------------
|
||||
-- Node above solid
|
||||
|
||||
function armor_fly_swim.node_above_solid(pos)
|
||||
|
||||
local node_check = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
|
||||
local rtn = false
|
||||
|
||||
if controls.up == true or
|
||||
controls.down == true or
|
||||
controls.left == true or
|
||||
controls.right == true then
|
||||
|
||||
rtn = true
|
||||
if minetest.registered_nodes[node_check.name] then
|
||||
|
||||
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
|
||||
|
||||
return rtn
|
||||
end
|
||||
|
||||
----------------------------------------
|
||||
-- Check specific node fly/swim --
|
||||
-- 1=player feet, 2=one below feet, --
|
||||
-- Thanks Gundul --
|
||||
----------------------------------------
|
||||
function node_fsable(pos,num,type)
|
||||
|
||||
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
|
||||
|
||||
if minetest.registered_nodes[node.name] then
|
||||
n_draw = minetest.registered_nodes[node.name].drawtype
|
||||
else
|
||||
n_draw = "normal"
|
||||
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
|
||||
end
|
||||
|
||||
-----------------------------------------------
|
||||
-- Check X number nodes down fly/Swimmable --
|
||||
-----------------------------------------------
|
||||
function node_down_fsable(pos,num,type)
|
||||
-- Get X number nodes down drawtype and return
|
||||
-- Thanks Gundul
|
||||
function armor_fly_swim.get_node_down_drawtype(pos,num)
|
||||
|
||||
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
|
||||
|
||||
for k2,v2 in ipairs(compare) do
|
||||
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
|
||||
end
|
||||
|
||||
i = i+1
|
||||
end
|
||||
|
||||
if #result == num then
|
||||
return true
|
||||
else
|
||||
|
@ -140,44 +156,42 @@ local compare = draw_ta
|
|||
end
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------
|
||||
-- Workaround for odd crouch behaviour --
|
||||
------------------------------------------
|
||||
-- Workaround for slab edge crouch
|
||||
|
||||
function crouch_wa(player,pos)
|
||||
local is_slab = 0 -- is_slab var holder 0=not_slab, 1=slab
|
||||
local pos_w = {} -- Empty table
|
||||
local is_slab = 0
|
||||
local pos_w = {}
|
||||
local angle = (player:get_look_horizontal())*180/math.pi -- Convert Look direction to angles
|
||||
|
||||
if angle <= 45 or angle >= 315 then -- +Z North
|
||||
|
||||
-- +Z North
|
||||
if angle <= 45 or angle >= 315 then
|
||||
pos_w={x=pos.x,y=pos.y+1,z=pos.z+1}
|
||||
|
||||
elseif angle > 45 and angle < 135 then -- -X West
|
||||
|
||||
-- -X West
|
||||
elseif angle > 45 and angle < 135 then
|
||||
pos_w={x=pos.x-1,y=pos.y+1,z=pos.z}
|
||||
|
||||
elseif angle >= 135 and angle <= 225 then -- -Z South
|
||||
|
||||
-- -Z South
|
||||
elseif angle >= 135 and angle <= 225 then
|
||||
pos_w={x=pos.x,y=pos.y+1,z=pos.z-1}
|
||||
|
||||
elseif angle > 225 and angle < 315 then -- +X East
|
||||
pos_w={x=pos.x+1,y=pos.y+1,z=pos.z}
|
||||
|
||||
-- +X East
|
||||
elseif angle > 225 and angle < 315 then
|
||||
pos_w={x=pos.x+1,y=pos.y+1,z=pos.z}
|
||||
end
|
||||
|
||||
local check = minetest.get_node(pos_w) -- Get the node that is in front of the players look direction
|
||||
|
||||
local check = minetest.get_node(pos_w)
|
||||
|
||||
if minetest.registered_nodes[check.name] then
|
||||
local check_g = minetest.registered_nodes[check.name].groups -- Get the groups assigned to node
|
||||
for k,v in pairs(check_g) do
|
||||
if k == "slab" then -- Any of the keys == slab then slab
|
||||
is_slab = 1 -- is_slab set to 1
|
||||
end
|
||||
end
|
||||
local check_g = minetest.get_item_group(check.name, "slab")
|
||||
|
||||
if check_g ~= 0 then
|
||||
is_slab = 1
|
||||
end
|
||||
end
|
||||
|
||||
return is_slab -- return 1 or 0
|
||||
|
||||
|
||||
-- return 1 or 0, need to update to bool
|
||||
return is_slab
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
645
init.lua
645
init.lua
|
@ -1,29 +1,21 @@
|
|||
--------------------------------------------------------------------------------------
|
||||
-- ________ .___ _____ --
|
||||
-- \_____ \ __| _/ / _ \_______ _____ ___________ --
|
||||
-- _(__ < / __ | / /_\ \_ __ \/ \ / _ \_ __ \ --
|
||||
-- / \/ /_/ | / | \ | \/ Y Y ( <_> ) | \/ --
|
||||
-- /______ /\____ | \____|__ /__| |__|_| /\____/|__| --
|
||||
-- \/ \/ \/ \/ --
|
||||
-- ___________.__ .___ _________ .__ --
|
||||
-- \_ _____/| | ___.__. _____ ____ __| _/ / _____/_ _ _|__| _____ --
|
||||
-- | __) | |< | | \__ \ / \ / __ | \_____ \\ \/ \/ / |/ \ --
|
||||
-- | \ | |_\___ | / __ \| | \/ /_/ | / \\ /| | Y Y \ --
|
||||
-- \___ / |____/ ____| (____ /___| /\____ | /_______ / \/\_/ |__|__|_| / --
|
||||
-- \/ \/ \/ \/ \/ \/ \/ --
|
||||
-- --
|
||||
-- Also makes Capes a 3d Armor, armor item --
|
||||
--------------------------------------------------------------------------------------
|
||||
-- by Sirrobzeroone --
|
||||
-- Licence code LGPL v2.1 --
|
||||
-- Cape Textures - CC0 --
|
||||
-- Blender Model/B3Ds as per base MTG - CC BY-SA 3.0 --
|
||||
-- except "3d_armor_trans.png" CC-BY-SA 3.0 --
|
||||
--------------------------------------------------------------------------------------
|
||||
------------------------------------------------------------
|
||||
-- ___ _ __ ___ _ --
|
||||
-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
|
||||
-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
|
||||
-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
|
||||
-- |__/ --
|
||||
-- Crouch and Climb --
|
||||
------------------------------------------------------------
|
||||
-- Sirrobzeroone --
|
||||
-- Licence code LGPL v2.1 --
|
||||
-- Cape Textures - CC0 --
|
||||
-- Blender Model/B3Ds as per base MTG - CC BY-SA 3.0 --
|
||||
-- except "3d_armor_trans.png" CC-BY-SA 3.0 --
|
||||
------------------------------------------------------------
|
||||
|
||||
----------------------------
|
||||
-- Settings --
|
||||
----------------------------
|
||||
-- Settings
|
||||
|
||||
armor_fly_swim = {}
|
||||
|
||||
local modname = minetest.get_current_modname()
|
||||
|
@ -34,23 +26,24 @@ 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
|
||||
fall_tv = -1*(fall_tv/3.7) -- Convert kp/h back to number of -y blocks per 0.05 of a second.
|
||||
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)
|
||||
local swim_sneak = minetest.settings:get_bool("swim_sneak" ,true)
|
||||
local climb_anim = minetest.settings:get_bool("climb_anim" ,true)
|
||||
local crouch_anim = minetest.settings:get_bool("crouch_anim" ,true)
|
||||
local crouch_sneak = minetest.settings:get_bool("crouch_sneak" ,true)
|
||||
|
||||
-----------------------
|
||||
-- Conditional mods --
|
||||
-----------------------
|
||||
|
||||
-----------------------
|
||||
-- Conditional mods
|
||||
|
||||
armor_fly_swim.is_3d_armor = minetest.get_modpath("3d_armor")
|
||||
armor_fly_swim.is_skinsdb = minetest.get_modpath("skinsdb")
|
||||
|
||||
-------------------------------------
|
||||
-- Adding new armor item for Capes --
|
||||
|
||||
-------------------------------------
|
||||
-- Adding new armor item for Capes
|
||||
|
||||
if armor_fly_swim.add_capes == true then
|
||||
if minetest.global_exists("armor") and armor.elements then
|
||||
table.insert(armor.elements, "capes")
|
||||
|
@ -58,54 +51,54 @@ if armor_fly_swim.add_capes == true then
|
|||
end
|
||||
|
||||
----------------------------
|
||||
-- Initiate files --
|
||||
----------------------------
|
||||
dofile(modpath .. "/i_functions.lua") -- Functions
|
||||
-- Initiate files
|
||||
|
||||
if armor_fly_swim.example_cape and
|
||||
armor_fly_swim.add_capes and
|
||||
dofile(modpath .. "/i_functions.lua")
|
||||
|
||||
if armor_fly_swim.example_cape and
|
||||
armor_fly_swim.add_capes and
|
||||
armor_fly_swim.is_3d_armor then
|
||||
|
||||
dofile(modpath .. "/i_example_cape.lua") -- Example Cape
|
||||
|
||||
dofile(modpath .. "/i_example_cape.lua")
|
||||
end
|
||||
-------------------------------------
|
||||
-- Get Player model to use --
|
||||
-------------------------------------
|
||||
-- Get Player model to use
|
||||
|
||||
local player_mod, texture = armor_fly_swim.get_player_model()
|
||||
|
||||
--------------------------------------
|
||||
-- Player model with Swim/Fly/Capes --
|
||||
--------------------------------------
|
||||
-- Player model with Swim/Fly/Capes
|
||||
|
||||
player_api.register_model(player_mod, {
|
||||
animation_speed = 30,
|
||||
textures = texture,
|
||||
textures = texture,
|
||||
animations = {
|
||||
stand = {x=0, y=79},
|
||||
lay = {x=162, y=166},
|
||||
walk = {x=168, y=187},
|
||||
mine = {x=189, y=198},
|
||||
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},
|
||||
swim = {x=246, y=279},
|
||||
sit = {x=81, y=160},
|
||||
swim = {x=246, y=279},
|
||||
swim_atk = {x=285, y=318},
|
||||
fly = {x=325, y=334},
|
||||
fly = {x=325, y=334},
|
||||
fly_atk = {x=340, y=349},
|
||||
fall = {x=355, y=364},
|
||||
fall_atk = {x=365, y=374},
|
||||
duck_std = {x=380, y=380},
|
||||
duck = {x=381, y=399},
|
||||
climb = {x=410, y=429},
|
||||
duck = {x=381, y=399},
|
||||
climb = {x=410, y=429},
|
||||
},
|
||||
})
|
||||
----------------------------------------
|
||||
-- Setting model on join and clearing --
|
||||
-- local_animations --
|
||||
----------------------------------------
|
||||
-- Setting model on join and clearing
|
||||
-- local_animations
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
player_api.set_model(player,player_mod)
|
||||
player_api.set_model(player,player_mod)
|
||||
player_api.player_attached[player:get_player_name()] = false
|
||||
player:set_local_animation({},{},{},{},30)
|
||||
|
||||
|
||||
end)
|
||||
|
||||
------------------------------------------------
|
||||
|
@ -115,195 +108,277 @@ end)
|
|||
------------------------------------------------
|
||||
minetest.register_globalstep(function()
|
||||
for _, player in pairs(minetest.get_connected_players()) do
|
||||
--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 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) -- Function specifically for Crouch-walk work around
|
||||
local attack = ""
|
||||
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 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()
|
||||
|
||||
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 -- basically 3D Pythagorean Theorem km/h
|
||||
-- basically 3D Pythagorean Theorem km/h
|
||||
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 --
|
||||
if vel.y < fall_tv and controls.sneak ~= true then
|
||||
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
|
||||
player:add_player_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 nodes
|
||||
for k,def in pairs(ladder) do
|
||||
local node = minetest.registered_nodes[minetest.get_node(def.pos).name]
|
||||
if node and node.climbable then
|
||||
def.is = true
|
||||
end
|
||||
|
||||
-- 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_velocity({x=0, y=tv_offset_y, z=0})
|
||||
end
|
||||
|
||||
---------------------------------------------------------
|
||||
-- Start of Animation Cases --
|
||||
---------------------------------------------------------
|
||||
-------------------------------------
|
||||
-- Crouch Slab/Node Exception Case --
|
||||
-------------------------------------
|
||||
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
|
||||
|
||||
----------------------------------
|
||||
-- Light Check Inactive Player
|
||||
|
||||
-- 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 controls.LMB and
|
||||
not controls.RMB and
|
||||
stg_old_pos == stg_pos then
|
||||
|
||||
if cur_anim then
|
||||
|
||||
-- Swim Through, Just Keep Swimming
|
||||
if is_node_a_solid and
|
||||
(old_anim == "swim" or
|
||||
old_anim == "swim_atk") then
|
||||
|
||||
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
|
||||
end
|
||||
|
||||
if crouch_sneak and
|
||||
nc_slab == 1 and
|
||||
not attached_to and
|
||||
not controls.sneak and
|
||||
not node_fsable(pos,2,"a") then
|
||||
|
||||
local animiation = "duck_std"
|
||||
|
||||
-- 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
|
||||
nc_node == 1 and
|
||||
node_down_fsable(pos,1,"s") and
|
||||
not attached_to and
|
||||
not controls.sneak 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 catch") end
|
||||
|
||||
-----------------------------
|
||||
-- Climb Cases --
|
||||
-----------------------------
|
||||
elseif climb_anim and -- Climb animation setting must be true
|
||||
ladder.n.is and -- Player standing in node that is climable and
|
||||
(controls.jump or controls.sneak) then -- Moving up or Moving down
|
||||
|
||||
if (controls.sneak and ladder.n_b.is) or
|
||||
(controls.jump and ladder.n_a.is) then
|
||||
|
||||
minetest.debug(dump(ladder.n_b.is))
|
||||
player_api.set_animation(player, "climb",ani_spd) -- Do climbing animation
|
||||
if tdebug then minetest.debug("climb") 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)
|
||||
|
||||
-----------------------------
|
||||
-- Swim Cases --
|
||||
-----------------------------
|
||||
elseif swim_anim == true and
|
||||
controls_wasd and
|
||||
node_down_fsable(pos,2,"s") and --Node player standing in and 1 below must be swimmable
|
||||
not attached_to then
|
||||
|
||||
player_api.set_animation(player,"swim"..attack ,ani_spd) -- Set to swimming attack animation
|
||||
offset = 90 -- Offset for Headanim
|
||||
if tdebug then minetest.debug("swim") end
|
||||
|
||||
elseif swim_sneak == true and
|
||||
swim_anim == true and
|
||||
controls.sneak and
|
||||
node_down_fsable(pos,1,"s") and -- Node player standing in swimmable
|
||||
not attached_to 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 -- Offset for Headanim
|
||||
if tdebug then minetest.debug("swim through") end
|
||||
-----------------------------
|
||||
-- Sneak Cases --
|
||||
-----------------------------
|
||||
----------------------------------------------------------
|
||||
-- Crouch-walk workaround Start
|
||||
-- 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 crouch_anim and
|
||||
controls.sneak and
|
||||
controls.up and
|
||||
not node_fsable(pos,2,"a") and -- No air node below feet
|
||||
not attached_to and
|
||||
play_s <= 1 and is_slab == 1 then -- Speed < 1 kph and node infront and up 1 must be slab see functions
|
||||
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
|
||||
|
||||
---------------------------------------------------------
|
||||
-- Start of Animation Cases --
|
||||
---------------------------------------------------------
|
||||
-------------------------------------
|
||||
-- Crouch Slab/Node Exception Case
|
||||
|
||||
-- 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
|
||||
|
||||
if minetest.registered_nodes[node_check.name] then
|
||||
nc_slab = minetest.get_item_group(node_check.name, "slab")
|
||||
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
|
||||
|
||||
animation = "duck_std"
|
||||
|
||||
-- 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, "duck",ani_spd/2)
|
||||
player:set_properties({eye_height = 1.27})
|
||||
end
|
||||
|
||||
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
|
||||
|
||||
if (controls.sneak and ladder.n_b.is) or
|
||||
(controls.jump and ladder.n_a.is) then
|
||||
|
||||
animation = "climb"
|
||||
|
||||
player_api.set_animation(player, animation, ani_spd)
|
||||
if tdebug then minetest.debug("climb") end
|
||||
end
|
||||
|
||||
-----------------------------
|
||||
-- Sneak
|
||||
|
||||
-- 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 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
|
||||
|
||||
animation = "duck"
|
||||
|
||||
if crouch_anim == true then
|
||||
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
|
||||
|
||||
elseif crouch_anim and
|
||||
controls.sneak and
|
||||
not node_fsable(pos,2,"a") and
|
||||
not attached_to then
|
||||
|
||||
local animation = "duck_std"
|
||||
|
||||
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})
|
||||
|
||||
|
@ -311,49 +386,63 @@ minetest.register_globalstep(function()
|
|||
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
|
||||
|
||||
-----------------------------
|
||||
-- Flying Cases --
|
||||
-----------------------------
|
||||
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)
|
||||
-----------------------------
|
||||
-- Flying
|
||||
|
||||
elseif fly_anim == true and
|
||||
privs.fly == true and
|
||||
check_fsable(nodes_down,3,"a") and
|
||||
not attached_to then
|
||||
|
||||
-- Vel.y value is a compromise for code simplicity,
|
||||
-- Flyers wont get fall animation until faster than -18m/s
|
||||
|
||||
if controls_wasd then
|
||||
|
||||
animation = "fly"
|
||||
player_api.set_animation(player, animation..attack, ani_spd)
|
||||
offset = 90
|
||||
if tdebug then minetest.debug("fly_fall") end
|
||||
end
|
||||
|
||||
-----------------------------
|
||||
-- Falling Cases --
|
||||
-----------------------------
|
||||
elseif fall_anim == true and
|
||||
node_down_fsable(pos,5,"a") and
|
||||
vel.y < -0.5 and
|
||||
not attached_to then
|
||||
|
||||
player_api.set_animation(player, "fall"..attack, ani_spd)
|
||||
if tdebug then minetest.debug("fly") end
|
||||
|
||||
elseif fall_anim == true and
|
||||
vel.y < -18.0 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
|
||||
|
||||
end
|
||||
|
||||
---------------------------------------------------------
|
||||
-- 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
|
||||
---------------------------------------------------------
|
||||
-- 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
|
||||
|
||||
local look_degree = -math.deg(player:get_look_vertical())
|
||||
|
||||
if look_degree > 29 and offset ~= 0 then
|
||||
offset = offset - (look_degree-30)
|
||||
|
||||
|
@ -361,14 +450,22 @@ minetest.register_globalstep(function()
|
|||
offset = offset - (look_degree-60)
|
||||
|
||||
elseif look_degree < -60 and offset == 0 then
|
||||
offset = offset - (look_degree+60)
|
||||
offset = offset - (look_degree+60)
|
||||
end
|
||||
|
||||
|
||||
-- Code by LoneWolfHT - Headanim mod MIT Licence --
|
||||
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
|
||||
|
||||
end
|
||||
-- Code by LoneWolfHT - Headanim mod MIT Licence --
|
||||
end
|
||||
|
||||
|
||||
-----------------------------
|
||||
-- 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)
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue