471 lines
15 KiB
Lua
471 lines
15 KiB
Lua
------------------------------------------------------------
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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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-- Settings
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armor_fly_swim = {}
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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armor_fly_swim.add_capes = minetest.settings:get_bool("capes_add_to_3darmor" ,false)
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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 150
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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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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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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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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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end
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end
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----------------------------
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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")
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end
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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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player_api.register_model(player_mod, {
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animation_speed = 30,
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textures = texture,
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animations = {
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stand = {x=0, y=79},
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lay = {x=162, y=166},
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walk = {x=168, y=187},
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mine = {x=189, y=198},
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walk_mine = {x=200, y=219},
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sit = {x=81, y=160},
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swim = {x=246, y=279},
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swim_atk = {x=285, y=318},
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fly = {x=325, y=334},
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fly_atk = {x=340, y=349},
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fall = {x=355, y=364},
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fall_atk = {x=365, y=374},
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duck_std = {x=380, y=380},
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duck = {x=381, y=399},
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climb = {x=410, y=429},
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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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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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player:set_local_animation({},{},{},{},30)
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end)
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------------------------------------------------
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-- Global step to check if player meets --
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-- Conditions for Swimming, Flying(falling) --
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-- Crouching or Climbing --
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------------------------------------------------
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minetest.register_globalstep(function()
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for _, player in pairs(minetest.get_connected_players()) do
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--local start = minetest.get_us_time()
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local pmeta = player:get_meta()
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local pos = player:get_pos()
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local stg_old_pos = pmeta:get_string("flyswim_old_pos")
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local old_anim = pmeta:get_string("flyswim_old_anim")
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local stg_pos = minetest.pos_to_string(pos, 5)
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local ani_spd = 30
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local offset = 0
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local controls = player:get_player_control()
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local controls_wasd = armor_fly_swim.get_wasd_state(controls)
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local cur_anim = player:get_animation()
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local is_node_a_solid = armor_fly_swim.node_above_solid(pos)
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local tdebug = false
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local animation = ""
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local play_s = 0
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local vel = player:get_velocity()
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-- basically 3D Pythagorean Theorem km/h
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play_s = (math.sqrt(math.pow(math.abs(vel.x),2) +
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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 150Km/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)
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player:add_velocity({x=0, y=tv_offset_y, z=0})
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end
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----------------------------------
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-- Light Check Inactive Player
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-- and no controls being pressed,
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-- serialized string compare on old and new pos
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-- reset no player properties
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-- Note: player_api code runs first so animation
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-- range from this mod has always been cleared
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if not controls_wasd and
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not controls.jump and
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not controls.sneak and
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not controls.LMB and
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not controls.RMB and
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stg_old_pos == stg_pos then
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if cur_anim then
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-- Swim Through, Just Keep Swimming
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if is_node_a_solid and
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(old_anim == "swim" or
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old_anim == "swim_atk") then
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animation = "swim"
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player_api.set_animation(player, animation, ani_spd)
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offset = 90
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if tdebug then minetest.debug("light swim") end
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-- Crouch, Just Keep Crouching
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elseif old_anim == "duck_std" or
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old_anim == "duck" then
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animation = "duck_std"
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player_api.set_animation(player, animation, ani_spd/2)
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if tdebug then minetest.debug("light crouch") end
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-- Fall, Just Keep Falling
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elseif old_anim == "fall_atk" or
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old_anim == "fall" then
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animation = "fall"
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player_api.set_animation(player, animation, ani_spd)
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offset = 90
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if tdebug then minetest.debug("light fall") end
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end
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end
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----------------------------------
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-- Full Check Active Player
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else
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local attached_to = player:get_attach()
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local privs = minetest.get_player_privs(player:get_player_name())
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local ladder = {}
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ladder.n = {is = false, pos = pos}
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ladder.n_a = {is = false, pos = {x=pos.x,y=pos.y +1,z=pos.z}}
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ladder.n_b = {is = false, pos = {x=pos.x,y=pos.y -1,z=pos.z}}
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local is_slab = crouch_wa(player,pos)
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local nodes_down = armor_fly_swim.get_node_down_drawtype(pos,5)
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local check_fsable = armor_fly_swim.node_down_check
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local attack = ""
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-- reset player collisionbox, eye height, speed override
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player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}})
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player:set_properties({eye_height = 1.47})
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-- used to store and reset the players physics.speed settings
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-- back to what they were before fly_swim adjusted them
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if pmeta:get_int("flyswim_std_under_slab") == 1 then
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player:set_physics_override({speed = pmeta:get_float("flyswim_org_phy_or")})
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pmeta:set_int("flyswim_std_under_slab", 0)
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end
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-- Check for Swinging/attacking and set string
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if controls.LMB or controls.RMB then
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attack = "_atk"
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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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-- If player still under 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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-- uses is_node_a_solid
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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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if minetest.registered_nodes[node_check.name] then
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nc_slab = minetest.get_item_group(node_check.name, "slab")
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end
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if crouch_sneak and
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nc_slab >= 1 and
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not attached_to and
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not controls.sneak and
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not check_fsable(nodes_down,2,"a") then
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animation = "duck_std"
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-- when player moving
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if controls_wasd then
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local play_or_2 =player:get_physics_override()
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pmeta:set_int("flyswim_std_under_slab", 1)
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pmeta:set_float("flyswim_org_phy_or", play_or_2.speed)
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player:set_physics_override({speed = play_or_2.speed*0.2})
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animation = "duck"
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end
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if crouch_anim == true then
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player_api.set_animation(player, animation ,ani_spd/2)
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end
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player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
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player:set_properties({eye_height = 1.27})
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if tdebug then minetest.debug("crouch catch") end
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elseif swim_sneak and
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is_node_a_solid and
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check_fsable(nodes_down,1,"s") and
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not attached_to and
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not controls.sneak then
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animation = "swim"
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player_api.set_animation(player, animation, 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
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if tdebug then minetest.debug("swim through catch") end
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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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check_fsable(nodes_down,2,"s") and
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not attached_to then
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animation = "swim"
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player_api.set_animation(player,animation..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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check_fsable(nodes_down,1,"s") and
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not attached_to then
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animation = "swim"
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player_api.set_animation(player, animation, 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
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if tdebug then minetest.debug("swim through") end
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-----------------------------
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-- Climb
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-- Must be above sneak, saves a check
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elseif climb_anim and
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not attached_to 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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animation = "climb"
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player_api.set_animation(player, animation, 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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-- 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 check_fsable(nodes_down,2,"a") and
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not attached_to and
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play_s <= 1 and is_slab == 1 then
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animation = "duck"
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if crouch_anim == true then
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player_api.set_animation(player, animation, ani_spd/2)
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player:set_properties({eye_height = 1.27})
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end
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if crouch_sneak == true then
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-- Workaround set collision box to 1 high
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player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}})
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end
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if tdebug then minetest.debug("crouch_1") end
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elseif crouch_anim and
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controls.sneak and
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not check_fsable(nodes_down,2,"a") and
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not attached_to then
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animation = "duck_std"
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if controls_wasd then animation = "duck" end
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player_api.set_animation(player, animation, ani_spd/2)
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player:set_properties({eye_height = 1.27})
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if crouch_sneak == true then
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player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
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end
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if tdebug then minetest.debug("crouch_2") end
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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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check_fsable(nodes_down,3,"a") and
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not attached_to then
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-- Vel.y value is a compromise for code simplicity,
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-- Flyers wont get fall animation until faster than -18m/s
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if controls_wasd then
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animation = "fly"
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player_api.set_animation(player, animation..attack, ani_spd)
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offset = 90
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if tdebug then minetest.debug("fly") end
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elseif fall_anim == true and
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vel.y < -18.0 then
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animation = "fall"
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player_api.set_animation(player, animation..attack, ani_spd)
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offset = 90
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if tdebug then minetest.debug("fly_fall") end
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end
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-----------------------------
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-- Falling
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elseif fall_anim == true and
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check_fsable(nodes_down,5,"a") and
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vel.y < -0.5 and
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not attached_to then
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animation = "fall"
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player_api.set_animation(player, animation..attack, ani_spd)
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offset = 90
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if tdebug then minetest.debug("fall") end
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end
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end
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---------------------------------------------------------
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-- Post MT 5.3 Head Animation --
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---------------------------------------------------------
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-- this function was added in 5.3 which has the bone position
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-- change break animations fix - i think (MT #9807)
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-- I'm not too sure how to directly test for the bone fix/ MT version
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-- so I simply check for this function.
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local check_v = minetest.is_creative_enabled
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if check_v ~= nil then
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local look_degree = -math.deg(player:get_look_vertical())
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if look_degree > 29 and offset ~= 0 then
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offset = offset - (look_degree-30)
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elseif look_degree > 60 and offset == 0 then
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offset = offset - (look_degree-60)
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elseif look_degree < -60 and offset == 0 then
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offset = offset - (look_degree+60)
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end
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-- Code by LoneWolfHT - Headanim mod MIT Licence --
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player:set_bone_position("Head", vector.new(0, 6.35, 0),vector.new(look_degree + offset, 0, 0))
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-- Code by LoneWolfHT - Headanim mod MIT Licence --
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end
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-----------------------------
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-- Update player meta
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pmeta:set_string("flyswim_old_anim", animation)
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pmeta:set_string("flyswim_old_pos",minetest.pos_to_string(pos, 5))
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--minetest.debug(play_s.." km/h")
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--minetest.debug(dump(minetest.get_us_time()-start))
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end
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end) |