Document sponge death issue

Too messy to get into this right now.
This commit is contained in:
Aaron Suen 2021-07-10 21:00:59 -04:00
parent 15ae28092d
commit 44d0a9808d
14 changed files with 206 additions and 0 deletions

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@ -9,6 +9,13 @@ ISSUES-GAME: Gameplay-affecting issues
# # # # # # # # # # # # # # # # # # # # # # # #
#### # #### # ###### ###### # # #### #### # #### # ###### ###### # # ####
- Fix crappy sponge death mechanic
- Remove special treatment of glass tank and glass nodes
- May need to find a new use-case for glass tank?
- Use majority heuristic for sponge death in node form
- Death if dry nodes > 0 and >= wet nodes nearby
- Ignore sealing nodes
- Remove fullbright from admin hand. - Remove fullbright from admin hand.
- Separate fullbright priv. - Separate fullbright priv.
- Also disable skybox/sunlight diminishing by depth? - Also disable skybox/sunlight diminishing by depth?

140
nc_player_model/api.lua Normal file
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@ -0,0 +1,140 @@
-- LUALOCALS < ---------------------------------------------------------
local math, minetest, nodecore, pairs, string, table, tonumber, type
= math, minetest, nodecore, pairs, string, table, tonumber, type
local math_ceil, math_floor, math_pi, math_sin, string_format,
string_sub, table_concat
= math.ceil, math.floor, math.pi, math.sin, string.format,
string.sub, table.concat
-- LUALOCALS > ---------------------------------------------------------
local modname = minetest.get_current_modname()
local function addcolor(id, value)
local theta = tonumber(value, 16) / 32768 * math_pi
local r = math_sin(theta + math_pi * 0/3) * 63 + 160
local g = math_sin(theta + math_pi * 2/3) * 63 + 160
local b = math_sin(theta + math_pi * 4/3) * 63 + 160
return string_format("(%s_color%d.png^[multiply:#%02x%02x%02x)",
modname, id, math_ceil(r), math_ceil(g), math_ceil(b))
end
local colorcache = {}
local function getcolors(name, layers)
if name == "singleplayer" then return end
local found = colorcache[name]
if found then
layers[#layers + 1] = found
return
end
local hash = minetest.sha1(name)
found =
addcolor(1, string_sub(hash, 1, 4)) .. "^" ..
addcolor(2, string_sub(hash, 5, 8)) .. "^" ..
addcolor(3, string_sub(hash, 9, 12))
colorcache[name] = found
layers[#layers + 1] = found
end
nodecore.player_skin = nodecore.player_skin or function(player, options)
if type(options) ~= "table" then options = {} end
local name = options.playername or player:get_player_name()
local layers = {modname .. "_base.png"}
getcolors(name, layers)
local privs = options.privs or minetest.get_player_privs(
options.privname or name)
if options.noarms or not privs.interact then
layers[#layers + 1] = modname .. "_no_interact.png"
layers[#layers + 1] = "[makealpha:254,0,253"
end
if options.nomouth or not privs.shout then
layers[#layers + 1] = modname .. "_no_shout.png"
end
return table_concat(layers, "^"), layers
end
nodecore.player_anim_data = nodecore.player_anim_data or {
stand = {x = 0, y = 0},
sit = {x = 1, y = 1},
lay = {x = 2, y = 2},
walk = {x = 3, y = 27},
walk_mine = {x = 28, y = 52},
mine = {x = 53, y = 77},
swim_mine = {x = 78, y = 108, speed = 0.6},
swim_up = {x = 109, y = 133, speed = 0.6},
swim_down = {x = 134, y = 158, speed = 0.6},
wave = {x = 159, y = 171, speed = 0.8}
}
for k, v in pairs(nodecore.player_anim_data) do
v.name = k
v.speed = 30 * (v.speed or 1)
end
local function walkspeed(player, anim)
if not anim.speed then return anim end
local phys = player:get_physics_override()
local speed = math_floor(phys.speed * 10) / 10
if speed == 1 then return anim end
local t = {}
for k, v in pairs(anim) do
t[k] = (k == "speed") and (speed * v) or v
end
return t
end
nodecore.player_anim = nodecore.player_anim or function(player, data)
local hp = player:get_hp()
if hp <= 0 then
return nodecore.player_anim_data.lay
end
local ctl = player:get_player_control()
local walk = (ctl.up or ctl.down) and not (ctl.up and ctl.down)
or (ctl.right or ctl.left) and not (ctl.right and ctl.left)
local mine = ctl.LMB or ctl.RMB
if data then
if mine then data.animcontrol_mine_exp = nodecore.gametime + 0.25 end
mine = mine or data.animcontrol_mine_exp and data.animcontrol_mine_exp >= nodecore.gametime
end
local aux = ctl.aux1
if data then
if aux then data.animcontrol_aux_exp = nodecore.gametime + 1 end
aux = aux or data.animcontrol_aux_exp and data.animcontrol_aux_exp >= nodecore.gametime
end
if not nodecore.player_swimming(player) then
if walk and mine then return walkspeed(player, nodecore.player_anim_data.walk_mine) end
if walk then return walkspeed(player, nodecore.player_anim_data.walk) end
if mine then return nodecore.player_anim_data.mine end
if aux then return nodecore.player_anim_data.wave end
return nodecore.player_anim_data.stand
end
if mine then return walkspeed(player, nodecore.player_anim_data.swim_mine) end
if not (walk or ctl.jump or ctl.sneak or (ctl.left or ctl.right)
and not (ctl.left and ctl.right)) then
local t = {}
for k, v in pairs(nodecore.player_anim_data.swim_up) do
t[k] = (k == "speed") and (0.1 * v) or v
end
return t
end
local v = player:get_player_velocity()
if v and v.y >= -0.5 then return walkspeed(player, nodecore.player_anim_data.swim_up) end
return walkspeed(player, nodecore.player_anim_data.swim_down)
end
nodecore.player_visuals_base = nodecore.player_visuals_base or function(player)
local mesh = player:get_meta():get_string("custom_mesh") or ""
return {
visual = "mesh",
visual_size = {x = 0.9, y = 0.9, z = 0.9},
mesh = mesh and mesh ~= "" and mesh or modname .. ".b3d"
}
end

12
nc_player_model/hints.lua Normal file
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@ -0,0 +1,12 @@
-- LUALOCALS < ---------------------------------------------------------
local nodecore
= nodecore
-- LUALOCALS > ---------------------------------------------------------
nodecore.register_hint("go for a swim",
{true,
"anim_swim_up",
"anim_swim_down",
"anim_swim_mine"
}
)

35
nc_player_model/hooks.lua Normal file
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@ -0,0 +1,35 @@
-- LUALOCALS < ---------------------------------------------------------
local minetest, nodecore, pairs
= minetest, nodecore, pairs
-- LUALOCALS > ---------------------------------------------------------
nodecore.register_playerstep({
label = "player model visuals",
action = function(player, data)
if data.properties.visual_size.x <= 0 then return end
local props = nodecore.player_visuals_base(player, data)
-- Skin can be set preemptively by visuals_base; if so, then will
-- not be modified here.
if not props.textures then
-- Recheck skin only every couple seconds to avoid
-- interfering with animations if skin includes continuous
-- effects.
local now = minetest.get_us_time() / 1000000
if (not data.skincalctime) or (now >= data.skincalctime + 2) then
data.skincalctime = now
local t = nodecore.player_skin(player, data)
props.textures = {t}
end
end
for k, v in pairs(props) do data.properties[k] = v end
local anim = nodecore.player_anim(player, data)
if anim.name then
nodecore.player_discover(player, "anim_" .. anim.name)
end
data.animation = {{x = anim.x, y = anim.y}, anim.speed}
end
})

10
nc_player_model/init.lua Normal file
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@ -0,0 +1,10 @@
-- LUALOCALS < ---------------------------------------------------------
local include, nodecore
= include, nodecore
-- LUALOCALS > ---------------------------------------------------------
nodecore.amcoremod()
include("api")
include("hooks")
include("hints")

2
nc_player_model/mod.conf Normal file
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@ -0,0 +1,2 @@
depends = nc_api_all
name = nc_player_model

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