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			240 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			240 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| player_api = {}
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| 
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| -- Player animation blending
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| -- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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| local animation_blend = 0
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| 
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| player_api.registered_models = {}
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| 
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| -- Local for speed.
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| local models = player_api.registered_models
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| 
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| local function collisionbox_equals(collisionbox, other_collisionbox)
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| 	if collisionbox == other_collisionbox then
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| 		return true
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| 	end
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| 	for index = 1, 6 do
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| 		if collisionbox[index] ~= other_collisionbox[index] then
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| 			return false
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| 		end
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| 	end
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| 	return true
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| end
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| 
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| function player_api.register_model(name, def)
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| 	models[name] = def
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| 	def.visual_size = def.visual_size or {x = 1, y = 1}
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| 	def.collisionbox = def.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}
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| 	def.stepheight = def.stepheight or 0.6
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| 	def.eye_height = def.eye_height or 1.47
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| 
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| 	-- Sort animations into property classes:
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| 	-- Animations with same properties have the same _equals value
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| 	for animation_name, animation in pairs(def.animations) do
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| 		animation.eye_height = animation.eye_height or def.eye_height
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| 		animation.collisionbox = animation.collisionbox or def.collisionbox
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| 		animation.override_local = animation.override_local or false
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| 
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| 		for _, other_animation in pairs(def.animations) do
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| 			if other_animation._equals then
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| 				if collisionbox_equals(animation.collisionbox, other_animation.collisionbox)
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| 						and animation.eye_height == other_animation.eye_height then
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| 					animation._equals = other_animation._equals
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| 					break
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| 				end
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| 			end
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| 		end
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| 		animation._equals = animation._equals or animation_name
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| 	end
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| end
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| 
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| -- Player stats and animations
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| -- model, textures, animation
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| local players = {}
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| player_api.player_attached = {}
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| 
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| local function get_player_data(player)
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| 	return assert(players[player:get_player_name()])
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| end
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| 
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| function player_api.get_animation(player)
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| 	return get_player_data(player)
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| end
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| 
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| -- Called when a player's appearance needs to be updated
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| function player_api.set_model(player, model_name)
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| 	local player_data = get_player_data(player)
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| 	if player_data.model == model_name then
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| 		return
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| 	end
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| 	-- Update data
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| 	player_data.model = model_name
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| 	-- Clear animation data as the model has changed
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| 	-- (required for setting the `stand` animation not to be a no-op)
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| 	player_data.animation, player_data.animation_speed, player_data.animation_loop = nil, nil, nil
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| 
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| 	local model = models[model_name]
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| 	if model then
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| 		player:set_properties({
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| 			mesh = model_name,
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| 			textures = player_data.textures or model.textures,
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| 			visual = "mesh",
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| 			visual_size = model.visual_size,
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| 			stepheight = model.stepheight
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| 		})
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| 		-- sets local_animation, collisionbox & eye_height
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| 		player_api.set_animation(player, "stand")
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| 	else
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| 		player:set_properties({
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| 			textures = {"player.png", "player_back.png"},
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| 			visual = "upright_sprite",
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| 			visual_size = {x = 1, y = 2},
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| 			collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.75, 0.3},
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| 			stepheight = 0.6,
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| 			eye_height = 1.625,
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| 		})
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| 	end
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| end
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| 
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| function player_api.get_textures(player)
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| 	local player_data = get_player_data(player)
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| 	local model = models[player_data.model]
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| 	return assert(player_data.textures or (model and model.textures))
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| end
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| 
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| function player_api.set_textures(player, textures)
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| 	local player_data = get_player_data(player)
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| 	local model = models[player_data.model]
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| 	local new_textures = assert(textures or (model and model.textures))
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| 	player_data.textures = new_textures
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| 	player:set_properties({textures = new_textures})
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| end
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| 
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| function player_api.set_texture(player, index, texture)
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| 	local textures = table.copy(player_api.get_textures(player))
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| 	textures[index] = texture
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| 	player_api.set_textures(player, textures)
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| end
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| 
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| function player_api.set_animation(player, anim_name, speed, loop)
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| 	local player_data = get_player_data(player)
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| 	local model = models[player_data.model]
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| 	if not (model and model.animations[anim_name]) then
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| 		return
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| 	end
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| 	speed = speed or model.animation_speed
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| 	if loop == nil then
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| 		loop = true
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| 	end
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| 	if player_data.animation == anim_name
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| 		and player_data.animation_speed == speed
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| 		and player_data.animation_loop == loop
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| 	then
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| 		return
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| 	end
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| 	local previous_anim = model.animations[player_data.animation] or {}
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| 	local anim = model.animations[anim_name]
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| 	player_data.animation = anim_name
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| 	player_data.animation_speed = speed
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| 	player_data.animation_loop = loop
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| 	-- If necessary change the local animation (only seen by the client of *that* player)
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| 	-- `override_local` <=> suspend local animations while this one is active
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| 	-- (this is basically a hack, proper engine feature needed...)
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| 	if anim.override_local ~= previous_anim.override_local then
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| 		if anim.override_local then
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| 			local none = {x=0, y=0}
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| 			player:set_local_animation(none, none, none, none, 1)
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| 		else
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| 			local a = model.animations -- (not specific to the animation being set)
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| 			player:set_local_animation(
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| 				a.stand, a.walk, a.mine, a.walk_mine,
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| 				model.animation_speed or 30
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| 			)
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| 		end
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| 	end
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| 	-- Set the animation seen by everyone else
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| 	player:set_animation(anim, speed, animation_blend, loop)
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| 	-- Update related properties if they changed
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| 	if anim._equals ~= previous_anim._equals then
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| 		player:set_properties({
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| 			collisionbox = anim.collisionbox,
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| 			eye_height = anim.eye_height
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| 		})
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| 	end
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| end
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| 
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| minetest.register_on_joinplayer(function(player)
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| 	local name = player:get_player_name()
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| 	players[name] = {}
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| 	player_api.player_attached[name] = false
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| end)
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| 
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| minetest.register_on_leaveplayer(function(player)
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| 	local name = player:get_player_name()
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| 	players[name] = nil
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| 	player_api.player_attached[name] = nil
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| end)
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| 
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| -- Localize for better performance.
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| local player_set_animation = player_api.set_animation
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| local player_attached = player_api.player_attached
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| 
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| -- Prevent knockback for attached players
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| local old_calculate_knockback = minetest.calculate_knockback
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| function minetest.calculate_knockback(player, ...)
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| 	if player_attached[player:get_player_name()] then
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| 		return 0
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| 	end
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| 	return old_calculate_knockback(player, ...)
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| end
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| 
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| -- Check each player and apply animations
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| function player_api.globalstep()
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| 	for _, player in ipairs(minetest.get_connected_players()) do
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| 		local name = player:get_player_name()
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| 		local player_data = players[name]
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| 		local model = player_data and models[player_data.model]
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| 		if model and not player_attached[name] then
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| 			local controls = player:get_player_control()
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| 			local animation_speed_mod = model.animation_speed or 30
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| 
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| 			-- Determine if the player is sneaking, and reduce animation speed if so
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| 			if controls.sneak then
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| 				animation_speed_mod = animation_speed_mod / 2
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| 			end
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| 
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| 			-- Apply animations based on what the player is doing
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| 			if player:get_hp() == 0 then
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| 				player_set_animation(player, "lay")
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| 			elseif controls.up or controls.down or controls.left or controls.right then
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| 				if controls.LMB or controls.RMB then
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| 					player_set_animation(player, "walk_mine", animation_speed_mod)
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| 				else
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| 					player_set_animation(player, "walk", animation_speed_mod)
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| 				end
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| 			elseif controls.LMB or controls.RMB then
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| 				player_set_animation(player, "mine", animation_speed_mod)
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| 			else
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| 				player_set_animation(player, "stand", animation_speed_mod)
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| 			end
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| 		end
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| 	end
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| end
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| 
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| -- Mods can modify the globalstep by overriding player_api.globalstep
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| minetest.register_globalstep(function(...)
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| 	player_api.globalstep(...)
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| end)
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| 
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| for _, api_function in pairs({"get_animation", "set_animation", "set_model", "set_textures"}) do
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| 	local original_function = player_api[api_function]
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| 	player_api[api_function] = function(player, ...)
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| 		if not players[player:get_player_name()] then
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| 			-- HACK for keeping backwards compatibility
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| 			minetest.log("warning", api_function .. " called on offline player")
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| 			return
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| 		end
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| 		return original_function(player, ...)
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| 	end
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| end
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