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https://github.com/mt-mods/pipeworks.git
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Add pipeworks.create_fake_player
Fix setter issue, add dynamic/static option Add player height. Properties aren't adaptive yet
This commit is contained in:
131
common.lua
131
common.lua
@ -157,3 +157,134 @@ function pipeworks.load_position(pos)
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local vm = minetest.get_voxel_manip()
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vm:read_from_map(pos, pos)
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end
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local function delay(...)
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local args = {...}
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return (function() return unpack(args) end)
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end
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local function get_set_wrap(name, is_dynamic)
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return (function(self)
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return self["_" .. name]
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end), (function(self, value)
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if is_dynamic then
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self["_" .. name] = type(value) == "table"
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and table.copy(value) or value
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end
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end)
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end
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function pipeworks.create_fake_player(def, is_dynamic)
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local wielded_item = ItemStack("")
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if def.inventory and def.wield_list then
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wielded_item = def.inventory:get_stack(def.wield_list, def.wield_index or 1)
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end
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local p = {
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get_player_name = delay(def.name),
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is_player = delay(true),
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is_fake_player = true,
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_formspec = def.formspec or default.gui_survival_form,
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_hp = def.hp or 20,
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_breath = 11,
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_pos = def.position and table.copy(def.position) or vector.new(),
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_properties = def.properties or { eye_height = def.eye_height or 1.47 },
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_inventory = def.inventory,
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_wield_index = def.wield_index or 1,
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_wielded_item = wielded_item,
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-- Model and view
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_eye_offset1 = vector.new(),
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_eye_offset3 = vector.new(),
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set_eye_offset = function(self, first, third)
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self._eye_offset1 = table.copy(first)
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self._eye_offset3 = table.copy(third)
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end,
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get_eye_offset = function(self)
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return self._eye_offset1, self._eye_offset3
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end,
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get_look_dir = delay(def.look_dir or {x=0, y=0, z=1}),
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get_look_pitch = delay(def.look_pitch or 0),
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get_look_yaw = delay(def.look_yaw or 0),
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get_look_horizontal = delay(def.look_yaw or 0),
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get_look_vertical = delay(-(def.look_pitch or 0)),
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set_animation = delay(),
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-- Controls
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get_player_control = delay({
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jump=false, right=false, left=false, LMB=false, RMB=false,
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sneak=def.sneak, aux1=false, down=false, up=false
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}),
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get_player_control_bits = delay(def.sneak and 64 or 0),
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-- Inventory and ItemStacks
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get_inventory = delay(def.inventory),
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set_wielded_item = function(self, item)
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if self._inventory and def.wield_list then
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return self._inventory:set_stack(def.wield_list,
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self._wield_index, item)
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end
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_wielded_item = ItemStack(item)
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end,
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get_wielded_item = function(self, item)
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if self._inventory and def.wield_list then
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return self._inventory:get_stack(def.wield_list,
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self._wield_index)
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end
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return ItemStack(self._wielded_item)
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end,
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get_wield_list = delay(def.wield_list),
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punch = delay(),
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remove = delay(),
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right_click = delay(),
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set_attach = delay(),
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set_detach = delay(),
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set_bone_position = delay(),
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hud_change = delay(),
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}
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local _trash
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-- Getter & setter functions
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p.get_inventory_formspec, p.set_inventory_formspec
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= get_set_wrap("formspec", is_dynamic)
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p.get_breath, p.set_breath = get_set_wrap("breath", is_dynamic)
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p.get_hp, p.set_hp = get_set_wrap("hp", is_dynamic)
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p.get_pos, p.set_pos = get_set_wrap("pos", is_dynamic)
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_trash, p.move_to = get_set_wrap("pos", is_dynamic)
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p.get_wield_index, p.set_wield_index = get_set_wrap("wield_index", true)
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p.get_properties, p.set_properties = get_set_wrap("properties", false)
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-- Backwards compatibilty
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p.getpos = p.get_pos
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p.setpos = p.set_pos
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p.moveto = p.move_to
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-- TODO "implement" all these
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-- set_armor_groups
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-- get_armor_groups
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-- get_animation
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-- get_bone_position
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-- get_player_velocity
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-- set_look_pitch
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-- set_look_yaw
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-- set_physics_override
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-- get_physics_override
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-- hud_add
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-- hud_remove
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-- hud_get
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-- hud_set_flags
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-- hud_get_flags
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-- hud_set_hotbar_itemcount
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-- hud_get_hotbar_itemcount
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-- hud_set_hotbar_image
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-- hud_get_hotbar_image
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-- hud_set_hotbar_selected_image
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-- hud_get_hotbar_selected_image
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-- hud_replace_builtin
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-- set_sky
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-- get_sky
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-- override_day_night_ratio
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-- get_day_night_ratio
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-- set_local_animation
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return p
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end
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