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README.md
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README.md
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# player_physics
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A minetest mod to centralize the management of player's stats(sprint, jump, gravity)
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Because many mods (sprint, 3d_armor and others) rewrite the stats in their corner and it cancel
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***API***
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player_physics.set_stats(player, "uniq_name", table)
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player_physics.remove(player, "uniq_name")
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**Exemple**
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- player_physics.set_stats(player, "potion_speedlvl1", {speed=0.35})
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- player_physics.set_stats(player, "sprint_mod", {speed=0.35, jump=0.1})
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- player_physics.remove_stats(player, "potion_speedlvl1")
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**Temporary effect**
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- player_physics.add_effect(player, "uniq_name", time, stats)
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- player_physics.remove_effect(player, "uniq_name")
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**Exemple**
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You make a potion that adds speed for 10 seconds.
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on_use = function(itemstack, user, pointed_thing
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player_physics.add_effect(user, "potion_speedlvl1", 10, {speed=0.6})
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itemstack:take_item()
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return itemstack
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end
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121
init.lua
Normal file
121
init.lua
Normal file
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local players = {}
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player_physics = {}
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function player_physics.check(playerName)
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if players[playerName] == nil then
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players[playerName] = {speed = {}, jump = {}, gravity={}, temp={}}
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end
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end
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minetest.register_on_joinplayer(function(player)
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local playerName = player:get_player_name()
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player_physics.check(playerName)
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end)
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minetest.register_on_leaveplayer(function(player)
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local playerName = player:get_player_name()
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players[playerName] = nil
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end)
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function player_physics.set_stats(player, uuid, stats)
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if type(stats) ~= "table" then
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minetest.log("error", "player_physics: set_stats(player, uuid, stat) stats must be table(eg:{speed=1})")
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return
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end
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local playerName = player:get_player_name()
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player_physics.check(playerName)
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for stat, v in pairs(stats) do
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if (stat == "speed" or stat == "jump" or stat == "gravity") and type(v) == "number" then
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players[playerName][stat][uuid] = v
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end
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end
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end
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function player_physics.remove_stats(player, uuid)
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local playerName = player:get_player_name()
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player_physics.check(playerName)
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for _, stat in pairs({"speed", "jump", "gravity"}) do
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players[playerName][stat][uuid] = nil
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end
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end
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function player_physics.add_effect(player, uuid, time, stats)
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if type(stats) ~= "table" then
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minetest.log("error", "player_physics: add_effect(player, uuid, time, stats) stats must be table(eg:{speed=1})")
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return
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end
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if type(time) ~= "number" then
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minetest.log("error", "player_physics: add_effect(player, uuid, time, stats) time must be number")
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return
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end
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local playerName = player:get_player_name()
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player_physics.check(playerName)
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for stat, v in pairs(stats) do
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if (stat == "speed" or stat == "jump" or stat == "gravity") and type(v) == "number" then
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players[playerName]["temp"][uuid][stat] = {value=v, time=time}
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end
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end
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end
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function player_physics.remove_effect(player, uuid)
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local playerName = player:get_player_name()
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player_physics.check(playerName)
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players[playerName]["temp"][uuid] = nil
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end
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minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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local playerName = player:get_player_name()
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if playerName ~= "" then
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player_physics.check(playerName)
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local stats ={speed=1, jump=1, gravity=1}
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for _, stat in pairs({"speed", "jump", "gravity"}) do
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for uuid, v in pairs(players[playerName][stat]) do
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stats[stat] = stats[stat] + v
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end
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end
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--temporary effect
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for uuid, _ in pairs(players[playerName]["temp"]) do
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for stat, v in pairs(players[playerName]["temp"][uuid]) do
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stats[stat] = stats[stat] + v.value
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local t = v.time-dtime
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if t > 0 then
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players[playerName]["temp"][uuid][stat].time = t
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else
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players[playerName]["temp"][uuid][stat] = nil
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end
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end
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end --/temporary effect
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if stats.speed > 4 then
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stats.speed = 4
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elseif stats.speed < 0 then
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stats.speed = 0
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end
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if stats.jump > 3 then
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stats.jump = 3
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elseif stats.jump < 0 then
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stats.jump = 0
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end
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if stats.gravity > 2 then
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stats.gravity = 2
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elseif stats.gravity < -2 then
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stats.gravity = -2
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end
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player:set_physics_override(stats)
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end
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end
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end)
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