minetest/mods/player_api/api.lua
2020-09-06 09:33:27 +02:00

309 lines
8.8 KiB
Lua

-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
player_api = {}
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0
player_api.registered_models = { }
player_api.registered_skins = { }
-- Local for speed.
local models = player_api.registered_models
local skins = player_api.registered_skins
local registered_skin_modifiers = {}
local registered_on_skin_change = {}
function player_api.register_model(name, def)
-- compatibility defaults
def.visual = def.visual or "mesh"
def.visual_size = def.visual_size or {x = 1, y = 1}
if def.visual == "mesh" and not def.mesh then
def.mesh = name
end
def.collisionbox = def.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}
def.stepheight = def.stepheight or 0.6
def.eye_height = def.eye_height or 1.47
models[name] = def
end
function player_api.register_skin(name, def)
def.name = name
skins[name] = def
end
function player_api.register_skin_modifier(modifier_func)
table.insert(registered_skin_modifiers, modifier_func)
end
function player_api.register_on_skin_change(modifier_func)
table.insert(registered_on_skin_change, modifier_func)
end
-- Player stats and animations
local player_model = {}
local player_textures = {}
local skin_textures = {}
local player_skin = {}
local player_anim = {}
local player_sneak = {}
player_api.player_attached = {}
function player_api.get_animation(player)
local name = player:get_player_name()
return {
model = player_model[name],
textures = player_textures[name],
skin_textures = skin_textures[name],
animation = player_anim[name],
}
end
-- Called when a player's appearance needs to be updated
function player_api.set_model(player, model_name)
local default_model = models[player_api.default_model]
local name = player:get_player_name()
local model = model_name and models[model_name]
if not model then
model_name = player_api.default_model
model = default_model
end
player:set_properties({
mesh = model.mesh,
textures = player_textures[name] or model.textures,
visual = model.visual,
visual_size = model.visual_size,
collisionbox = model.collisionbox,
stepheight = model.stepheight,
eye_height = model.eye_height,
})
player_api.set_animation(player, "stand")
player_model[name] = model_name
end
function player_api.set_textures(player, textures)
local name = player:get_player_name()
local model = models[player_model[name]]
local skin = skins[player_skin[name]]
local textures
if skin.textures then
textures = table.copy(skin.textures)
skin_textures[name] = skin.textures
elseif skin.texture then
textures = { skin.texture }
skin_textures[name] = { skin.texture }
else
textures = table.copy(model.textures)
skin_textures[name] = model.textures
end
for _, modifier_func in ipairs(registered_skin_modifiers) do
textures = modifier_func(textures, player, player_model[name], player_skin[name]) or textures
end
if model.skin_modifier then
textures = model:skin_modifier(textures, player, player_model[name], player_skin[name]) or textures
end
player_textures[name] = textures
player:set_properties({textures = textures})
end
-- Called when a player's skin is changed
function player_api.set_skin(player, skin_name, is_default, is_force)
local name = player:get_player_name()
local skin = skins[skin_name]
if not skin then
skin_name = player_api.default_skin
skin = skins[skin_name]
is_default = true
end
if player_skin[name] == skin_name and not is_force then
return
end
-- Handle skin model
player_api.set_model(player, skin.model_name)
-- Handle skin textures
player_skin[name] = skin_name
player_api.set_textures(player)
if not is_default then
player:set_attribute("player_api:skin", skin_name)
end
for _, modifier_func in ipairs(registered_on_skin_change) do
modifier_func(player, player_model[name], skin_name)
end
end
-- Get current assigned or default skin for player
function player_api.get_skin(player)
local assigned_skin = player:get_attribute("player_api:skin")
if assigned_skin then
return assigned_skin, false
end
local skinname = "player_"..player:get_player_name():lower()
if player_api.registered_skins[skinname] then
return skinname, true
end
return player_api.default_skin, true
end
local textures_skin_suffix_blacklist = {
preview = true,
back = true
}
player_api.textures_skin_suffix_blacklist = textures_skin_suffix_blacklist
-- Read and analyze data in textures and metadata folder and register them
function player_api.read_textures_and_meta(hook)
local modpath = minetest.get_modpath(minetest.get_current_modname())
for _, fn in pairs(minetest.get_dir_list(modpath..'/textures/')) do
local nameparts = fn:sub(1, -5):split("_")
local prefix = nameparts[1]
if ( prefix == 'player' and nameparts[2] or prefix == 'character' ) then
if not textures_skin_suffix_blacklist[nameparts[#nameparts]] then
local skin = {texture = fn}
local skin_id = table.concat(nameparts,'_')
-- get metadata from file
local file = io.open(modpath.."/meta/"..skin_id..".txt", "r")
if file then
local data = minetest.deserialize("return {" .. file:read('*all') .. "}")
file:close()
if data then
for k, v in pairs(data) do
skin[k] = v
end
if data.name and not data.description then -- name is reserved for registration skin_id
skin.description = data.name
end
end
end
-- Check if preview exists
local file2 = io.open(modpath.."/textures/"..skin_id.."_preview.png", "r")
if file2 then
file2:close()
skin.preview = skin_id.."_preview.png"
end
-- Check for private
if prefix == "player" then
skin.playername = nameparts[2]
end
if not skin.description then
if nameparts[2] then
table.remove(nameparts, 1)
end
skin.description = table.concat(nameparts,' ')
end
-- process hook
if hook then
hook(modpath..'/textures/'..fn, skin)
end
player_api.register_skin(skin_id, skin)
end
end
end
end
function player_api.set_animation(player, anim_name, speed)
local name = player:get_player_name()
if player_anim[name] == anim_name then
return
end
local model = player_model[name] and models[player_model[name]]
if not (model and model.animations and model.animations[anim_name]) then
return
end
local anim = model.animations[anim_name]
player_anim[name] = anim_name
player:set_animation(anim, speed or model.animation_speed, animation_blend)
end
function player_api.init_on_joinplayer(player)
player_api.player_attached[player:get_player_name()] = false
player_api.set_skin(player, player_api.get_skin(player), true, true)
player:set_local_animation(
{x = 0, y = 79},
{x = 168, y = 187},
{x = 189, y = 198},
{x = 200, y = 219},
30
)
end
minetest.register_on_joinplayer(function(player)
-- Wrapped call to be able to redefine the init function
player_api.init_on_joinplayer(player)
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_model[name] = nil
player_anim[name] = nil
player_textures[name] = nil
skin_textures[name] = nil
player_skin[name] = nil
end)
-- Localize for better performance.
local player_set_animation = player_api.set_animation
local player_attached = player_api.player_attached
-- Prevent knockback for attached players
local old_calculate_knockback = minetest.calculate_knockback
function minetest.calculate_knockback(player, ...)
if player_attached[player:get_player_name()] then
return 0
end
return old_calculate_knockback(player, ...)
end
-- Check each player and apply animations
minetest.register_globalstep(function()
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local model_name = player_model[name]
local model = model_name and models[model_name]
if model and not player_attached[name] then
local controls = player:get_player_control()
local animation_speed_mod = model.animation_speed or 30
-- Determine if the player is sneaking, and reduce animation speed if so
if controls.sneak then
animation_speed_mod = animation_speed_mod / 2
end
-- Apply animations based on what the player is doing
if player:get_hp() == 0 then
player_set_animation(player, "lay")
-- Determine if the player is walking
elseif controls.up or controls.down or controls.left or controls.right then
if player_sneak[name] ~= controls.sneak then
player_anim[name] = nil
player_sneak[name] = controls.sneak
end
if controls.LMB or controls.RMB then
player_set_animation(player, "walk_mine", animation_speed_mod)
else
player_set_animation(player, "walk", animation_speed_mod)
end
elseif controls.LMB or controls.RMB then
player_set_animation(player, "mine", animation_speed_mod)
else
player_set_animation(player, "stand", animation_speed_mod)
end
end
end
end)