some code cleanup and increase the lumien activation range

This commit is contained in:
kaadmy 2016-02-10 13:18:54 -08:00
parent b31ccecc10
commit 8208c8c275
3 changed files with 71 additions and 63 deletions

View File

@ -8,67 +8,70 @@ local player_animation_speed = 33
-- Player animation blending -- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0 -- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend=0 local animation_blend = 0
default.registered_player_models={} default.registered_player_models = {}
-- Local for speed. -- Local for speed.
local models=default.registered_player_models local models = default.registered_player_models
function default.player_register_model(name, def) function default.player_register_model(name, def)
models[name]=def models[name] = def
end end
-- Default player appearance -- Default player appearance
default.player_register_model( default.player_register_model(
"character.b3d", "character.b3d",
{ {
animation_speed=player_animation_speed, animation_speed = player_animation_speed,
textures={"character.png"}, textures = {"character.png"},
animations={ animations = {
-- Standard animations. -- Standard animations.
stand ={x =0, y =79}, stand = {x = 0, y = 79},
lay ={x=162, y=166}, lay = {x = 162, y = 166},
walk ={x=168, y=187}, walk = {x = 168, y = 187},
mine ={x=189, y=198}, mine = {x = 189, y = 198},
walk_mine={x=200, y=219}, walk_mine = {x = 200, y = 219},
-- Extra animations (not currently used by the game). -- Extra animations (not currently used by the game).
sit ={ x =81, y=160}, sit = { x = 81, y = 160},
}, },
}) })
-- Player stats and animations -- Player stats and animations
local player_model={} local player_model = {}
local player_textures={} local player_textures = {}
local player_anim={} local player_anim = {}
local player_sneak={} local player_sneak = {}
default.player_attached={} default.player_attached = {}
function default.player_get_animation(player) function default.player_get_animation(player)
local name=player:get_player_name() local name = player:get_player_name()
return { return {
model=player_model[name], model = player_model[name],
textures=player_textures[name], textures = player_textures[name],
animation=player_anim[name], animation = player_anim[name],
} }
end end
-- Called when a player's appearance needs to be updated -- Called when a player's appearance needs to be updated
function default.player_set_model(player, model_name) function default.player_set_model(player, model_name)
local name=player:get_player_name() local name = player:get_player_name()
local model=models[model_name] local model = models[model_name]
if player_model[name] == model_name then if player_model[name] == model_name then
return return
end end
player:set_properties( player:set_properties(
{ {
mesh=model_name, mesh = model_name,
textures=player_textures[name] or model.textures, textures = player_textures[name] or model.textures,
visual="mesh", visual = "mesh",
visual_size=model.visual_size or {x=1, y=1}, visual_size = model.visual_size or {x = 1, y = 1},
}) })
default.player_set_animation(player, "stand") default.player_set_animation(player, "stand")
player_model[name]=model_name
player_model[name] = model_name
end end
function default.player_get_textures(player) function default.player_get_textures(player)
@ -80,55 +83,57 @@ function default.player_get_textures(player)
end end
function default.player_set_textures(player, textures) function default.player_set_textures(player, textures)
local name=player:get_player_name() local name = player:get_player_name()
player_textures[name]=textures
player:set_properties({textures=textures,}) player_textures[name] = textures
player:set_properties({textures = textures,})
end end
function default.player_set_animation(player, anim_name, speed) function default.player_set_animation(player, anim_name, speed)
local name=player:get_player_name() local name = player:get_player_name()
if player_anim[name] == anim_name then if player_anim[name] == anim_name then
return return
end end
local model=player_model[name] and models[player_model[name]] local model = player_model[name] and models[player_model[name]]
if not (model and model.animations[anim_name]) then if not (model and model.animations[anim_name]) then
return return
end end
local anim=model.animations[anim_name] local anim = model.animations[anim_name]
player_anim[name]=anim_name player_anim[name] = anim_name
player:set_animation(anim, speed or model.animation_speed, animation_blend) player:set_animation(anim, speed or model.animation_speed, animation_blend)
end end
-- Update appearance when the player joins -- Update appearance when the player joins
minetest.register_on_joinplayer( minetest.register_on_joinplayer(
function(player) function(player)
default.player_attached[player:get_player_name()]=false default.player_attached[player:get_player_name()] = false
default.player_set_model(player, "character.b3d") default.player_set_model(player, "character.b3d")
player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, player_animation_speed) player:set_local_animation({x = 0, y = 79}, {x = 168, y = 187}, {x = 189, y = 198}, {x = 200, y = 219}, player_animation_speed)
end) end)
minetest.register_on_leaveplayer( minetest.register_on_leaveplayer(
function(player) function(player)
local name=player:get_player_name() local name = player:get_player_name()
player_model[name]=nil player_model[name] = nil
player_anim[name]=nil player_anim[name] = nil
player_textures[name]=nil player_textures[name] = nil
end) end)
-- Localize for better performance. -- Localize for better performance.
local player_set_animation=default.player_set_animation local player_set_animation = default.player_set_animation
local player_attached=default.player_attached local player_attached = default.player_attached
-- Check each player and apply animations -- Check each player and apply animations
minetest.register_globalstep( minetest.register_globalstep(
function(dtime) function(dtime)
for _, player in pairs(minetest.get_connected_players()) do for _, player in pairs(minetest.get_connected_players()) do
local name=player:get_player_name() local name = player:get_player_name()
local model_name=player_model[name] local model_name = player_model[name]
local model=model_name and models[model_name] local model = model_name and models[model_name]
local controls=player:get_player_control() local controls = player:get_player_control()
if controls.sneak then if controls.sneak then
player:set_nametag_attributes({color = {a = 30, r = 255, g = 255, b = 255}}) player:set_nametag_attributes({color = {a = 30, r = 255, g = 255, b = 255}})
@ -137,17 +142,17 @@ minetest.register_globalstep(
end end
if model and not player_attached[name] then if model and not player_attached[name] then
local walking=false local walking = false
local animation_speed_mod=model.animation_speed or player_animation_steed local animation_speed_mod = model.animation_speed or player_animation_steed
-- Determine if the player is walking -- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then if controls.up or controls.down or controls.left or controls.right then
walking=true walking = true
end end
-- Determine if the player is sneaking, and reduce animation speed if so -- Determine if the player is sneaking, and reduce animation speed if so
if controls.sneak then if controls.sneak then
animation_speed_mod=animation_speed_mod * 0.7 animation_speed_mod = animation_speed_mod * 0.7
end end
-- Apply animations based on what the player is doing -- Apply animations based on what the player is doing
@ -155,8 +160,8 @@ minetest.register_globalstep(
player_set_animation(player, "lay") player_set_animation(player, "lay")
elseif walking then -- walking elseif walking then -- walking
if player_sneak[name] ~= controls.sneak then if player_sneak[name] ~= controls.sneak then
player_anim[name]=nil player_anim[name] = nil
player_sneak[name]=controls.sneak player_sneak[name] = controls.sneak
end end
if controls.LMB then -- walking and mining if controls.LMB then -- walking and mining
player_set_animation(player, "walk_mine", animation_speed_mod) player_set_animation(player, "walk_mine", animation_speed_mod)

View File

@ -3,6 +3,9 @@
-- By Kaadmy, for Pixture -- By Kaadmy, for Pixture
-- --
local lumien_on_radius = 2
local lumien_off_radius = 4
minetest.register_node( minetest.register_node(
"lumien:crystal_on", "lumien:crystal_on",
{ {
@ -112,7 +115,7 @@ minetest.register_abm(
) )
local ok = true local ok = true
for _,object in ipairs(minetest.get_objects_inside_radius(pos, 4)) do for _,object in ipairs(minetest.get_objects_inside_radius(pos, lumien_off_radius)) do
if object:is_player() then if object:is_player() then
ok = false ok = false
end end
@ -135,8 +138,8 @@ local function step(dtime)
local pos = player:getpos() local pos = player:getpos()
util.nodefunc( util.nodefunc(
{x = pos.x-1, y = pos.y-1, z = pos.z-1}, {x = pos.x-lumien_on_radius, y = pos.y-lumien_on_radius, z = pos.z-lumien_on_radius},
{x = pos.x+1, y = pos.y+1, z = pos.z+1}, {x = pos.x+lumien_on_radius, y = pos.y+lumien_on_radius, z = pos.z+lumien_on_radius},
"lumien:crystal_off", "lumien:crystal_off",
function(pos) function(pos)
local node = minetest.get_node(pos) local node = minetest.get_node(pos)

View File

@ -5,7 +5,7 @@ nav.map_radius = 256
nav.waypoints = {} nav.waypoints = {}
local form_nav = default.ui.get_page("core") local form_nav = default.ui.get_page("core")
default.ui.register_page("nav_nav", form_nav) default.ui.register_page("nav:nav", form_nav)
local open_formspecs = {} local open_formspecs = {}
@ -61,11 +61,11 @@ function nav.show_map(player)
local pos = player:getpos() local pos = player:getpos()
local form = default.ui.get_page("nav_nav") local form = default.ui.get_page("nav:nav")
form = form .. "field[-1,-1;0,0;nav_map_tracker;;]" form = form .. "field[-1,-1;0,0;nav_map_tracker;;]"
form = form .. "label[0.25,0.25;"..minetest.formspec_escape(name).." ("..math.floor(pos.x+0.5)..", "..math.floor(pos.y)..", "..math.floor(pos.z+0.5)..")]" form = form .. "label[0.25,0.25;"..minetest.formspec_escape(name).." (x: "..math.floor(pos.x+0.5)..", y: "..math.floor(pos.y)..", z: "..math.floor(pos.z+0.5)..")]"
form = form .. "image[0.5,3;6,6;nav_background.png]" form = form .. "image[0.5,3;6,6;nav_background.png]"
@ -86,18 +86,18 @@ function nav.show_map(player)
form = form .. "label[6.25,6.6;"..nav.map_radius.."m]" form = form .. "label[6.25,6.6;"..nav.map_radius.."m]"
form = form .. "image[5.5,5.5;3,3;"..minetest.formspec_escape("nav_legend.png^[transformFX").."]" form = form .. "image[5.5,5.5;3,3;"..minetest.formspec_escape("nav_legend.png^[transformFX").."]"
minetest.show_formspec(name, "nav_map", form) minetest.show_formspec(name, "nav:map", form)
end end
local function recieve_fields(player, form_name, fields) local function recieve_fields(player, form_name, fields)
if form_name == "nav_map" then if form_name == "nav:map" then
if fields.quit or fields.nav_map_tracker then if fields.quit or fields.nav_map_tracker then
open_formspecs[player:get_player_name()] = false open_formspecs[player:get_player_name()] = false
end end
end end
end end
if not (minetest.is_singleplayer() or not minetest.setting_get_pos("static_spawnpoint")) then if minetest.setting_get_pos("static_spawnpoint") and (not minetest.is_singleplayer()) then
minetest.after( minetest.after(
1.0, 1.0,
function() function()