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Kacper Kostka 2023-01-12 17:47:53 +01:00
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Minetest Game mod: player_api
=============================
See license.txt for license information.
Provides an API to allow multiple mods to set player models and textures.
Also sets the default model, texture, and player flags.
This mod is only for content related to the Player API and the player object.
Authors of source code
----------------------
Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest developers and contributors (LGPLv2.1+)
Authors of media (textures, models and sounds)
----------------------------------------------
Original model by MirceaKitsune (CC BY-SA 3.0).
Various alterations and fixes by kilbith, sofar, xunto, Rogier-5, TeTpaAka, Desour,
stujones11, An0n3m0us (CC BY-SA 3.0):
character.b3d
character.blend
Jordach (CC BY-SA 3.0):
character.png
celeron55, Perttu Ahola <celeron55@gmail.com> (CC BY-SA 3.0):
player.png
player_back.png

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mods/player_api/api.lua Normal file
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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 = {}
-- Local for speed.
local models = player_api.registered_models
local function collisionbox_equals(collisionbox, other_collisionbox)
if collisionbox == other_collisionbox then
return true
end
for index = 1, 6 do
if collisionbox[index] ~= other_collisionbox[index] then
return false
end
end
return true
end
function player_api.register_model(name, def)
models[name] = def
def.visual_size = def.visual_size or {x = 1, y = 1}
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
-- Sort animations into property classes:
-- Animations with same properties have the same _equals value
for animation_name, animation in pairs(def.animations) do
animation.eye_height = animation.eye_height or def.eye_height
animation.collisionbox = animation.collisionbox or def.collisionbox
animation.override_local = animation.override_local or false
for _, other_animation in pairs(def.animations) do
if other_animation._equals then
if collisionbox_equals(animation.collisionbox, other_animation.collisionbox)
and animation.eye_height == other_animation.eye_height then
animation._equals = other_animation._equals
break
end
end
end
animation._equals = animation._equals or animation_name
end
end
-- Player stats and animations
-- model, textures, animation
local players = {}
player_api.player_attached = {}
local function get_player_data(player)
return assert(players[player:get_player_name()])
end
function player_api.get_animation(player)
return get_player_data(player)
end
-- Called when a player's appearance needs to be updated
function player_api.set_model(player, model_name)
local player_data = get_player_data(player)
if player_data.model == model_name then
return
end
player_data.model = model_name
local model = models[model_name]
if model then
player:set_properties({
mesh = model_name,
textures = player_data.textures or model.textures,
visual = "mesh",
visual_size = model.visual_size,
stepheight = model.stepheight
})
-- sets local_animation, collisionbox & eye_height
player_api.set_animation(player, "stand")
else
player:set_properties({
textures = {"player.png", "player_back.png"},
visual = "upright_sprite",
visual_size = {x = 1, y = 2},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.75, 0.3},
stepheight = 0.6,
eye_height = 1.625,
})
end
end
function player_api.get_textures(player)
local player_data = get_player_data(player)
local model = models[player_data.model]
return assert(player_data.textures or (model and model.textures))
end
function player_api.set_textures(player, textures)
local player_data = get_player_data(player)
local model = models[player_data.model]
local new_textures = assert(textures or (model and model.textures))
player_data.textures = new_textures
player:set_properties({textures = new_textures})
end
function player_api.set_texture(player, index, texture)
local textures = table.copy(player_api.get_textures(player))
textures[index] = texture
player_api.set_textures(player, textures)
end
function player_api.set_animation(player, anim_name, speed)
local player_data = get_player_data(player)
local model = models[player_data.model]
if not (model and model.animations[anim_name]) then
return
end
speed = speed or model.animation_speed
if player_data.animation == anim_name and player_data.animation_speed == speed then
return
end
local previous_anim = model.animations[player_data.animation] or {}
local anim = model.animations[anim_name]
player_data.animation = anim_name
player_data.animation_speed = speed
-- If necessary change the local animation (only seen by the client of *that* player)
-- `override_local` <=> suspend local animations while this one is active
-- (this is basically a hack, proper engine feature needed...)
if anim.override_local ~= previous_anim.override_local then
if anim.override_local then
local none = {x=0, y=0}
player:set_local_animation(none, none, none, none, 1)
else
local a = model.animations -- (not specific to the animation being set)
player:set_local_animation(
a.stand, a.walk, a.mine, a.walk_mine,
model.animation_speed or 30
)
end
end
-- Set the animation seen by everyone else
player:set_animation(anim, speed, animation_blend)
-- Update related properties if they changed
if anim._equals ~= previous_anim._equals then
player:set_properties({
collisionbox = anim.collisionbox,
eye_height = anim.eye_height
})
end
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
players[name] = {}
player_api.player_attached[name] = false
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
players[name] = nil
player_api.player_attached[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
function player_api.globalstep()
for _, player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local player_data = players[name]
local model = player_data and models[player_data.model]
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")
elseif controls.up or controls.down or controls.left or controls.right then
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
-- Mods can modify the globalstep by overriding player_api.globalstep
minetest.register_globalstep(function(...)
player_api.globalstep(...)
end)
for _, api_function in pairs({"get_animation", "set_animation", "set_model", "set_textures"}) do
local original_function = player_api[api_function]
player_api[api_function] = function(player, ...)
if not players[player:get_player_name()] then
-- HACK for keeping backwards compatibility
minetest.log("warning", api_function .. " called on offline player")
return
end
return original_function(player, ...)
end
end

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mods/player_api/init.lua Normal file
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dofile(minetest.get_modpath("player_api") .. "/api.lua")
-- Default player appearance
player_api.register_model("character.b3d", {
animation_speed = 30,
textures = {"character.png"},
animations = {
-- Standard animations.
stand = {x = 0, y = 79},
lay = {x = 162, y = 166, eye_height = 0.3, override_local = true,
collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}},
walk = {x = 168, y = 187},
mine = {x = 189, y = 198},
walk_mine = {x = 200, y = 219},
sit = {x = 81, y = 160, eye_height = 0.8, override_local = true,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}}
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
eye_height = 1.47,
})
-- Update appearance when the player joins
minetest.register_on_joinplayer(function(player)
player_api.set_model(player, "character.b3d")
end)

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License of source code
----------------------
GNU Lesser General Public License, version 2.1
Copyright (C) 2011 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2011 Various Minetest developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
Licenses of media (textures, models and sounds)
-----------------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2011 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2012 MirceaKitsune
Copyright (C) 2012 Jordach
Copyright (C) 2015 kilbith
Copyright (C) 2016 sofar
Copyright (C) 2016 xunto
Copyright (C) 2016 Rogier-5
Copyright (C) 2017 TeTpaAka
Copyright (C) 2017 Desour
Copyright (C) 2018 stujones11
Copyright (C) 2019 An0n3m0us
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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name = player_api
description = Minetest Game mod: Manages player visuals

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