Browse Source

Redo player_api (#2745)

Lars Müller 2 years ago
parent
commit
6623dec567
5 changed files with 127 additions and 74 deletions
  1. 13 13
      game_api.txt
  2. 0 2
      mods/beds/functions.lua
  3. 111 46
      mods/player_api/api.lua
  4. 2 12
      mods/player_api/init.lua
  5. 1 1
      mods/player_api/mod.conf

+ 13 - 13
game_api.txt

@@ -449,13 +449,13 @@ The player API can register player models and update the player's appearance.
 * `player_api.set_model(player, model_name)`
 	* Change a player's model
 	* `player`: PlayerRef
-	* `model_name`: model registered with player_api.register_model()
+	* `model_name`: model registered with `player_api.register_model`
 
 * `player_api.set_animation(player, anim_name, speed)`
-	* Applies an animation to a player
+	* Applies an animation to a player if speed or anim_name differ from the currently playing animation
 	* `player`: PlayerRef
 	* `anim_name`: name of the animation
-	* `speed`: frames per second. If nil, the default from the model def is used
+	* `speed`: keyframes per second. If nil, the default from the model def is used
 
 * `player_api.set_textures(player, textures)`
 	* Sets player textures
@@ -477,18 +477,18 @@ The player API can register player models and update the player's appearance.
 ### Model Definition
 
 	{
-		animation_speed = 30,           -- Default animation speed, in FPS
-		textures = {"character.png", }, -- Default array of textures
-		visual_size = {x = 1, y = 1},   -- Used to scale the model
+		animation_speed = 30,           -- Default animation speed, in keyframes per second
+		textures = {"character.png"},   -- Default array of textures
 		animations = {
-			-- <anim_name> = {x = <start_frame>, y = <end_frame>},
-			foo = {x = 0, y = 19},
-			bar = {x = 20, y = 39},
-			-- ...
+			-- [anim_name] = {x = <start_frame>, y = <end_frame>, collisionbox = model collisionbox, eye_height = model eye height},
+			stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
+			sit = ... -- used by boats and other MTG mods
 		},
-		collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
-		stepheight = 0.6,                                -- In nodes
-		eye_height = 1.47,                               -- In nodes above feet position
+		-- Default object properties, see lua_api.txt
+		visual_size = {x = 1, y = 1},
+		collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
+		stepheight = 0.6,
+		eye_height = 1.47
 	}
 
 

+ 0 - 2
mods/beds/functions.lua

@@ -116,8 +116,6 @@ local function lay_down(player, pos, bed_pos, state, skip)
 		beds.bed_position[name] = bed_pos
 		beds.player[name] = {physics_override = player:get_physics_override()}
 
-		-- physics, eye_offset, etc
-		player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
 		local yaw, param2 = get_look_yaw(bed_pos)
 		player:set_look_horizontal(yaw)
 		local dir = minetest.facedir_to_dir(param2)

+ 111 - 46
mods/player_api/api.lua

@@ -1,54 +1,88 @@
--- 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_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
+		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
-local player_model = {}
-local player_textures = {}
-local player_anim = {}
-local player_sneak = {}
+-- 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)
-	local name = player:get_player_name()
-	return {
-		model = player_model[name],
-		textures = player_textures[name],
-		animation = player_anim[name],
-	}
+	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 name = player:get_player_name()
+	local player_data = get_player_data(player)
+	if player_data.model == model_name then
+		return
+	end
 	local model = models[model_name]
 	if model then
-		if player_model[name] == model_name then
-			return
-		end
 		player:set_properties({
 			mesh = model_name,
-			textures = player_textures[name] or model.textures,
+			textures = player_data.textures or model.textures,
 			visual = "mesh",
-			visual_size = model.visual_size or {x = 1, y = 1},
-			collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
-			stepheight = model.stepheight or 0.6,
-			eye_height = model.eye_height or 1.47,
+			visual_size = model.visual_size,
+			stepheight = model.stepheight
 		})
+		local animations = model.animations
+		player:set_local_animation(
+			animations.stand,
+			animations.walk,
+			animations.mine,
+			animations.walk_mine,
+			model.animation_speed or 30
+		)
+		-- sets collisionbox & eye_height
 		player_api.set_animation(player, "stand")
 	else
 		player:set_properties({
@@ -60,37 +94,61 @@ function player_api.set_model(player, model_name)
 			eye_height = 1.625,
 		})
 	end
-	player_model[name] = model_name
+	player_data.model = model_name
+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 name = player:get_player_name()
-	local model = models[player_model[name]]
-	local model_textures = model and model.textures or nil
-	player_textures[name] = textures or model_textures
-	player:set_properties({textures = textures or model_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 name = player:get_player_name()
-	if player_anim[name] == anim_name then
+	local player_data = get_player_data(player)
+	local model = models[player_data.model]
+	if not (model and model.animations[anim_name]) then
 		return
 	end
-	local model = player_model[name] and models[player_model[name]]
-	if not (model and model.animations[anim_name]) then
+	speed = speed or model.animation_speed
+	if player_data.animation == anim_name and player_data.animation_speed == speed then
 		return
 	end
+	local previous_anim_equals = (model.animations[player_data.animation] or {})._equals
 	local anim = model.animations[anim_name]
-	player_anim[name] = anim_name
-	player:set_animation(anim, speed or model.animation_speed, animation_blend)
+	player_data.animation = anim_name
+	player_data.animation_speed = speed
+	player:set_animation(anim, speed, animation_blend)
+	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()
-	player_model[name] = nil
-	player_anim[name] = nil
-	player_textures[name] = nil
-	player_sneak[name] = nil
+	players[name] = nil
 	player_api.player_attached[name] = nil
 end)
 
@@ -111,8 +169,8 @@ end
 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]
+		local player_data = players[name]
+		local model = 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
@@ -125,12 +183,7 @@ minetest.register_globalstep(function()
 			-- 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
@@ -144,3 +197,15 @@ minetest.register_globalstep(function()
 		end
 	end
 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
+		original_function(player, ...)
+	end
+end

+ 2 - 12
mods/player_api/init.lua

@@ -1,5 +1,3 @@
--- player/init.lua
-
 dofile(minetest.get_modpath("player_api") .. "/api.lua")
 
 -- Default player appearance
@@ -9,11 +7,11 @@ player_api.register_model("character.b3d", {
 	animations = {
 		-- Standard animations.
 		stand     = {x = 0,   y = 79},
-		lay       = {x = 162, y = 166},
+		lay       = {x = 162, y = 166, collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}, eye_height = 0.3},
 		walk      = {x = 168, y = 187},
 		mine      = {x = 189, y = 198},
 		walk_mine = {x = 200, y = 219},
-		sit       = {x = 81,  y = 160},
+		sit       = {x = 81,  y = 160, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}, eye_height = 0.8}
 	},
 	collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
 	stepheight = 0.6,
@@ -22,13 +20,5 @@ player_api.register_model("character.b3d", {
 
 -- Update appearance when the player joins
 minetest.register_on_joinplayer(function(player)
-	player_api.player_attached[player:get_player_name()] = false
 	player_api.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},
-		30
-	)
 end)

+ 1 - 1
mods/player_api/mod.conf

@@ -1,2 +1,2 @@
 name = player_api
-description = Minetest Game mod: player_api
+description = Minetest Game mod: Manages player visuals