-- 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 = { } -- Local for speed. local models = player_api.registered_models function player_api.register_model(name, def) models[name] = def end -- Player stats and animations local player_model = {} local player_textures = {} 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], animation = player_anim[name], } 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 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, 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, }) 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 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 model_textures = model and model.textures or nil player_textures[name] = textures or model_textures player:set_properties({textures = textures or model_textures,}) 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[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 minetest.register_on_leaveplayer(function(player) local name = player:get_player_name() player_model[name] = nil player_anim[name] = nil player_textures[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(dtime) 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 walking = false local animation_speed_mod = model.animation_speed or 30 -- Determine if the player is walking if controls.up or controls.down or controls.left or controls.right then walking = true end -- 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 walking then if player_sneak[name] ~= controls.sneak then player_anim[name] = nil player_sneak[name] = controls.sneak end if controls.LMB then player_set_animation(player, "walk_mine", animation_speed_mod) else player_set_animation(player, "walk", animation_speed_mod) end elseif controls.LMB then player_set_animation(player, "mine") else player_set_animation(player, "stand", animation_speed_mod) end end end end)