artifact_one/mods/artifact_player/init.lua
2025-11-29 17:24:33 -05:00

647 lines
24 KiB
Lua

local ns = artifact
ns.players = {}
local db = minetest.get_mod_storage()
include "radial_menu.lua"
Player = setmetatable({
new = function(p)
local m = setmetatable({
object = p,
pitch = 0,
yaw = 0
}, {__index = Player})
m.name = p:get_player_name()
m.meta = p:get_meta()
m.character = m.meta:get("character") or "key"
m.spawn_point = m.meta:get("spawnpoint") or artifact.origin
m.color = m.meta:get("color")
m.inv = p:get_inventory()
m.inv:set_stack("main", 1, ItemStack("input_"..m.character))
-- Generic black sky, since the whole game takes place underground.
p:set_sky{
type = "basic",
base_color = "#000",
clouds = false
}
p:set_sun{visible = false}
p:set_moon{visible = false}
p:set_stars{visible = false}
p:set_properties {
visual = "mesh",
mesh = "artifact_character.gltf",
shaded = false
}
p:hud_set_flags {
healthbar = false,
breathbar = false,
hotbar = artifact.debug,
minimap = false,
basic_debug = artifact.debug,
crosshair = false, -- It gets set to true once we can play.
wielditem = false, -- Ditto.
chat = false, -- We provide our own implementation of the chat HUD.
}
-- The following exists to make sure that whatever physics
-- settings the server may have set are transparently ignored.
local defaults = {
speed_walk = 4,
speed_crouch = 1.35,
speed_fast = 20,
speed_climb = 3,
speed_jump = 6.5,
gravity = 9.81,
liquid_fluidity = 1,
liquid_fluidity_smooth = 0.5,
liquid_sink = 10,
acceleration_default = 3,
acceleration_air = 2,
acceleration_fast = 10,
}
local override = {
speed = 1,
sneak = true,
sneak_glitch = false,
new_move = true,
}
for key, def_value in pairs(defaults) do
local setting_name = "movement_"..key
local current = tonumber(minetest.settings:get(setting_name)) or def_value
override[key] = def_value /current
end
p:set_physics_override(override)
-- No unreasonable FOV settings here.
p:set_fov(72)
p:set_fov(0, true, 0)
-- Tell raycast collisions that we're a player.
p:set_armor_groups(extend(p:get_armor_groups(), {player = 1}))
m.hud = {}
m.poi = {}
m.chat = {}
if not artifact.debug then
p:set_inventory_formspec ""
end
if m.character == "vix" then
artifact.apply_vix(m)
else
artifact.apply_key(m)
end
-- Let us build in debug mode, but ensure we always wield the hand item otherwise.
m:set_hotbar_size(artifact.debug and 8 or 1)
m.ctl = p:get_player_control()
return m
end,
tick = function(m)
local time = minetest.get_us_time()
local p = m.object
local pos = p:get_pos()
local yaw = p:get_look_horizontal()
local pitch = p:get_look_vertical()
local dir = p:get_look_dir()
local vel = p:get_velocity()
local speed = vel:length()
m.pos = pos
m.pos.y = m.pos.y +m.eye_height
local state = artifact.story.get_state()
-- Sleep if we are not yet ready for the player to do things.
if not artifact.debug and state <= artifact.story.states.init then return end
-- MARK: Pointing callbacks
local pointed_found = nil
local pointed_node_found = nil
for x in minetest.raycast(m.pos, m.pos +(dir *5)) do
-- We should ignore all objects when placing a grabbed node.
if x and x.type == "object" and not m._grabbed_item then
local e = x.ref:get_luaentity()
-- Ignore players.
if e then
local names_match = m.pointed_obj and (m.pointed_obj._name or m.pointed_obj.name) == (e._name or e.name)
if m.pointed_obj and not names_match then
if m.pointed_obj.on_unhover then
m.pointed_obj:on_unhover(m)
end
if m.pointed_obj.on_interact and m.interaction_marker then
m.object:hud_remove(m.interaction_marker)
m.interaction_marker = nil
m.interaction_start = nil
end
end
if e.on_interact and not e._no_interact and (not names_match or names_match and not m.interaction_marker) and (not e._can_interact or e:_can_interact(m)) then
if m.interaction_marker then m.object:hud_remove(m.interaction_marker) end
local dst = e.object:get_pos()
if e._interact_marker_offset then dst = dst +e:_interact_marker_offset() end
m.interaction_marker = m.object:hud_add {
type = "image_waypoint",
world_pos = dst,
scale = {x=3, y=3},
text = "artifact_rmb.png"
}
end
if (m.pointed_obj and not names_match and e.on_hover) or not m.pointed_obj then
if e.on_hover then
e:on_hover(m)
end
pointed_found = true
m.pointed_obj = e
break
elseif m.pointed_obj and names_match then
pointed_found = true
break
end
end
elseif x and x.type == "node" then
pointed_node_found = true
x.node_under = minetest.get_node(x.under)
local was_whackable = m.pointed_node and minetest.registered_nodes[m.pointed_node.node_under.name].groups.whackable
local whackable = m.character == "key" and minetest.registered_nodes[x.node_under.name].groups.whackable
if whackable and not was_whackable then
m.whack_hud = m.object:hud_add {
type = "image_waypoint",
world_pos = x.under,
scale = {x=3,y=3},
text = "artifact_icon_whack.png"
}
elseif whackable and x.under ~= (m.pointed_node and m.pointed_node.under) then
m.object:hud_change(m.whack_hud, "world_pos", x.under)
elseif not whackable and m.whack_hud then
m.object:hud_remove(m.whack_hud)
m.whack_hud = nil
end
m.pointed_node = x
if m.pointed_obj then
if m.pointed_obj.on_unhover then
m.pointed_obj:on_unhover(m)
end
if m.pointed_obj.on_interact and m.interaction_marker then
m.object:hud_remove(m.interaction_marker)
m.interaction_marker = nil
m.interaction_start = nil
end
m.pointed_obj = nil
end
break
end
end
if not pointed_found and m.pointed_obj then
if m.pointed_obj.on_unhover then
m.pointed_obj:on_unhover(m)
end
if m.pointed_obj.on_interact and m.interaction_marker then
m.object:hud_remove(m.interaction_marker)
m.interaction_marker = nil
m.interaction_start = nil
end
m.pointed_obj = nil
end
if not pointed_node_found then
m.pointed_node = nil
if m.whack_hud then
m.object:hud_remove(m.whack_hud)
m.whack_hud = nil
end
end
local ctl = m.object:get_player_control()
-- MARK: Animations
local moving = (ctl.up or ctl.down or ctl.left or ctl.right) and speed > 0.1
if moving then
m.moving = true
if ctl.aux1 and ctl.up then
if p:get_animation().y ~= 2 then p:set_animation({x=1, y=2}, 1.5, 0.2, true) end
p:set_physics_override{
speed = 1.5
}
p:set_fov(1.1, true, 0.2)
else
if p:get_animation().y ~= 1 then p:set_animation({x=0, y=1}, 1.5, 0.2, true) end
p:set_physics_override{
speed = 1
}
p:set_fov(0, true, 0.2)
end
else
-- We can't call this unconditionally because during the first couple
-- globalsteps, doing so will heavily distort the player's FOV for
-- some reason. Since `m.moving` is never set to true until the player
-- starts sprinting, we can sidestep this issue fairly trivially.
if m.moving then
p:set_physics_override{
speed = 1
}
p:set_fov(0, true, 0.2)
end
m.moving = false
if p:get_animation().y ~= 0 then p:set_animation({x=0, y=0}) end
end
if not m.rot then m.rot = 0 end
if moving then
local fac = 0
if ctl.left then fac = 30 elseif ctl.right then fac = -30 end
m.rot = yaw +math.rad(fac)
elseif math.abs(yaw -m.rot) > math.rad(40) then
m.rot = m.rot +(yaw -(m.yaw or 0))
end
m.rot = m.rot %(math.pi *2)
p:set_bone_override("Head", {
rotation = {vec = vector.new(math.min(math.max(pitch, math.rad(-60)), math.rad(60)),-(yaw -m.rot),0), interpolation = 0.1, absolute = true}
})
p:set_bone_override("root", {
rotation = {vec = vector.new(0,yaw -m.rot,0), interpolation = 0.1, absolute = true}
})
-- Handle grabbed devices. This trumps other input handling like the radial menu and on_interact.
if m._grabbed_item then
m._grabbed_item:move_to(m.pos +(dir *2))
if ctl.place and m.pointed_node then
m._grabbed_item:move_to(m.pointed_node.above)
m._grabbed_item = nil
-- This should be set dynamically by whatever function put us into the grabbing
-- state, and accordingly should only be valid for the duration of that state.
if m._on_ungrab then
m._on_ungrab()
m._on_ungrab = nil
end
end
-- This code is duplicated from the bottom... but since the
-- only cleaner alternative is goto, I decided to support PUC Lua.
if m.next_regen and time -m.next_regen >= 0 then
m.object:set_hp(m.object:get_hp() +1)
end
m.ctl = ctl
m.yaw = yaw
m.pitch = pitch
m.dir = dir
return
end
-- MARK: Progressive interaction
if ctl.place and m.ctl.place and m.pointed_obj and m.pointed_obj.on_interact and not m.pointed_obj._no_interact and (not m.pointed_obj._can_interact or m.pointed_obj:_can_interact(m)) then
if not m.interaction_start then
m.interaction_start = time
else
local duration = (m.pointed_obj._interact_time or 1) *1000000
local progress = (time -m.interaction_start) /duration
if progress > 1.1 then
m.pointed_obj:on_interact(m)
m.interaction_start = nil
m.object:hud_remove(m.interaction_marker)
m.interaction_marker = nil
elseif progress > 1 then
m.object:hud_change(m.interaction_marker, "text", "artifact_rmb_100.png")
elseif progress > 0.75 then
m.object:hud_change(m.interaction_marker, "text", "artifact_rmb_75.png")
elseif progress > 0.5 then
m.object:hud_change(m.interaction_marker, "text", "artifact_rmb_50.png")
elseif progress > 0.25 then
m.object:hud_change(m.interaction_marker, "text", "artifact_rmb_25.png")
end
end
elseif not ctl.place and m.interaction_start and (not m.pointed_obj or not m.pointed_obj._no_interact or m.pointed_obj._can_interact and m.pointed_obj:_can_interact(m)) then
m.interaction_start = nil
if m.interaction_marker then
m.object:hud_change(m.interaction_marker, "text", "artifact_rmb.png")
end
end
local wi = p:get_wielded_item()
m.wielded_item = wi
-- MARK: Radial menu handling
--[[ Disabled for the present due to a dearth of usecases...
-- This should only work once we have Vix, since we can't use it without her.
if state >= artifact.story.states.main and ctl.place and not m.ctl.place and wi:get_name():find "artifact:input" and (not m.pointed_obj or not m.pointed_obj.on_interact or m.pointed_obj._no_interact) then
artifact.show_radial_menu(m, {
name = "construct",
"test",
"test2",
"test3",
"test4",
"test5"
})
elseif m._menu and not (ctl.place and wi:get_name():find "artifact:input") or (m._menu and m.pointed_obj and m.pointed_obj.on_interact and not m.pointed_obj._no_interact) then
local sel = m._menu[m._menu.selected]
if sel then
local choice = sel.item
if choice == "test" then
artifact.summon_device(m, "block")
end
end
artifact.dismiss_radial_menu(m, "construct")
elseif m._menu then
local dx = m.yaw -yaw
local dy = m.pitch -pitch
if dx ~= 0 and dy ~= 0 then
m._menu.pos.x = m._menu.pos.x +dx *200
m._menu.pos.y = m._menu.pos.y -dy *200
local r = m._menu.pos:distance(vector.zero())
if r > 50 then
r = 50
m._menu.pos = m._menu.pos:normalize() *50
end
p:hud_change(m._menu.cursor._id, "offset", m._menu.pos)
if r > 20 then
local angle = minetest.dir_to_yaw(vector.new(m._menu.pos.x, 0, m._menu.pos.y):normalize())
local idx = math.floor((-angle +math.pi +(m._menu.step /2)) %(math.pi *2) /m._menu.step) +1
if m._menu.selected and m._menu.selected ~= idx then
m._menu[m._menu.selected]:animate{
scale = {
value = {x=0.7, y=0.7},
duration = 0.2
},
opacity = {
value = 128,
duration = 0.2
}
}
end
if m._menu.selected ~= idx and m._menu[idx] then
m._menu.selected = idx
m._menu[m._menu.selected]:animate{
scale = {
value = {x=1, y=1},
duration = 0.2
},
opacity = {
value = 256,
duration = 0.2
}
}
end
elseif m._menu.selected then
m._menu[m._menu.selected]:animate{
scale = {
value = {x=0.7, y=0.7},
duration = 0.2
},
opacity = {
value = 128,
duration = 0.2
}
}
m._menu.selected = nil
end
end
end
--]]
-- MARK: Health regen
if m.next_regen and time -m.next_regen >= 0 then
m.object:set_hp(m.object:get_hp() +1)
end
m.ctl = ctl
m.yaw = yaw
m.pitch = pitch
m.dir = dir
end,
set_character = function(m, to)
m.character = to
m.meta:set_string("character", to)
if to == "vix" then
if m.color_hud then
m.object:hud_remove(m.color_hud)
m.color_hud = nil
end
else
if m.color and not m.color_hud then
m.color_hud = m.object:hud_add {
type = "image",
position = {x=0.5,y=1},
offset = {x=0,y=0},
alignment = {x=0,y=-1},
scale = {x=500,y=5},
text = "[fill:1x1:0,0:"..artifact.colors[m.color],
}
end
end
end,
set_color = function(m, color)
if artifact.debug or artifact.story.get_state() > artifact.story.states.pre_vix and m.character == "key" then
m.color = color
m.meta:set_string("color", color or "")
if m.color_hud then
m.object:hud_remove(m.color_hud)
end
-- If we cleared the color by passing nil, there's no need to animate or re-add the HUD.
if not color then return end
m.color_hud = m.object:hud_add {
type = "image",
position = {x=0.5,y=1},
offset = {x=0,y=0},
alignment = {x=0,y=-1},
scale = {x=500,y=5},
text = "[fill:1x1:0,0:"..artifact.colors[m.color],
}
local el = artifact.hud_add(m, {
type = "image",
pos = {x=0.5,y=0.5},
scale = {x=10000,y=10000},
opacity = 0,
image = "[fill:1x1:"..artifact.colors[m.color]
})
el:animate {
opacity = {
value = 25,
duration = 0.3
}
}
minetest.after(0.3, function()
el:animate {
opacity = {
value = 0,
duration = 0.3
}
}
minetest.after(0.3, function()
el:remove(m)
end)
end)
end
end,
add_health_bar = function(m)
m.healthbar = m.object:hud_add {
type = "statbar",
position = {x=0.5,y=1},
offset = {x=-27 *5,y=artifact.debug and -96 or -42},
scale = {x=4,y=4},
alignment = {x=-1, y=-1},
size = {x=27,y=27},
text = m.character == "vix" and "artifact_heart_vix.png" or "artifact_heart.png",
text2 = "artifact_heart_bg.png",
number = 20,
item = 20,
}
end,
set_hotbar_size = function(m, slots)
local p = m.object
p:hud_set_hotbar_itemcount(slots)
local list = ""
for i = 0, slots do
list = list..":"..(21*i)..",0=artifact_hotbar_bg.png"
end
p:hud_set_hotbar_image("[combine:"..(21 *slots +1).."x22"..list)
p:hud_set_hotbar_selected_image("artifact_hotbar_selected_bg.png")
end,
set_spawnpoint = function(m, pos)
m.spawn_point = pos
m.meta:set_string("spawnpoint", pos:to_string())
end
}, {
__call = function(_, ...)
return Player.new(...)
end
})
-- Skip the death screen. Once we have an actual damage
-- system, this can be customized properly.
function minetest.show_death_screen(p, reason)
p:respawn()
end
-- Override respawning, so we can save progress.
minetest.register_on_respawnplayer(function(p)
local m = artifact.players[p:get_player_name()]
return true
--[[ Disabled due to current lack of purpose.
if m.spawn_point then
p:set_pos(m.spawn_point)
return true
end
--]]
end)
-- Mirror the player's HP in our custom HUD.
-- (We need a custom HUD so that we can change its appearance dynamically.)
minetest.register_on_player_hpchange(function(p, delta)
local m = artifact.players[p:get_player_name()]
local hp = p:get_hp() +delta
if m.healthbar then
p:hud_change(m.healthbar, "number", hp)
end
if hp < 20 then
m.next_regen = minetest.get_us_time() +5000000
else
m.next_regen = nil
end
end)
local _hand = minetest.registered_items[""]
function artifact.register_input(name)
artifact.register_node("input_"..name, {
inventory_image = "artifact_rmb_100.png",
description = "",
paramtype = "light",
drawtype = "mesh",
mesh = name == "key" and "artifact_hand_key.gltf" or "artifact_hand.gltf",
tiles = name == "key" and {"artifact_blackrod.png"} or {"artifact_"..name..".png", "artifact_blackrod.png"},
use_texture_alpha = "opaque",
visual_scale = 1,
wield_scale = vector.new(2,2,2),
node_placement_prediction = "",
on_construct = function(pos)
minetest.remove_node(pos)
end,
drop = "",
range = 0,
pointabilities = {
nodes = {
["group:everything"] = false
},
objects = {
["group:immortal"] = false,
["group:fleshy"] = false
}
},
on_drop = function(s, p, pos)
local m = artifact.players[p:get_player_name()]
if not m._swapping_character and (artifact.debug or artifact.story.get_state() > artifact.story.states.pre_vix) then
artifact.swap_character(m)
end
return s
end,
on_use = function(s, p)
local m = artifact.players[p:get_player_name()]
if m._grabbed_item then return end
if m.pointed_obj and m.pointed_obj._grabbable then
artifact.grab_device(m, m.pointed_obj)
return
end
if m.character == "vix" then
artifact.do_shoot(m)
else
artifact.do_whack(m)
end
end
})
end
artifact.register_input "key"
artifact.register_input "vix"
-- Apparently the hand range is applied very briefly when switching items.
if not artifact.debug then
minetest.override_item("", {range = 0})
end
minetest.register_globalstep(function()
for _, m in pairs(artifact.players) do
m:tick()
end
end)
minetest.register_on_joinplayer(function(p)
artifact.players[p:get_player_name()] = Player(p)
if artifact.debug then
-- Make sure we don't have to `/grantme` a million times while testing.
minetest.registered_chatcommands.grantme.func(p:get_player_name(), "all")
end
end)
-- Imposters will be kicked. (But why would you run this on a server anyway?)
minetest.register_on_prejoinplayer(function(name)
if name == "Key" or name == "Vix" then
return "That name is already taken by one of the characters!"
end
end)
minetest.register_on_leaveplayer(function(p)
artifact.players[p:get_player_name()] = nil
end)