275f0826ed
Before this change, about 10 to 30 FOV packets were sent from the server to each connected client each second. This patch only sends FOV packets when the FOV actually needs to be changed, i.e. when the player starts or stops sprinting.
177 lines
5.4 KiB
Lua
177 lines
5.4 KiB
Lua
--[[
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Sprint mod for Minetest by GunshipPenguin
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To the extent possible under law, the author(s)
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have dedicated all copyright and related and neighboring rights
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to this software to the public domain worldwide. This software is
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distributed without any warranty.
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]]
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--Configuration variables, these are all explained in README.md
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mcl_sprint = {}
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mcl_sprint.SPEED = 1.3
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local players = {}
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-- Returns true if the player with the given name is sprinting, false if not.
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-- Returns nil if player does not exist.
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mcl_sprint.is_sprinting = function(playername)
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if players[playername] then
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return players[playername].sprinting
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else
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return nil
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end
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end
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minetest.register_on_joinplayer(function(player)
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local playerName = player:get_player_name()
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players[playerName] = {
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sprinting = false,
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timeOut = 0,
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shouldSprint = false,
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lastPos = player:get_pos(),
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sprintDistance = 0,
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fov = 1.0
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}
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end)
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minetest.register_on_leaveplayer(function(player)
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local playerName = player:get_player_name()
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players[playerName] = nil
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end)
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local function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
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local player = minetest.get_player_by_name(playerName)
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if players[playerName] then
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players[playerName].sprinting = sprinting
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local fov_old = players[playerName].fov
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local fov_new
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if sprinting == true then
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fov_new = math.min(players[playerName].fov + 0.05, 1.2)
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playerphysics.add_physics_factor(player, "speed", "mcl_sprint:sprint", mcl_sprint.SPEED)
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elseif sprinting == false then
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fov_new = math.max(players[playerName].fov - 0.05, 1.0)
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playerphysics.remove_physics_factor(player, "speed", "mcl_sprint:sprint")
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end
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if fov_new ~= fov_old then
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players[playerName].fov = fov_new
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player:set_fov(fov_new, true, 0.15)
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end
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return true
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end
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return false
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end
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-- Given the param2 and paramtype2 of a node, returns the tile that is facing upwards
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local function get_top_node_tile(param2, paramtype2)
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if paramtype2 == "colorwallmounted" then
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paramtype2 = "wallmounted"
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param2 = param2 % 8
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elseif paramtype2 == "colorfacedir" then
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paramtype2 = "facedir"
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param2 = param2 % 32
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end
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if paramtype2 == "wallmounted" then
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if param2 == 0 then
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return 2
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elseif param2 == 1 then
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return 1
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else
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return 5
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end
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elseif paramtype2 == "facedir" then
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if param2 >= 0 and param2 <= 3 then
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return 1
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elseif param2 == 4 or param2 == 10 or param2 == 13 or param2 == 19 then
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return 6
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elseif param2 == 5 or param2 == 11 or param2 == 14 or param2 == 16 then
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return 3
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elseif param2 == 6 or param2 == 8 or param2 == 15 or param2 == 17 then
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return 5
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elseif param2 == 7 or param2 == 9 or param2 == 12 or param2 == 18 then
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return 4
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elseif param2 >= 20 and param2 <= 23 then
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return 2
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else
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return 1
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end
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else
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return 1
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end
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end
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minetest.register_globalstep(function(dtime)
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--Get the gametime
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local gameTime = minetest.get_gametime()
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--Loop through all connected players
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for playerName,playerInfo in pairs(players) do
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local player = minetest.get_player_by_name(playerName)
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if player ~= nil then
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local ctrl = player:get_player_control()
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--Check if the player should be sprinting
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if ctrl.aux1 and ctrl.up and not ctrl.sneak then
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players[playerName]["shouldSprint"] = true
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else
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players[playerName]["shouldSprint"] = false
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end
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local playerPos = player:get_pos()
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--If the player is sprinting, create particles behind and cause exhaustion
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if playerInfo["sprinting"] == true and not player:get_attach() and gameTime % 0.1 == 0 then
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-- Exhaust player for sprinting
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local lastPos = players[playerName].lastPos
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local dist = vector.distance({x=lastPos.x, y=0, z=lastPos.z}, {x=playerPos.x, y=0, z=playerPos.z})
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players[playerName].sprintDistance = players[playerName].sprintDistance + dist
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if players[playerName].sprintDistance >= 1 then
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local superficial = math.floor(players[playerName].sprintDistance)
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mcl_hunger.exhaust(playerName, mcl_hunger.EXHAUST_SPRINT * superficial)
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players[playerName].sprintDistance = players[playerName].sprintDistance - superficial
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end
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-- Sprint node particles
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local playerNode = minetest.get_node({x=playerPos["x"], y=playerPos["y"]-1, z=playerPos["z"]})
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local def = minetest.registered_nodes[playerNode.name]
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if def and def.walkable then
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minetest.add_particlespawner({
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amount = math.random(1, 2),
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time = 1,
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minpos = {x=-0.5, y=0.1, z=-0.5},
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maxpos = {x=0.5, y=0.1, z=0.5},
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minvel = {x=0, y=5, z=0},
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maxvel = {x=0, y=5, z=0},
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minacc = {x=0, y=-13, z=0},
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maxacc = {x=0, y=-13, z=0},
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minexptime = 0.1,
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maxexptime = 1,
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minsize = 0.5,
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maxsize = 1.5,
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collisiondetection = true,
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attached = player,
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vertical = false,
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node = playerNode,
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node_tile = get_top_node_tile(playerNode.param2, def.paramtype2),
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})
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end
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end
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--Adjust player states
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players[playerName].lastPos = playerPos
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if players[playerName]["shouldSprint"] == true then --Stopped
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local sprinting
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-- Prevent sprinting if hungry or sleeping
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if (mcl_hunger.active and mcl_hunger.get_hunger(player) <= 6) or (player:get_meta():get_string("mcl_beds:sleeping") == "true") then
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sprinting = false
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else
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sprinting = true
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end
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setSprinting(playerName, sprinting)
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elseif players[playerName]["shouldSprint"] == false then
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setSprinting(playerName, false)
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end
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end
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end
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end)
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