Rework expression handling code
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109
script.lua
109
script.lua
@ -451,12 +451,14 @@ end
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-- UVManager {{{
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do
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local mt={}
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--- @class UVManager
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UVManager = {
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step=vectors.of{u=0, v=0},
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offset=vectors.of{u=0, v=0},
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positions={}
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}
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mt.__index=UVManager
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--- @return UVManager
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function UVManager.new(self, step, offset, positions)
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local t={}
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if step ~= nil then t.step=vectors.of(step) end
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@ -484,6 +486,8 @@ end
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-- Parts, groups, other constants -- {{{
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HEAD=model.Head.Head
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FACE=model.Head.Face
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SHATTER=model.Head.Shatter
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VANILLA_PARTIAL={}
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VANILLA_GROUPS={
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["HEAD"]={vanilla_model.HEAD, vanilla_model.HAT},
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@ -547,10 +551,11 @@ EMISSIVES={
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model.Head.Face
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}
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COLORS={}
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COLORS.default=vectors.of{127/255,127/255,255/255}
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COLORS.neutral=vectors.of{127/255,127/255,255/255}
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COLORS.hurt= vectors.of{1, 0, 63/255}
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COLORS.lava= vectors.of{1, 168/255, 90/255}
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for k, v in pairs(EMISSIVES) do
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v.setColor(COLORS.default)
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v.setColor(COLORS.neutral)
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end
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-- }}}
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@ -662,6 +667,9 @@ do
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PM.addPartGroupFunction(vanilla_partial_enabled, function(last) return last or vanillaPartial() end)
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PM.addPartGroupFunction(tail_parts, function(last) return last or vanillaPartial() end)
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-- Show shattered only at low health
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PM.addPartFunction(SHATTER, function(last) return last and local_state.health <= 5 end)
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-- Enable tail setting
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PM.addPartFunction(model.Body_Tail, function(last) return last and local_state.tail_enabled end)
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-- no legs, regular tail in water if tail enabled
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@ -688,37 +696,46 @@ SNORES={"snore-1", "snore-2", "snore-3"}
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-- Expression change -- {{{
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do
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-- Values for UV mappings --
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expr_current={damage=0, expression=0}
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local expr_step={u=32, v=16}
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local expr_offset={u=64, v=0}
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local function getExprUV(damage, expression)
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local u=expr_offset.u+(damage*expr_step.u)
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local v=expr_offset.v+(expression*expr_step.v)
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return UV{u, v}
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function setColor(col)
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col=(col~=nil) and col or COLORS.neutral
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for _, v in pairs(EMISSIVES) do
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v.setColor(col)
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end
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end
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function changeExpression(_damage, _expression, ticks)
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-- u is damage, v is expression
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local damage = _damage
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local expression = _expression
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if damage == nil then
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damage = expr_current.damage
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end
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if expression == nil then
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expression = expr_current.expression
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end
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local expressions={}
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expressions.neutral={0,0}
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expressions.hurt={0,1}
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local expruvm=UVManager:new({8, 8}, nil, expressions)
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HEAD.setUV(getExprUV(damage,expression))
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-- color/expression rules
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function getBestColor()
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if player.isInLava() or player.getWorldName()=="the_nether" then
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return COLORS.lava
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else
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return COLORS.neutral
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end
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end
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function getBestExpression()
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return "neutral"
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end
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-- Expression change code
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function setExpression(expression)
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FACE.setUV(expruvm:getUV(expression))
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setColor(COLORS[expression])
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end
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function changeExpression(expression, ticks)
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setExpression(expression)
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namedWait(ticks, resetExpression, "resetExpression")
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end
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function setExpression(damage, expression)
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expr_current.damage=damage
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expr_current.expression=expression
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HEAD.setUV(getExprUV(damage, expression))
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end
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function resetExpression()
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HEAD.setUV(getExprUV(expr_current.damage,expr_current.expression))
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FACE.setUV(expruvm:getUV(getBestExpression()))
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setColor(getBestColor())
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end
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function hurt()
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changeExpression("hurt", 10)
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PartsManager.refreshPart(SHATTER)
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end
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end
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-- }}}
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@ -727,8 +744,7 @@ end
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action_wheel.SLOT_1.setTitle('test expression')
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action_wheel.SLOT_1.setFunction(function() ping.expressionTest() end)
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function ping.expressionTest()
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setExpression(1,0)
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changeExpression(nil, 1, 10)
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changeExpression("hurt", 10)
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end
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action_wheel.SLOT_2.setTitle('log health')
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action_wheel.SLOT_2.setFunction(function() print(player.getHealth()) end)
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@ -740,14 +756,7 @@ action_wheel.SLOT_4.setFunction(function() ping.tPose() end)
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-- Pings --
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--- Damage function --
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function ping.oof(health) -- This is a replacement for onDamage, that function doesn't sync for some reason
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if health <= 5 then
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setExpression(1,0)
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end
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changeExpression(nil,1,10)
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end
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--- Heal function (revert expression) --
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function ping.healed(health)
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setExpression(0,0)
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hurt()
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end
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--- Toggle Armor ---
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@ -983,7 +992,8 @@ end
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-- initialize values -- {{{
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function player_init()
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old_state.health=player.getHealth()
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local_state.health=player.getHealth()
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old_state.health=local_state.health
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for k, v in pairs(reduce(mergeTable, map(recurseModelGroup, model))) do
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v.setEnabled(true)
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end
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@ -1004,13 +1014,19 @@ anim_tick=0
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-- }}}
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-- Tick function -- {{{
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function hostTick()
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local_state.health=player.getHealth()
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if local_state.health ~= old_state.health then
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if local_state.health < old_state.health then
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ping.oof(local_state.health)
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end
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syncState()
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end
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end
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function tick()
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-- optimization, only execute these once a second --
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if world.getTimeOfDay() % 20 == 0 then
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-- if face is cracked
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if expr_current.damage==1 and player.getHealth() > 5 then
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ping.healed()
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end
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if player.getAnimation() == "SLEEPING" then
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if cooldown(20*4, "snore") then
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@ -1024,12 +1040,7 @@ function tick()
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end
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end
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-- Damage ping (onDamage doesn't work in multiplayer) --
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if old_state.health>player.getHealth() then
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-- debug
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-- print(string.format('old_health=%03.2f, player.getHealth=%03.2f', old_health,player.getHealth()))
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ping.oof(player.getHealth())
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end
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hostTick()
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if animation.tpose.isPlaying() and local_state.emote_vector.distanceTo(player.getPos()) >= 0.5 then
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animation.tpose.stop()
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