Stop using deprecated code

This commit is contained in:
NullBite 2023-06-25 01:49:29 -04:00
parent 02cd7e6ea1
commit 8abdc839be
Signed by: nullbite
GPG Key ID: 6C4D545385D4925A

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@ -27,6 +27,16 @@ sharedconfig=require("nulllib.sharedconfig")
lerp=math.lerp -- this is implemented in figura now
wave=nmath.wave
-- for global state tracking, post syncState era
-- this isn't entirely necessary but it's good to know what has and hasn't been
-- migrated yet. I should probably rewrite stuff that uses it, but most of it
-- isn't nearly as bad as the old syncState/setLocalState/etc. It's currently
-- only used for a somewhat scattered color check funciton.
STATE={
["current"]={},
["old"]={}
}
-- this is too horrifying to put into nulllib for now
-- HELL YEAH TIME TO DEPRECATE THIS BITCH!!!
-- syncState {{{
@ -35,6 +45,8 @@ do
---@deprecated use sharedstate instead
function syncState()
logging.warn([[Call to deprecated function syncState()
]] .. util.traceback())
-- ping.setSnoring(skin_state.snore_enabled)
if counter < 3 then
ping.syncState((setLocalState()))
@ -67,6 +79,8 @@ end
---@deprecated Use sharedstate instead
function ping.syncState(tbl)
logging.warn([[Call to deprecated function pings.syncState()
]] .. util.traceback())
logging.debug("ping.syncState")
for k, v in pairs(tbl) do
local_state[k]=v
@ -78,10 +92,13 @@ end
-- so is this
-- Master and local state variables -- {{{
-- Local State (these are copied by pings at runtime) --
---@deprecated use sharedstate or track internally
---@deprecated use sharedstate, sharedconfig, or track internally
local_state={}
---@deprecated use sharedstate with callbacks or track internally
old_state={}
---@deprecated use sharedstate, sharedconfig, or track internally
skin_state={}
-- master state variables and configuration (do not access within pings) --
do
local is_host=host:isHost()
@ -99,6 +116,8 @@ do
---@deprecated use config api (TODO) instead
function setLocalState()
logging.warn([[Call to deprecated function setLocalState()
]] .. util.traceback())
if host:isHost() then
for k, v in pairs(skin_state) do
local_state[k]=v
@ -130,14 +149,13 @@ end
function printSettings()
print("Settings:")
for k, v in pairs(skin_state) do
print(tostring(k)..": "..tostring(v))
printTable(sharedconfig.load())
end
end
if skin_state.print_settings==true then
if sharedconfig.load("print_settings") then
printSettings()
end
---@deprecated use sharedconfig
function setState(name, state)
if state == nil then
skin_state[name]=not skin_state[name]
@ -248,15 +266,15 @@ do
end
local function vanillaPartial()
if local_state.vanilla_enabled then
if sharedconfig.load("vanilla_enabled") then
return false
end
return local_state.vanilla_partial
return sharedconfig.load("vanilla_partial")
end
local function forceVanilla()
print(vanilla_model.PLAYER:getVisible())
return not avatar:canEditVanillaModel() or local_state.vanilla_enabled or vanilla_model.PLAYER:getVisible()
return not avatar:canEditVanillaModel() or sharedconfig.load("vanilla_enabled") or vanilla_model.PLAYER:getVisible()
end
-- eventually replace this with an instance once PartsManager becomes a class
@ -265,7 +283,7 @@ do
--- Vanilla state
-- no cape if tail enabled (it clips)
PM.addPartFunction(vanilla_model.CAPE, function(last) return last and not local_state.tail_enabled end)
PM.addPartFunction(vanilla_model.CAPE, function(last) logging.trace("pm tail enabled func", sharedconfig.load("tail_enabled")) return last and not sharedconfig.load("tail_enabled") end)
--- Custom state
-- local tail_parts=util.mergeTable({model.Body.TailBase}, TAIL_BONES)
@ -276,10 +294,10 @@ do
-- local vanilla_partial_enabled={model.Head, model.Body}
-- Show shattered only at low health
PM.addPartFunction(SHATTER, function(last) return last and local_state.health <= 5 end)
PM.addPartFunction(SHATTER, function(last) return last and sharedstate.get("health") <= 5 end)
-- Enable tail setting
PM.addPartFunction(model.Body_Tail, function(last) return last and local_state.tail_enabled end)
PM.addPartFunction(model.Body_Tail, function(last) return last and sharedconfig.load("tail_enabled") end)
-- no legs, regular tail in water if tail enabled
local mtail_mutually_exclusive={model.LeftLeg, model.RightLeg, model.Body_Tail, armor_model.LEGGINGS, armor_model.BOOTS}
PM.addPartGroupFunction(mtail_mutually_exclusive, function(last) return last and not aquaticTailVisible() end)
@ -288,7 +306,7 @@ do
--- Armor state
local all_armor=util.reduce(util.mergeTable, {VANILLA_GROUPS.ARMOR, TAIL_LEGGINGS, TAIL_BOOTS})
PM.addPartGroupFunction(all_armor, function(last) return last and local_state.armor_enabled end)
PM.addPartGroupFunction(all_armor, function(last) return last and sharedconfig.load("armor_enabled") end)
-- Only show armor if equipped
PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.Boot, function(last) return last and armor_state.boots end)
PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.LeatherBoot, function(last) return last and armor_state.leather_boots end)
@ -413,8 +431,7 @@ end
--- Toggle Armor ---
function setArmor(state)
setState("armor_enabled", state)
syncState()
sharedconfig.save("armor_enabled", state)
end
local function snore() end
@ -443,15 +460,14 @@ local function snore() end
--- Toggle Vanilla ---
function setVanilla(state)
setState("vanilla_enabled", state)
syncState()
sharedconfig.save("vanilla_enabled", state)
end
function ping.tPose()
logging.debug("ping.tPose")
local_state.emote_vector=player:getPos()
-- TODO
-- local_state.emote_vector=player:getPos()
-- animation.tpose.start()
end
-- }}}
@ -460,10 +476,11 @@ end
local tail_cooldown
function aquaticTailVisible()
tail_cooldown=tail_cooldown or 0
return (local_state.aquatic_enabled and (player:isInWater() or player:isInLava()) or local_state.aquatic_override or tail_cooldown>0) and not getVanillaVisible()
return (sharedconfig.load("aquatic_enabled") and (player:isInWater() or player:isInLava()) or sharedconfig.load("aquatic_override") or tail_cooldown>0) and not getVanillaVisible()
end
local function updateTailVisibility()
local old_state_aquatic_tail_visible
local anim=player:getPose()
local water=player:isInWater()
local lava=player:isInLava()
@ -471,8 +488,8 @@ local function updateTailVisibility()
if aquaticTailVisible() and (anim=="SLEEPING" or anim=="SPIN_ATTACK" or anim=="FALL_FLYING" or water or lava) then
tail_cooldown=anim=="SPIN_ATTACK" and 60 or (tail_cooldown >= 10 and tail_cooldown or 10)
end
if old_state.aquaticTailVisible ~= aquaticTailVisible() then pmRefresh() end
old_state.aquaticTailVisible=aquaticTailVisible()
if old_state_aquatic_tail_visible ~= aquaticTailVisible() then pmRefresh() end
old_state_aquatic_tail_visible=aquaticTailVisible()
end
-- armor {{{
@ -625,27 +642,27 @@ function animateTail(val)
end
end
anim_tick=0
anim_cycle=0
old_state.anim_cycle=0
STATE.current.anim_tick=0
STATE.current.anim_cycle=0
STATE.old.anim_cycle=0
function animateTick()
anim_tick = anim_tick + 1
local function animateTick()
STATE.current.anim_tick = STATE.current.anim_tick + 1
if aquaticTailVisible() then
local velocity = player:getVelocity()
if aquaticTailVisible() then
old_state.anim_cycle=anim_cycle
STATE.old.anim_cycle=STATE.current.anim_cycle
local player_speed = math.sqrt(velocity.x^2 + velocity.y^2 + velocity.z^2)
local animation=player:getPose()
local factor=(not player:isInWater() and (animation=="FALL_FLYING" or animation=="SPIN_ATTACK")) and 0.5 or 5
anim_cycle=anim_cycle + (player_speed*factor+0.75)
STATE.current.anim_cycle=STATE.current.anim_cycle + (player_speed*factor+0.75)
-- bubble animation would go here but i don't have that (yet)
end
else
old_state.anim_cycle=anim_cycle
anim_cycle=anim_cycle+1
STATE.old.anim_cycle=STATE.current.anim_cycle
STATE.current.anim_cycle=STATE.current.anim_cycle+1
end
end
@ -655,8 +672,14 @@ end
-- initialize values -- {{{
function player_init()
local_state.health=player:getHealth()
old_state.health=local_state.health
local function health_callback(new, old)
if old > new then
hurt()
end
PartsManager.refreshPart(SHATTER)
end
sharedstate.init("health", player:getHealth(), health_callback)
-- TODO possibly reconsider if this should be redone
-- actually it's probably fine, it's jsut here because i forget visibility settings
-- local all_parts=util.recurseModelGroup(model)
@ -664,9 +687,7 @@ function player_init()
-- for k, v in pairs(all_parts) do
-- v:setVisible(nil)
-- end
setLocalState()
pmRefresh()
syncState()
events.ENTITY_INIT:remove("player_init")
end
@ -679,23 +700,17 @@ if avatar:canEditVanillaModel() then
else
model:setVisible(false)
end
anim_tick=0
STATE.current.anim_tick=0
-- }}}
-- Tick function -- {{{
function hostTick()
local_state.health=player:getHealth()
if local_state.health ~= old_state.health then
if local_state.health < old_state.health then
ping.oof(local_state.health)
end
syncState()
end
sharedstate.set("health", player:getHealth())
end
function tick()
color_check=player:isInLava() ~= (player:getDimensionName()=="minecraft:the_nether")
if old_state.color_check~=color_check then
STATE.current.color_check=player:isInLava() ~= (player:getDimensionName()=="minecraft:the_nether")
if STATE.old.color_check~=STATE.current.color_check then
setColor()
end
-- optimization, only execute these once a second --
@ -709,7 +724,7 @@ function tick()
-- Sync state every 10 seconds
if world.getTimeOfDay() % (20*10) == 0 then
syncState()
sharedstate.sync()
end
end
@ -733,9 +748,7 @@ function tick()
-- Check for queued PartsManager refresh
doPmRefresh()
-- End of tick --
old_state.health=player:getHealth()
old_state.color_check=color_check
local_state.anim=player:getPose()
STATE.old.color_check=STATE.current.color_check
end
events.TICK:register(function() if player then tick() end end, "main_tick")
-- }}}
@ -743,13 +756,13 @@ events.TICK:register(function() if player then tick() end end, "main_tick")
-- Render function {{{
local function render(delta)
if aquaticTailVisible() then
animateMTail((lerp(old_state.anim_cycle, anim_cycle, delta) * 0.2))
animateMTail((lerp(STATE.old.anim_cycle, STATE.current.anim_cycle, delta) * 0.2))
else
resetAngles(model.Body)
-- resetAngles(vanilla_model.BODY)
-- resetAngles(vanilla_model.JACKET)
-- resetAngles(armor_model.CHESTPLATE)
animateTail((lerp(old_state.anim_cycle, anim_cycle, delta)))
animateTail((lerp(STATE.old.anim_cycle, STATE.current.anim_cycle, delta)))
end
end
-- TODO this may break animation during death