-- vim: set foldmethod=marker ts=4 sw=4 : --- Initial definitions --- -- Texture dimensions -- TEXTURE_WIDTH = 256 TEXTURE_HEIGHT = 256 -- utility functions -- {{{ --- Create a string representation of a table --- @param o table function dumpTable(o) if type(o) == 'table' then local s = '{ ' local first_loop=true for k,v in pairs(o) do if not first_loop then s = s .. ', ' end first_loop=false if type(k) ~= 'number' then k = '"'..k..'"' end s = s .. '['..k..'] = ' .. dumpTable(v) end return s .. '} ' else return tostring(o) end end do local function format_any_value(obj, buffer) local _type = type(obj) if _type == "table" then buffer[#buffer + 1] = '{"' for key, value in next, obj, nil do buffer[#buffer + 1] = tostring(key) .. '":' format_any_value(value, buffer) buffer[#buffer + 1] = ',"' end buffer[#buffer] = '}' -- note the overwrite elseif _type == "string" then buffer[#buffer + 1] = '"' .. obj .. '"' elseif _type == "boolean" or _type == "number" then buffer[#buffer + 1] = tostring(obj) else buffer[#buffer + 1] = '"???' .. _type .. '???"' end end --- Dumps object as UNSAFE json, i stole this from stackoverflow so i could use json.tool to format it so it's easier to read function dumpJSON(obj) if obj == nil then return "null" else local buffer = {} format_any_value(obj, buffer) return table.concat(buffer) end end end ---@param uv table function UV(uv) return vectors.of({ uv[1]/TEXTURE_WIDTH, uv[2]/TEXTURE_HEIGHT }) end ---@param inputstr string ---@param sep string function splitstring (inputstr, sep) if sep == nil then sep = "%s" end local t={} for str in string.gmatch(inputstr, "([^"..sep.."]+)") do table.insert(t, str) end return t end ---@param input string function unstring(input) if input=="nil" then return nil elseif input == "true" or input == "false" then return input=="true" elseif tonumber(input) ~= nil then return tonumber(input) else return input end end ---@param func function ---@param table table function map(func, table) local t={} for k, v in pairs(table) do t[k]=func(v) end return t end ---@param func function ---@param table table function filter(func, table) local t={} for k, v in pairs(table) do if func(v) then t[k]=v end end return t end ---@param tbl table ---@param val any function has_value(tbl, val) for _, v in pairs(tbl) do if v==val then return true end end return false end --- Unordered reduction, only use when working with dictionaries and --- execution order does not matter ---@param tbl table Table to reduce ---@param func function Function used to reduce table ---@param init any Initial operand for reduce function function reduce(func, tbl, init) local result = init local first_loop = true for _, v in pairs(tbl) do if first_loop and init == nil then result=v else result = func(result, v) end first_loop=false end return result end --- Ordered reduction, does not work with dictionaries ---@param tbl table Table to reduce ---@param func function Function used to reduce table ---@param init any Initial operand for reduce function function ireduce(func, tbl, init) local result = init local first_loop = true for _, v in ipairs(tbl) do if first_loop and init == nil then result=v else result = func(result, v) end first_loop=false end return result end --- Merge two tables. First table value takes precedence when conflict occurs. ---@param tb1 table ---@param tb2 table function mergeTable(tb1, tb2) local t={} for k, v in pairs(tb1) do t[k]=v end for k, v in pairs(tb2) do if type(k)=="number" then table.insert(t, v) else if t[k]==nil then t[k]=v end end end return t end function debugPrint(var) print(dumpTable(var)) return var end --- Recursively walk a model tree and return a table containing the group and each of its sub-groups --- @param group table The group to recurse --- @return table Resulting table function recurseModelGroup(group) local t={} table.insert(t, group) if group.getType()=="GROUP" then for k, v in pairs(group.getChildren()) do for _, v2 in pairs(recurseModelGroup(v)) do table.insert(t, v2) end end end return t end -- }}} -- Math {{{ --- Sine function with period and amplitude --- @param x number Input value --- @param period number Period of sine wave --- @param amp number Peak amplitude of sine wave function wave(x, period, amp) return math.sin((2/period)*math.pi*(x%period))*amp end -- }}} -- master state variables and configuration (do not access within pings) -- {{{ if client.isHost() then local defaults={ ["armor_enabled"]=true, ["vanilla_enabled"]=false, ["snore_enabled"]=true, ["print_settings"]=false, ["vanilla_partial"]=false, ["tail_enabled"]=true, ["aquatic_enabled"]=false, ["aquatic_override"]=false } local savedData=data.loadAll() if savedData == nil then for k, v in pairs(defaults) do data.save(k, v) end savedData=data.loadAll() end skin_state=mergeTable( map(unstring,data.loadAll()), defaults) end function printSettings() print("Settings:") for k, v in pairs(skin_state) do print(tostring(k)..": "..tostring(v)) end end if skin_state.print_settings==true then printSettings() end function setState(name, state) if state == nil then skin_state[name]=not skin_state[name] else skin_state[name]=state end data.save(name, skin_state[name]) end -- Local State (these are copied by pings at runtime) -- function getLocalState() local ret={} for k, v in pairs(skin_state) do ret[k]=v end return ret end local_state={} -- }}} -- PartsManager -- {{{ do PartsManager={} local pm={} --- ensure part is initialized local function initPart(part) local part_key=tostring(part) if pm[part_key] == nil then pm[part_key]={} end pm[part_key].part=part if pm[part_key].functions == nil then pm[part_key].functions = {} end if pm[part_key].init==nil then pm[part_key].init="true" end end --- Add function to part in PartsManager. --- @param part table Any object with a setEnabled() method. --- @param func function Function to add to model part's function chain. --- @param init? boolean Default value for chain. Should only be set once, subsequent uses overwrite the entire chain's initial value. function PartsManager.addPartFunction(part, func, init) initPart(part) local part_key=tostring(part) if init ~= nil then pm[part_key].init=init end table.insert(pm[part_key]["functions"], func) end --- Set initial value for chain. --- @param part table Any object with a setEnabled() method. --- @param init? boolean Default value for chain. Should only be set once, subsequent uses overwrite the entire chain's initial value. function PartsManager.setInitialValue(part, init) assert(init~=nil) initPart(part) local part_key=tostring(part) pm[part_key].init=init end --- Set initial value for chain on all objects in table. --- @param group table A table containing objects with a setEnabled() method. --- @param init? boolean Default value for chain. Should only be set once, subsequent uses overwrite the entire chain's initial value. function PartsManager.setGroupInitialValue(group, init) assert(init~=nil) for _, v in pairs(group) do PartsManager.setInitialValue(v, init) end end --- Evaluate a part's chain to determine if it should be visible. --- @param part table An object managed by PartsManager. function PartsManager.evaluatePart(part) local part_key=tostring(part) assert(pm[part_key] ~= nil) local evalFunc=function(x, y) return y(x) end local init=pm[part_key].init return ireduce(evalFunc, pm[part_key].functions, true) end local evaluatePart=PartsManager.evaluatePart --- Refresh (enable or disable) a part based on the result of it's chain. --- @param part table An object managed by PartsManager. function PartsManager.refreshPart(part) local part_enabled=evaluatePart(part) part.setEnabled(part_enabled) return part_enabled end --- Refresh all parts managed by PartsManager. function PartsManager.refreshAll() for _, v in pairs(pm) do PartsManager.refreshPart(v.part) end end --- Add function to list of parts in PartsManager --- @param group table A table containing objects with a setEnabled() method. --- @param func function Function to add to each model part's function chain. --- @param default? boolean Default value for chain. Should only be set once, subsequent uses overwrite the entire chain's initial value. function PartsManager.addPartGroupFunction(group, func, default) for _, v in ipairs(group) do PartsManager.addPartFunction(v, func, default) end end end -- }}} -- UVManager {{{ do local mt={} mt.__index=UVManager UVManager = { step=vectors.of{u=0, v=0}, offset=vectors.of{u=0, v=0} } end -- }}} -- Parts, groups -- {{{ HEAD=model.Head.Head VANILLA_PARTIAL={} VANILLA_GROUPS={ ["HEAD"]={vanilla_model.HEAD, vanilla_model.HAT}, ["TORSO"]={vanilla_model.TORSO, vanilla_model.JACKET}, ["LEFT_ARM"]={vanilla_model.LEFT_ARM, vanilla_model.LEFT_SLEEVE}, ["RIGHT_ARM"]={vanilla_model.RIGHT_ARM, vanilla_model.RIGHT_SLEEVE}, ["LEFT_LEG"]={vanilla_model.LEFT_LEG, vanilla_model.LEFT_PANTS_LEG}, ["RIGHT_LEG"]={vanilla_model.RIGHT_LEG, vanilla_model.RIGHT_PANTS_LEG}, ["OUTER"]={ vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS_LEG, vanilla_model.RIGHT_PANTS_LEG }, ["INNER"]={ vanilla_model.HEAD, vanilla_model.TORSO, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG }, ["ALL"]={}, ["ARMOR"]={} } for _, v in pairs(VANILLA_GROUPS.INNER) do table.insert(VANILLA_GROUPS.ALL,v) end for _, v in pairs(VANILLA_GROUPS.OUTER) do table.insert(VANILLA_GROUPS.ALL,v) end for _, v in pairs(armor_model) do table.insert(VANILLA_GROUPS.ARMOR, v) end MAIN_GROUPS={model.Head, model.RightArm, model.LeftArm, model.RightLeg, model.LeftLeg, model.Body } -- RightArm LeftArm RightLeg LeftLeg Body Head TAIL_LEGGINGS={ model.Body.LeggingsTop, model.Body.MTail1.Leggings, model.Body.MTail1.LeggingsTopTrimF, model.Body.MTail1.LeggingsTopTrimB, model.Body.MTail1.LeggingsTrim, model.Body.MTail1.MTail2.LeggingsBottom } TAIL_BOOTS={ model.Body.MTail1.MTail2.MTail3.Boot, model.Body.MTail1.MTail2.MTail3.LeatherBoot } TAIL_BONES={ model.Body.MTail1, model.Body.MTail1.MTail2, model.Body.MTail1.MTail2.MTail3, model.Body.MTail1.MTail2.MTail3.MTail4 } -- }}} -- PartsManager rules {{{ -- Vanilla rules do local can_modify_vanilla=meta.getCanModifyVanilla() local function aquaticTailVisible() return local_state.aquatic_enabled and player.isUnderwater() or local_state.aquatic_override end local function vanillaPartial() if local_state.vanilla_enabled then return false end return local_state.vanilla_partial end local function forceVanilla() return not can_modify_vanilla or local_state.vanilla_enabled end -- eventually replace this with an instance once PartsManager becomes a class local PM=PartsManager --- Vanilla state -- Show all in vanilla partial PM.addPartGroupFunction(VANILLA_GROUPS.ALL, function() return vanillaPartial() end) -- no cape if tail enabled (it clips) PM.addPartFunction(vanilla_model.CAPE, function(last) return last and not local_state.tail_enabled end) -- no legs in water if mtail enabled PM.addPartGroupFunction(VANILLA_GROUPS.LEFT_LEG, function(last) return last and not aquaticTailVisible() end) PM.addPartGroupFunction(VANILLA_GROUPS.RIGHT_LEG, function(last) return last and not aquaticTailVisible() end) -- no vanilla head in partial vanilla PM.addPartGroupFunction(VANILLA_GROUPS.HEAD, function(last) return last and not vanillaPartial() end) -- Always true if vanilla_enabled PM.addPartGroupFunction(VANILLA_GROUPS.ALL, function(last) return last or forceVanilla() end) --- Custom state local tail_parts=mergeTable({model.Body.TailBase}, TAIL_BONES) -- Disable model in vanilla partial local vanilla_partial_disabled=mergeTable(MAIN_GROUPS, {model.Body.Body, model.Body.BodyLayer}) local vanilla_partial_enabled={model.Head, model.Body} PM.addPartGroupFunction(vanilla_partial_disabled, function(last) return not vanillaPartial() end) -- Enable certain parts in vanilla partial PM.addPartGroupFunction(vanilla_partial_enabled, function(last) return last or vanillaPartial() end) PM.addPartGroupFunction(tail_parts, function(last) return last or vanillaPartial() end) -- Enable tail setting PM.addPartFunction(model.Body_Tail, function(last) return last and local_state.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) -- aquatic tail in water PM.addPartGroupFunction(tail_parts, function(last) return last and aquaticTailVisible() end) --- Armor state local all_armor=reduce(mergeTable, {VANILLA_GROUPS.ARMOR, TAIL_LEGGINGS, TAIL_BOOTS}) PM.addPartGroupFunction(all_armor, function(last) return last and local_state.armor_enabled end) -- Disable when vanilla_enabled PM.addPartGroupFunction(MAIN_GROUPS, function(last) return last and not forceVanilla() end) end SNORES={"snore-1", "snore-2", "snore-3"} -- }}} -- Expression change -- {{{ do -- Values for UV mappings -- expr_current={damage=0, expression=0} local expr_step={u=32, v=16} local expr_offset={u=64, v=0} local function getExprUV(damage, expression) local u=expr_offset.u+(damage*expr_step.u) local v=expr_offset.v+(expression*expr_step.v) return UV{u, v} end function changeExpression(_damage, _expression, ticks) -- u is damage, v is expression local damage = _damage local expression = _expression if damage == nil then damage = expr_current.damage end if expression == nil then expression = expr_current.expression end HEAD.setUV(getExprUV(damage,expression)) namedWait(ticks, resetExpression, "resetExpression") end function setExpression(damage, expression) expr_current.damage=damage expr_current.expression=expression HEAD.setUV(getExprUV(damage, expression)) end function resetExpression() HEAD.setUV(getExprUV(expr_current.damage,expr_current.expression)) end end -- }}} -- Action Wheel & Pings -- {{{ action_wheel.SLOT_1.setTitle('test expression') action_wheel.SLOT_1.setFunction(function() ping.expressionTest() end) function ping.expressionTest() setExpression(1,0) changeExpression(nil, 1, 10) end action_wheel.SLOT_2.setTitle('log health') action_wheel.SLOT_2.setFunction(function() print(player.getHealth()) end) action_wheel.SLOT_3.setTitle('Toggle Armor') action_wheel.SLOT_3.setFunction(function() setArmor() end) action_wheel.SLOT_4.setTitle('T-Pose') action_wheel.SLOT_4.setFunction(function() ping.tPose() end) -- Pings -- --- Damage function -- function ping.oof(health) -- This is a replacement for onDamage, that function doesn't sync for some reason if health <= 5 then setExpression(1,0) end changeExpression(nil,1,10) end --- Heal function (revert expression) -- function ping.healed(health) setExpression(0,0) end --- Toggle Armor --- function setArmor(state) setState("armor_enabled", state) syncState() end do local snore_enabled=false local snore_index=1 function snore() if snore_enabled then sound.playCustomSound(SNORES[snore_index], player.getPos(), vectors.of{20,1}) snore_index=snore_index%#SNORES+1 end end function setSnoring(state) setState("snore_enabled", state) ping.setSnoring(skin_state.snore_enabled) end function ping.setSnoring(state) snore_enabled=state end end --- Toggle Vanilla --- function setVanilla(state) setState("vanilla_enabled", state) syncState() end function syncState() ping.setSnoring(skin_state.snore_enabled) ping.syncState(getLocalState()) end function ping.syncState(tbl) for k, v in pairs(tbl) do local_state[k]=v end rateLimit(1, PartsManager.refreshAll, "refreshAll") end function ping.tPose() local_state.emote_vector=player.getPos() animation.tpose.start() end -- }}} -- Timer (not mine lol) -- {{{ do local timers = {} function wait(ticks,next) table.insert(timers, {t=world.getTime()+ticks,n=next}) end function tick() for key,timer in pairs(timers) do if world.getTime() >= timer.t then timer.n() table.remove(timers,key) end end end end -- named timers (this one is mine but heavily based on the other) -- -- if timer is armed twice before expiring it will only be called once) -- do local timers = {} function namedWait(ticks, next, name) -- main difference, this will overwrite an existing timer with -- the same name timers[name]={t=world.getTime()+ticks,n=next} end function tick() for key, timer in pairs(timers) do if world.getTime() >= timer.t then timer.n() timers[key]=nil end end end end -- named cooldowns do local timers={} function cooldown(ticks, name) if timers[name] == nil then timers[name]={t=world.getTime()+ticks} return true end return false end function tick() for key, timer in pairs(timers) do if world.getTime() >= timer.t then timers[key]=nil end end end end function rateLimit(ticks, next, name) if cooldown(ticks+1, name) then namedWait(ticks, next, name) end end -- }}} -- Tail animation/render code {{{ -- }}} -- initialize values -- {{{ function player_init() old_state={} old_state.health=player.getHealth() for k, v in pairs(reduce(mergeTable, map(recurseModelGroup, model))) do v.setEnabled(true) end local_state=getLocalState() if cooldown(1, "refreshAll") then PartsManager.refreshAll() end syncState() end -- Initial configuration -- if meta.getCanModifyVanilla() then for key, value in pairs(vanilla_model) do value.setEnabled(false) end else for _, v in pairs(model) do v.setEnabled(false) end end -- }}} -- Tick function -- {{{ function tick() -- optimization, only execute these once a second -- if world.getTimeOfDay() % 20 == 0 then -- if face is cracked if expr_current.damage==1 and player.getHealth() > 5 then ping.healed() end if player.getAnimation() == "SLEEPING" then if cooldown(20*4, "snore") then snore() end end -- Sync state every 10 seconds if world.getTimeOfDay() % (20*10) == 0 then syncState() end end -- Damage ping (onDamage doesn't work in multiplayer) -- if old_state.health>player.getHealth() then -- debug -- print(string.format('old_health=%03.2f, player.getHealth=%03.2f', old_health,player.getHealth())) ping.oof(player.getHealth()) end if animation.tpose.isPlaying() and local_state.emote_vector.distanceTo(player.getPos()) >= 0.5 then animation.tpose.stop() end if old_state.isUnderwater ~= player.isUnderwater() then syncState() end old_state.isUnderwater=player.isUnderwater() -- End of tick -- old_state.health=player.getHealth() local_state.anim=player.getAnimation() end -- }}} -- Render function {{{ -- }}} -- Enable commands -- {{{ chat_prefix="$" chat.setFiguraCommandPrefix(chat_prefix) function onCommand(input) local pfx=chat_prefix input=splitstring(input) if input[1] == chat_prefix .. "vanilla" then setVanilla() print("Vanilla skin is now " .. (skin_state.vanilla_enabled and "enabled" or "disabled")) end if input[1] == chat_prefix .. "toggle_custom" then for key, value in pairs(model) do value.setEnabled(not value.getEnabled()) end end if input[1] == chat_prefix .. "toggle_outer" then for k, v in pairs(VANILLA_GROUPS.OUTER) do v.setEnabled(not v.getEnabled()) end end if input[1] == chat_prefix .. "toggle_inner" then for k, v in pairs(VANILLA_GROUPS.INNER) do v.setEnabled(not v.getEnabled()) end end if input[1] == chat_prefix .. "test_expression" then setExpression(input[2], input[3]) print(input[2] .. " " .. input[3]) end if input[1] == chat_prefix .. "snore" then if input[2] == "toggle" or #input==1 then setSnoring() log("Snoring is now " .. (skin_state.snore_enabled and "enabled" or "disabled")) end end if input[1] == chat_prefix .. "armor" then setArmor() log("Armor is now " .. (skin_state.armor_enabled and "enabled" or "disabled")) end if input[1] == chat_prefix .. "settings" then if #input==1 then printSettings() elseif #input==2 then log(tostring(skin_state[input[2]])) elseif #input==3 then if skin_state[input[2]] ~= nil then setState(input[2], unstring(input[3])) log(tostring(input[2]) .. " is now " .. tostring(skin_state[input[2]])) syncState() else log(tostring(input[2]) .. ": no such setting") end end end if input[1] == chat_prefix .. "pv" then setState("vanilla_partial") syncState() end end --}}}