figura-protogen/script.lua
2022-10-30 13:55:17 -04:00

1172 lines
31 KiB
Lua

-- vim: set foldmethod=marker ts=4 sw=4 :
-- TODO rewrite variables: armor_model, model
--- Initial definitions ---
-- player model backwards compatibility
model=models.player_model
armor_model={
["BOOTS"]=vanilla_model.BOOTS,
["LEGGINGS"]=vanilla_model.LEGGINGS,
["CHESTPLATE"]=vanilla_model.CHESTPLATE,
["HELMET"]=vanilla_model.HELMET
}
ping=pings
-- Texture dimensions --
TEXTURE_WIDTH = 256
TEXTURE_HEIGHT = 256
-- print debug messages
debug_print=false
function debugMessage(str)
if debug_print==true then
print(str)
end
end
-- 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
-- TODO: accept model part to determine texture width and height
---@param uv table
function UV(uv)
return vec(
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(var)
return var
end
function debugPrintTable(var)
printTable(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
-- }}}
-- Timer (not mine lol) -- {{{
-- TODO investigate if events can replace some of this
do
local timers = {}
function wait(ticks,next)
table.insert(timers, {t=world.getTime()+ticks,n=next})
end
local function tick()
for key,timer in pairs(timers) do
if world.getTime() >= timer.t then
timer.n()
table.remove(timers,key)
end
end
end
events.TICK:register(function() if player then tick() end end, "timer")
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
local function tick()
for key, timer in pairs(timers) do
if world.getTime() >= timer.t then
timer.n()
timers[key]=nil
end
end
end
events.TICK:register(function() if player then tick() end end, "named_timer")
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
local function tick()
for key, timer in pairs(timers) do
if world.getTime() >= timer.t then
timers[key]=nil
end
end
end
events.TICK:register(function() if player then tick() end end, "cooldown")
end
function rateLimit(ticks, next, name)
if cooldown(ticks+1, name) then
namedWait(ticks, next, name)
end
end
-- }}}
-- syncState {{{
do
local counter=0
function syncState()
-- ping.setSnoring(skin_state.snore_enabled)
if counter < 5 then
ping.syncState((setLocalState()))
counter=counter+1
end
end
local function cooldownDecay()
if counter>0 and world.getTime() % 4 == 0 then
counter = counter - 1
end
end
events.TICK:register(cooldownDecay,"syncStateCooldown")
end
do
local pm_refresh=false
function pmRefresh()
pm_refresh=true
end
function doPmRefresh()
if pm_refresh then
PartsManager.refreshAll()
pm_refresh=false
end
end
end
function ping.syncState(tbl)
for k, v in pairs(tbl) do
local_state[k]=v
end
pmRefresh()
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
function lerp(a, b, t) return a + ((b - a) * t) end
-- }}}
-- Master and local state variables -- {{{
-- Local State (these are copied by pings at runtime) --
local_state={}
old_state={}
-- master state variables and configuration (do not access within pings) --
do
local is_host=host:isHost()
local defaults={
["armor_enabled"]=true,
["vanilla_enabled"]=false,
["snore_enabled"]=true,
["print_settings"]=false,
["vanilla_partial"]=false,
["tail_enabled"]=true,
["aquatic_enabled"]=true,
["aquatic_override"]=false
}
function setLocalState()
if is_host then
for k, v in pairs(skin_state) do
local_state[k]=v
end
else
for k, v in pairs(defaults) do
if local_state[k] == nil then local_state[k]=v end
end
end
return local_state
end
-- TODO reimplement with new data API
-- if is_host then
if false then
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)
else
skin_state=defaults
end
setLocalState()
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
-- TODO
-- data.save(name, skin_state[name])
end
-- }}}
-- PartsManager -- {{{
do
PartsManager={}
local pm={}
--- ensure part is initialized
local function initPart(part)
local part_key=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=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=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=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:setVisible(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 {{{
--
-- TODO: accept model part for built-in UV management, automatic texture size
do
local mt={}
--- @class UVManager
UVManager = {
step=vec(0,0),
offset=vec(0,0),
positions={},
part=nil,
dimensions=nil
}
mt.__index=UVManager
--- @return UVManager
--- @param step Vector2 A vector representing the distance between UVs
--- @param offset Vector2 A vector represnting the starting point for UVs, or nil
--- @param positions table A dictionary of names and offset vectors
--- @param part ModelPart Model part to manage
function UVManager.new(self, step, offset, positions, part)
local t={}
if step ~= nil then t.step=step end
if offset ~= nil then t.offset=offset end
if positions ~= nil then t.positions=positions end
if part ~= nil then
UVManager.setPart(t, part)
end
t=setmetatable(t, mt)
return t
end
--- @param part ModelPart Model part to manage
function UVManager.setPart(self, part)
self.part=part
self.dimensions=part:getTextureSize()
end
function UVManager.getUV(self, input)
local vect={}
local stp=self.step
local offset=self.offset
if type(input) == "string" then
if self.positions[input] == nil then return nil end
vect=self.positions[input]
else
vect=vectors.of(input)
end
local u=offset.x+(vect.x*stp.x)
local v=offset.y+(vect.y*stp.y)
if self.dimensions ~= nil then
-- TODO override for my specific texture, replace this with matrix stuff
-- (get rid of division once you figure out how setUVMatrix works)
return vec(u/(self.dimensions.x/2), v/(self.dimensions.y/2))
else
return UV{u, v}
end
end
function UVManager.setUV(self, input)
if self.part == nil then return false end
self.part:setUV(self:getUV(input))
end
end
-- }}}
-- Parts, groups, other constants -- {{{
HEAD=model.Head.Head
FACE=model.Head.Face
SHATTER=model.Head.Shatter
VANILLA_PARTIAL={}
VANILLA_GROUPS={
["HEAD"]={vanilla_model.HEAD, vanilla_model.HAT},
["BODY"]={vanilla_model.BODY, 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.BODY, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG },
["ALL"]={ vanilla_model.HEAD, vanilla_model.BODY, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG, vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS_LEG, vanilla_model.RIGHT_PANTS_LEG },
["ARMOR"]=armor_model
}
-- these are inefficient, redundancy is better in this case
-- 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.LeggingsTopTrimF,
model.Body.LeggingsTopTrimB,
model.Body.MTail1.Leggings,
model.Body.MTail1.LeggingsTrim,
model.Body.MTail1.MTail2.LeggingsBottom
}
TAIL_LEGGINGS_COLOR={
model.Body.LeggingsTopTrimF,
model.Body.LeggingsTopTrimB,
model.Body.MTail1.Leggings,
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
}
REG_TAIL_BONES={
model.Body_Tail,
model.Body_Tail.Tail_L2,
model.Body_Tail.Tail_L2.Tail_L3,
model.Body_Tail.Tail_L2.Tail_L3.fin
}
BODY_EMISSIVES={
model.Body.MTail1.MTailDots1,
model.Body.MTail1.MTail2.MTailDots2,
model.Body.MTail1.MTail2.MTail3.MTailDots3,
model.Body.MTail1.MTail2.MTail3.MTail4.MTailDots4,
model.Body_Tail.TailDots1,
model.Body_Tail.Tail_L2.TailDots2,
model.Body_Tail.Tail_L2.Tail_L3.TailDots3,
model.Body_Tail.Tail_L2.Tail_L3.fin.TailDots4,
model.Head.EmDots,
model.LeftArm.LeftArmEm,
model.RightArm.RightArmEm,
model.LeftLeg.LeftLegEm,
model.RightLeg.RightLegEm
}
FACE_EMISSIVES={
model.Head.Face
}
EMISSIVES=mergeTable(BODY_EMISSIVES, FACE_EMISSIVES)
COLORS={}
COLORS.neutral=vec(127/255,127/255,255/255)
COLORS.hurt= vec(1, 0, 63/255)
COLORS.lava= vec(1, 128/255, 64/255)
-- prev 255 160 192
COLORS.owo= vec(1, 128/255, 160/255)
COLORS["end"]="end"
for k, v in pairs(EMISSIVES) do
v:setColor(COLORS.neutral)
end
-- }}}
-- PartsManager rules {{{
-- Vanilla rules
do
-- TODO
function getVanillaVisible()
return (not avatar:canEditVanillaModel()) or vanilla_model.PLAYER:getVisible()
end
local function vanillaPartial()
if local_state.vanilla_enabled then
return false
end
return local_state.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()
end
-- eventually replace this with an instance once PartsManager becomes a class
local PM=PartsManager
--- 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)
--- Custom state
-- local tail_parts=mergeTable({model.Body.TailBase}, TAIL_BONES)
local tail_parts={model.Body.MTail1, model.Body.TailBase}
-- TODO: old vanilla_partial groups, use these for texture swap
-- local vanilla_partial_disabled=mergeTable(MAIN_GROUPS, {model.Body.Body, model.Body.BodyLayer})
-- 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)
-- 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)
-- 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)
PM.addPartGroupFunction(TAIL_LEGGINGS, function(last) return last and armor_state.leggings end)
-- Disable when vanilla_enabled
PM.addPartGroupFunction(MAIN_GROUPS, function(last) return last and not getVanillaVisible() end)
end
SNORES={"snore-1", "snore-2", "snore-3"}
-- }}}
-- Expression change -- {{{
do
local expressions={}
expressions.neutral=vec(0,0)
expressions["end"]=expressions.neutral
expressions.hurt=vec(0,1)
expressions.owo=vec(0,2)
local expruvm=UVManager:new(vec(8, 8), nil, expressions, FACE)
current_expression="neutral"
-- color/expression rules
function getBestColor()
if current_expression=="owo" then
return COLORS.owo
elseif player:isInLava() or player:getDimensionName()=="minecraft:the_nether" then
return COLORS.lava
else
return COLORS.neutral
end
end
function getBestExpression()
return "neutral"
end
function setColor(col)
if not lock_color then
col=(col~=nil) and col or getBestColor()
for _, v in pairs(EMISSIVES) do
v:setColor(col)
-- TODO
-- v:setShader("None")
end
end
end
-- Expression change code
function setExpression(expression)
current_expression=expression
expruvm:setUV(current_expression)
-- This expression sticks, so do not set color explicitly
setColor()
end
function changeExpression(expression, ticks)
expruvm:setUV(expression)
-- This one is for more explicit "flashes" such as player hurt
-- animations, get color explicitly
setColor(COLORS[expression])
namedWait(ticks, resetExpression, "resetExpression")
end
function resetExpression()
lock_color=false
expruvm:setUV(current_expression)
setColor()
end
function hurt()
lock_color=false
changeExpression("hurt", 10)
lock_color=true
PartsManager.refreshPart(SHATTER)
end
end
-- }}}
-- Action Wheel & Pings -- {{{
-- TODO
do
wheel={}
local wheel_index=1
function wheelScroll(change)
wheel_index=((wheel_index-1)+change)%#wheel+1
action_wheel:setPage(wheel[wheel_index])
print("page: " .. wheel_index)
end
wheel[1]=action_wheel:createPage()
action_wheel:setPage(wheel[1])
action_wheel.scroll=wheelScroll
end
wheel[1]:newAction():title('test expression'):onLeftClick(function() ping.expressionTest() end)
function ping.expressionTest()
changeExpression("hurt", 10)
end
wheel[1]:newAction():title('log health'):onLeftClick(function() print(player:getHealth()) end)
wheel[1]:newAction():title('Toggle Armor'):onLeftClick(function() setArmor() end)
wheel[1]:newAction():title('T-Pose'):onLeftClick(function() ping.tPose() end)
wheel[1]:newAction():title('UwU'):onLeftClick(function() ping.expr("owo") end)
-- action_wheel.SLOT_8.setTitle('sssss...')
-- action_wheel.SLOT_8.setItem("minecraft:creeper_head")
-- action_wheel.SLOT_8.setFunction(function() switch_model('misc/Creeper') end)
-- Pings --
--- Damage function --
function ping.expr(expr)
local val=(expr==current_expression) and "neutral" or expr
setExpression(val)
end
function ping.oof(health) -- This is a replacement for onDamage, that function doesn't sync for some reason
hurt()
end
--- Toggle Armor ---
function setArmor(state)
setState("armor_enabled", state)
syncState()
end
-- TODO re-enable snoring
-- do
-- local snore_enabled=false
-- local snore_index=1
-- function snore()
-- if snore_enabled then
-- -- TODO
-- -- 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 ping.tPose()
local_state.emote_vector=player:getPos()
-- TODO
-- animation.tpose.start()
end
-- }}}
-- Tail stuff {{{
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() end
function updateTailVisibility()
local anim=player:getPose()
local water=player:isInWater()
local lava=player:isInLava()
tail_cooldown=(tail_cooldown and tail_cooldown > 0) and tail_cooldown-1 or 0
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()
end
-- armor {{{
armor_color={}
armor_color['leather'] = {131 /255 , 84 /255 , 50 /255}
armor_glint={}
armor_state={}
armor_state['leggings']=false
armor_state['boots']=false
armor_state['leather_boots']=false
do
local positions={}
positions['leather']=vec(0, 0)
positions['iron']=vec(0, 1)
positions['chainmail']=vec(0, 2)
positions['golden']=vec(0, 3)
positions['diamond']=vec(0, 4)
positions['netherite']=vec(0, 5)
tailuvm=UVManager:new(vec(0, 19), nil, positions)
end
-- TODO fix code after optimization in prewrite
function armor()
if true then return nil end
-- ^ hacky way to disable a function without uncommenting the entire thing to not break git vcs
-- Get equipped armor, extract name from item ID
local leggings_item = player.getEquipmentItem(4)
local boots_item = player.getEquipmentItem(3)
local leggings = string.sub(leggings_item.getType(), 11, -10)
local boots = string.sub(boots_item.getType(), 11, -7)
if local_state.armor_enabled then
if old_state.leggings ~= leggings or old_state.armor_enabled ~= local_state.armor_enabled then
-- leggings
armor_glint.leggings=leggings_item.hasGlint()
local leggings_color=colorArmor(leggings_item) or armor_color[leggings]
local uv=tailuvm:getUV(leggings)
if uv ~= nil then
armor_state.leggings=true
for k, v in pairs(TAIL_LEGGINGS) do
v.setUV(uv)
end
if leggings=="leather" then
for k, v in pairs(TAIL_LEGGINGS_COLOR) do
v.setColor(leggings_color)
end
else
for k, v in pairs(TAIL_LEGGINGS) do
v.setColor({1, 1, 1})
end
end
else
armor_state.leggings=false
end
pmRefresh()
end
if old_state.boots ~= boots or old_state.armor_enabled ~= local_state.armor_enabled then
-- boots
armor_glint.boots=boots_item.hasGlint()
local boots_color=colorArmor(boots_item) or armor_color[boots]
local uv_boots=tailuvm:getUV(boots)
if uv_boots ~= nil then
armor_state.boots=true
for k, v in pairs(TAIL_BOOTS) do
v.setUV(uv_boots)
end
if boots=="leather" then
model.Body.MTail1.MTail2.MTail3.Boot.setColor(boots_color)
armor_state.leather_boots=true
else
model.Body.MTail1.MTail2.MTail3.Boot.setColor({1, 1, 1})
armor_state.leather_boots=false
end
else
armor_state.boots=false
end
pmRefresh()
end
else
armor_glint.leggings=false
armor_glint.boots=false
end
if armor_glint.leggings then
for _, v in pairs(TAIL_LEGGINGS) do
v.setShader("Glint")
end
else
for _, v in pairs(TAIL_LEGGINGS) do
v.setShader("None")
end
end
if armor_glint.boots then
for _, v in pairs(TAIL_BOOTS) do
v.setShader("Glint")
end
else
for _, v in pairs(TAIL_BOOTS) do
v.setShader("None")
end
end
old_state.boots=boots
old_state.leggings=leggings
old_state.armor_enabled=local_state.armor_enabled
end
function colorArmor(item)
local tag = item.tag
if tag ~= nil and tag.display ~= nil and tag.display.color ~= nil then
return vectors.intToRGB(tag.display.color)
end
end
-- }}}
function resetAngles(part)
part:setRot(vec(0,0,0))
end
function animateMTail(val)
local chest_rot = 3
local per=2*math.pi
model.Body:setRot(vec( wave(val, per, 3), 0, 0 ))
-- TODO vanilla model manipulation broke, add chestplate model
-- armor_model.CHESTPLATE:setRot(vec( -wave(val, per, math.rad(3)), 0, 0 ))
-- this makes it work with partial vanilla
-- vanilla_model.BODY:setRot(vec( -wave(val, per, math.rad(3)), 0, 0 ))
-- vanilla_model.JACKET:setRot(vec( -wave(val, per, math.rad(3)), 0, 0 ))
model.Body.LeggingsTopTrimF:setRot(vec( wave(val-1, per, 4), 0, 0 ))
model.Body.LeggingsTopTrimB:setRot(vec( wave(val-1, per, 4), 0, 0 ))
TAIL_BONES[1]:setRot(vec( wave(val-1, per, 7), 0, 0 ))
TAIL_BONES[2]:setRot(vec( wave(val-2, per, 8), 0, 0 ))
TAIL_BONES[3]:setRot(vec( wave(val-3, per, 12), 0, 0 ))
TAIL_BONES[4]:setRot(vec( wave(val-4, per, 15), 0, 0 ))
end
tail_original_rot={}
for k, v in ipairs(REG_TAIL_BONES) do
tail_original_rot[k]=v:getRot()
end
function animateTail(val)
local per_y=20*4
local per_x=20*6
for k, v in ipairs(REG_TAIL_BONES) do
local cascade=(k-1)*12
REG_TAIL_BONES[k]:setRot(vec( tail_original_rot[k].x + wave(val-cascade, per_x, 3), wave(val-cascade, per_y, 12), tail_original_rot[k].z ))
end
end
anim_tick=0
anim_cycle=0
old_state.anim_cycle=0
function animateTick()
anim_tick = anim_tick + 1
if aquaticTailVisible() then
local velocity = player:getVelocity()
if aquaticTailVisible() then
old_state.anim_cycle=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)
-- 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
end
end
-- }}}
-- initialize values -- {{{
function player_init()
local_state.health=player:getHealth()
old_state.health=local_state.health
-- 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=recurseModelGroup(model)
-- for k, v in pairs(all_parts) do
-- v:setVisible(nil)
-- end
setLocalState()
pmRefresh()
syncState()
events.ENTITY_INIT:remove("player_init")
end
events.ENTITY_INIT:register(function() return player_init() end, "player_init")
-- Initial configuration --
-- TODO x2 fix below, this entire block may not be needed with PartsManager
if avatar:canEditVanillaModel() then
vanilla_model.PLAYER:setVisible(false)
else
model:setVisible(false)
end
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
end
function tick()
color_check=player:isInLava() ~= (player:getDimensionName()=="minecraft:the_nether")
if old_state.color_check~=color_check then
setColor()
end
-- optimization, only execute these once a second --
if world.getTimeOfDay() % 20 == 0 then
if player:getPose() == "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
hostTick()
-- TODO
-- if animation.tpose.isPlaying() and local_state.emote_vector.distanceTo(player.getPos()) >= 0.5 then
-- animation.tpose.stop()
-- end
-- Refresh tail armor state
armor()
-- Implements tail cooldown conditions
updateTailVisibility()
-- Animation code resides in this function
animateTick()
-- 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()
end
events.TICK:register(function() if player then tick() end end, "main_tick")
-- }}}
-- Render function {{{
function render(delta)
if aquaticTailVisible() then
animateMTail((lerp(old_state.anim_cycle, 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)))
end
end
-- TODO this may break animation during death
events.RENDER:register(function(delta) if player then render(delta) end end, "main_render")
-- }}}