753 lines
21 KiB
Lua
753 lines
21 KiB
Lua
-- vim: set foldmethod=marker ts=4 sw=4 :
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-- TODO rewrite variables: armor_model, model
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--- Initial definitions ---
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-- player model backwards compatibility
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model=models.player_model
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armor_model={
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["BOOTS"]=vanilla_model.BOOTS,
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["LEGGINGS"]=vanilla_model.LEGGINGS,
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["CHESTPLATE"]=vanilla_model.CHESTPLATE,
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["HELMET"]=vanilla_model.HELMET
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}
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ping=pings
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-- Texture dimensions --
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TEXTURE_WIDTH = 256
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TEXTURE_HEIGHT = 256
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util = require("nulllib.util")
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logging = require("nulllib.logging")
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timers=require("nulllib.timers")
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nmath=require("nulllib.math")
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PartsManager=require("nulllib.PartsManager")
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UVManager=require("nulllib.UVManager")
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sharedstate=require("nulllib.sharedstate")
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-- math functions
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lerp=math.lerp -- this is implemented in figura now
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wave=nmath.wave
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-- this is too horrifying to put into nulllib for now
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-- HELL YEAH TIME TO DEPRECATE THIS BITCH!!!
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-- syncState {{{
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do
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local counter=0
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---@deprecated use sharedstate instead
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function syncState()
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-- ping.setSnoring(skin_state.snore_enabled)
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if counter < 3 then
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ping.syncState((setLocalState()))
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counter=counter+1
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end
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end
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local function cooldownDecay()
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if counter>0 and world.getTime() % 4 == 0 then
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counter = counter - 1
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end
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end
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events.TICK:register(cooldownDecay,"syncStateCooldown")
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end
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do
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local pm_refresh=false
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function pmRefresh()
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pm_refresh=true
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end
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function doPmRefresh()
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if pm_refresh then
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PartsManager.refreshAll()
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pm_refresh=false
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end
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end
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end
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---@deprecated Use sharedstate instead
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function ping.syncState(tbl)
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logging.debug("ping.syncState")
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for k, v in pairs(tbl) do
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local_state[k]=v
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end
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pmRefresh()
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end
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-- }}}
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-- so is this
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-- Master and local state variables -- {{{
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-- Local State (these are copied by pings at runtime) --
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local_state={}
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old_state={}
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-- master state variables and configuration (do not access within pings) --
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do
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local is_host=host:isHost()
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local defaults={
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["armor_enabled"]=true,
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["vanilla_enabled"]=false,
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["snore_enabled"]=true,
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["print_settings"]=false,
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["vanilla_partial"]=false,
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["tail_enabled"]=true,
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["aquatic_enabled"]=true,
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["aquatic_override"]=false
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}
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---@deprecated use config api (TODO) instead
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function setLocalState()
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if host:isHost() then
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for k, v in pairs(skin_state) do
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local_state[k]=v
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end
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else
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for k, v in pairs(defaults) do
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if local_state[k] == nil then local_state[k]=v end
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end
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end
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return local_state
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end
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-- TODO reimplement with new data API
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if host:isHost() then
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local savedData=config:load()
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if savedData == nil then
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for k, v in pairs(defaults) do
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config:save(k, v)
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end
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savedData=config:load()
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end
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skin_state=util.mergeTable(
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util.map(util.parse,config:load()),
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defaults)
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else
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skin_state=defaults
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end
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setLocalState()
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end
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function printSettings()
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print("Settings:")
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for k, v in pairs(skin_state) do
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print(tostring(k)..": "..tostring(v))
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end
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end
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if skin_state.print_settings==true then
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printSettings()
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end
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function setState(name, state)
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if state == nil then
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skin_state[name]=not skin_state[name]
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else
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skin_state[name]=state
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end
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-- TODO
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-- data.save(name, skin_state[name])
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end
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-- }}}
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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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["BODY"]={vanilla_model.BODY, vanilla_model.JACKET},
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["LEFT_ARM"]={vanilla_model.LEFT_ARM, vanilla_model.LEFT_SLEEVE},
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["RIGHT_ARM"]={vanilla_model.RIGHT_ARM, vanilla_model.RIGHT_SLEEVE},
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["LEFT_LEG"]={vanilla_model.LEFT_LEG, vanilla_model.LEFT_PANTS},
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["RIGHT_LEG"]={vanilla_model.RIGHT_LEG, vanilla_model.RIGHT_PANTS},
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["OUTER"]={ vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS, vanilla_model.RIGHT_PANTS },
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["INNER"]={ vanilla_model.HEAD, vanilla_model.BODY, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG },
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["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, vanilla_model.RIGHT_PANTS },
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["ARMOR"]=armor_model
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}
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-- these are inefficient, redundancy is better in this case
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-- for _, v in pairs(VANILLA_GROUPS.INNER) do table.insert(VANILLA_GROUPS.ALL,v) end
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-- for _, v in pairs(VANILLA_GROUPS.OUTER) do table.insert(VANILLA_GROUPS.ALL,v) end
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-- for _, v in pairs(armor_model) do table.insert(VANILLA_GROUPS.ARMOR, v) end
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MAIN_GROUPS={model.Head, model.RightArm, model.LeftArm, model.RightLeg, model.LeftLeg, model.Body } -- RightArm LeftArm RightLeg LeftLeg Body Head
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TAIL_LEGGINGS={
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model.Body.LeggingsTop,
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model.Body.LeggingsTopTrimF,
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model.Body.LeggingsTopTrimB,
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model.Body.MTail1.Leggings,
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model.Body.MTail1.LeggingsTrim,
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model.Body.MTail1.MTail2.LeggingsBottom
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}
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TAIL_LEGGINGS_COLOR={
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model.Body.LeggingsTopTrimF,
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model.Body.LeggingsTopTrimB,
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model.Body.MTail1.Leggings,
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model.Body.MTail1.LeggingsTrim,
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model.Body.MTail1.MTail2.LeggingsBottom
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}
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TAIL_BOOTS={
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model.Body.MTail1.MTail2.MTail3.Boot,
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model.Body.MTail1.MTail2.MTail3.LeatherBoot
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}
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TAIL_BONES={
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model.Body.MTail1,
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model.Body.MTail1.MTail2,
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model.Body.MTail1.MTail2.MTail3,
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model.Body.MTail1.MTail2.MTail3.MTail4
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}
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REG_TAIL_BONES={
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model.Body_Tail,
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model.Body_Tail.Tail_L2,
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model.Body_Tail.Tail_L2.Tail_L3,
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model.Body_Tail.Tail_L2.Tail_L3.fin
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}
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BODY_EMISSIVES={
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model.Body.MTail1.MTailDots1,
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model.Body.MTail1.MTail2.MTailDots2,
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model.Body.MTail1.MTail2.MTail3.MTailDots3,
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model.Body.MTail1.MTail2.MTail3.MTail4.MTailDots4,
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model.Body_Tail.TailDots1,
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model.Body_Tail.Tail_L2.TailDots2,
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model.Body_Tail.Tail_L2.Tail_L3.TailDots3,
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model.Body_Tail.Tail_L2.Tail_L3.fin.TailDots4,
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model.Head.EmDots,
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model.LeftArm.LeftArmEm,
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model.RightArm.RightArmEm,
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model.LeftLeg.LeftLegEm,
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model.RightLeg.RightLegEm
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}
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FACE_EMISSIVES={
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model.Head.Face
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}
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EMISSIVES=util.mergeTable(BODY_EMISSIVES, FACE_EMISSIVES)
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COLORS={}
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COLORS.neutral=vec(127/255,127/255,255/255)
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COLORS.hurt= vec(1, 0, 63/255)
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COLORS.lava= vec(1, 128/255, 64/255)
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-- prev 255 160 192
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COLORS.owo= vec(1, 128/255, 160/255)
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COLORS["end"]="end"
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for _, v in pairs(EMISSIVES) do
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v:setColor(COLORS.neutral)
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end
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-- }}}
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-- PartsManager rules {{{
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-- Vanilla rules
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do
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-- TODO
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function getVanillaVisible()
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return (not avatar:canEditVanillaModel()) or vanilla_model.PLAYER:getVisible()
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end
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local function vanillaPartial()
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if local_state.vanilla_enabled then
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return false
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end
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return local_state.vanilla_partial
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end
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local function forceVanilla()
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print(vanilla_model.PLAYER:getVisible())
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return not avatar:canEditVanillaModel() or local_state.vanilla_enabled or vanilla_model.PLAYER:getVisible()
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end
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-- eventually replace this with an instance once PartsManager becomes a class
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local PM=PartsManager
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--- Vanilla state
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-- no cape if tail enabled (it clips)
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PM.addPartFunction(vanilla_model.CAPE, function(last) return last and not local_state.tail_enabled end)
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--- Custom state
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-- local tail_parts=util.mergeTable({model.Body.TailBase}, TAIL_BONES)
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local tail_parts={model.Body.MTail1, model.Body.TailBase}
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-- TODO: old vanilla_partial groups, use these for texture swap
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-- local vanilla_partial_disabled=util.mergeTable(MAIN_GROUPS, {model.Body.Body, model.Body.BodyLayer})
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-- local vanilla_partial_enabled={model.Head, model.Body}
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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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local mtail_mutually_exclusive={model.LeftLeg, model.RightLeg, model.Body_Tail, armor_model.LEGGINGS, armor_model.BOOTS}
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PM.addPartGroupFunction(mtail_mutually_exclusive, function(last) return last and not aquaticTailVisible() end)
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-- aquatic tail in water
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PM.addPartGroupFunction(tail_parts, function(last) return last and aquaticTailVisible() end)
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--- Armor state
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local all_armor=util.reduce(util.mergeTable, {VANILLA_GROUPS.ARMOR, TAIL_LEGGINGS, TAIL_BOOTS})
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PM.addPartGroupFunction(all_armor, function(last) return last and local_state.armor_enabled end)
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-- Only show armor if equipped
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PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.Boot, function(last) return last and armor_state.boots end)
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PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.LeatherBoot, function(last) return last and armor_state.leather_boots end)
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PM.addPartGroupFunction(TAIL_LEGGINGS, function(last) return last and armor_state.leggings end)
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-- Disable when vanilla_enabled
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PM.addPartGroupFunction(MAIN_GROUPS, function(last) return last and not getVanillaVisible() end)
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end
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SNORES={"snore-1", "snore-2", "snore-3"}
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-- }}}
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-- Expression change -- {{{
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do
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local expressions={}
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expressions.neutral=vec(0,0)
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expressions["end"]=expressions.neutral
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expressions.hurt=vec(0,1)
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expressions.owo=vec(0,2)
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local expruvm=UVManager.new(vec(8, 8), nil, expressions, FACE)
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current_expression="neutral"
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-- color/expression rules
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function getBestColor()
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if current_expression=="owo" then
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return COLORS.owo
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elseif player:isInLava() or player:getDimensionName()=="minecraft: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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function setColor(col)
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if not lock_color then
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col=(col~=nil) and col or getBestColor()
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for _, v in pairs(EMISSIVES) do
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v:setColor(col)
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-- TODO
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-- v:setShader("None")
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end
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end
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end
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-- Expression change code
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function setExpression(expression)
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current_expression=expression
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expruvm:setUV(current_expression)
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-- This expression sticks, so do not set color explicitly
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setColor()
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end
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function changeExpression(expression, ticks)
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expruvm:setUV(expression)
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-- This one is for more explicit "flashes" such as player hurt
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-- animations, get color explicitly
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setColor(COLORS[expression])
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timers.namedWait(ticks, resetExpression, "resetExpression")
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end
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function resetExpression()
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lock_color=false
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expruvm:setUV(current_expression)
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setColor()
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end
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function hurt()
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lock_color=false
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changeExpression("hurt", 10)
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lock_color=true
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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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-- Action Wheel & Pings -- {{{
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-- TODO
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do
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wheel={}
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local wheel_index=1
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function wheelScroll(change)
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wheel_index=((wheel_index-1)+change)%#wheel+1
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action_wheel:setPage(wheel[wheel_index])
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print("page: " .. wheel_index)
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end
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wheel[1]=action_wheel:newPage()
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action_wheel:setPage(wheel[1])
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action_wheel.scroll=wheelScroll
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end
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wheel[1]:newAction():title('test expression'):onLeftClick(function() ping.expressionTest() end)
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function ping.expressionTest()
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logging.debug("ping.expressionTest")
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changeExpression("hurt", 10)
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end
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wheel[1]:newAction():title('log health'):onLeftClick(function() print(player:getHealth()) end)
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wheel[1]:newAction():title('Toggle Armor'):onLeftClick(function() setArmor() end)
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wheel[1]:newAction():title('T-Pose'):onLeftClick(function() ping.tPose() end)
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wheel[1]:newAction():title('UwU'):onLeftClick(function() ping.expr("owo") end)
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-- action_wheel.SLOT_8.setTitle('sssss...')
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-- action_wheel.SLOT_8.setItem("minecraft:creeper_head")
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-- action_wheel.SLOT_8.setFunction(function() switch_model('misc/Creeper') end)
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-- Pings --
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--- Damage function --
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function ping.expr(expr)
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logging.debug("ping.expr")
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local val=(expr==current_expression) and "neutral" or expr
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setExpression(val)
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end
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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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logging.debug("ping.oof")
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hurt()
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end
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--- Toggle Armor ---
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function setArmor(state)
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setState("armor_enabled", state)
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syncState()
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end
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local function snore() end
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-- TODO re-enable snoring
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-- do
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-- local snore_enabled=false
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-- local snore_index=1
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-- function snore()
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-- if snore_enabled then
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-- -- TODO
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-- -- sound.playCustomSound(SNORES[snore_index],
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-- -- player.getPos(), vectors.of{20,1})
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-- snore_index=snore_index%#SNORES+1
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-- end
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-- end
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--
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-- function setSnoring(state)
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-- setState("snore_enabled", state)
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-- ping.setSnoring(skin_state.snore_enabled)
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-- end
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--
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-- function ping.setSnoring(state)
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-- snore_enabled=state
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-- end
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-- end
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--- Toggle Vanilla ---
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function setVanilla(state)
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setState("vanilla_enabled", state)
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syncState()
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end
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function ping.tPose()
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logging.debug("ping.tPose")
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local_state.emote_vector=player:getPos()
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-- TODO
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-- animation.tpose.start()
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end
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-- }}}
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-- Tail stuff {{{
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local tail_cooldown
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function aquaticTailVisible()
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tail_cooldown=tail_cooldown or 0
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return (local_state.aquatic_enabled and (player:isInWater() or player:isInLava()) or local_state.aquatic_override or tail_cooldown>0) and not getVanillaVisible()
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end
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local function updateTailVisibility()
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local anim=player:getPose()
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local water=player:isInWater()
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local lava=player:isInLava()
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tail_cooldown=(tail_cooldown and tail_cooldown > 0) and tail_cooldown-1 or 0
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if aquaticTailVisible() and (anim=="SLEEPING" or anim=="SPIN_ATTACK" or anim=="FALL_FLYING" or water or lava) then
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tail_cooldown=anim=="SPIN_ATTACK" and 60 or (tail_cooldown >= 10 and tail_cooldown or 10)
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end
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if old_state.aquaticTailVisible ~= aquaticTailVisible() then pmRefresh() end
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old_state.aquaticTailVisible=aquaticTailVisible()
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end
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-- armor {{{
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armor_color={}
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armor_color['leather'] = {131 /255 , 84 /255 , 50 /255}
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armor_glint={}
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armor_state={}
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armor_state['leggings']=false
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armor_state['boots']=false
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armor_state['leather_boots']=false
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do
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local positions={}
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positions['leather']=vec(0, 0)
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positions['iron']=vec(0, 1)
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positions['chainmail']=vec(0, 2)
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positions['golden']=vec(0, 3)
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positions['diamond']=vec(0, 4)
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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, _ 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=util.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 timers.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
|
|
-- TODO re add armor stuff
|
|
--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 {{{
|
|
local 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")
|
|
-- }}}
|