figura-protogen/script.lua

906 lines
26 KiB
Lua

-- vim: set foldmethod=marker ts=4 sw=4 :
-- TODO rewrite variables: armor_model, model
--- Initial definitions ---
-- player model backwards compatibility
MODEL_NAME="player_model"
model=models[MODEL_NAME]
ping=pings
-- Texture dimensions --
TEXTURE_WIDTH = 256
TEXTURE_HEIGHT = 256
util = require("nulllib.util")
logging = require("nulllib.logging")
timers=require("nulllib.timers")
nmath=require("nulllib.math")
PartsManager=require("nulllib.PartsManager")
UVManager=require("nulllib.UVManager")
sharedstate=require("nulllib.sharedstate")
sharedconfig=require("nulllib.sharedconfig")
statemonitor=require("nulllib.statemonitor")
---Set optimal settings for random player sounds
---@param sound Sound
---@return Sound
function sound_settings(sound)
return sound:volume(1):pitch(1):pos(player:getPos())
end
-- shortcuts for /figura run so i don't have to type so much
C={}
-- math functions
lerp=math.lerp -- this is implemented in figura now
wave=nmath.wave
-- for global state tracking, post syncState era
-- this isn't entirely necessary but it's good to know what has and hasn't been
-- migrated yet. I should probably rewrite stuff that uses it, but most of it
-- isn't nearly as bad as the old syncState/setLocalState/etc. It's currently
-- only used for a somewhat scattered color check funciton.
STATE={
["current"]={},
["old"]={}
}
-- (the last remnants of) syncState {{{
do
local pm_refresh=false
function pmRefresh()
logging.debug([[part refresh queued
]], util.traceback())
pm_refresh=true
end
function doPmRefresh()
if pm_refresh then
PartsManager.refreshAll()
pm_refresh=false
end
end
end
-- }}}
-- Master configuration -- {{{
-- 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,
["snore_augh"]=false,
["print_settings"]=false,
["vanilla_partial"]=false,
["tail_enabled"]=true,
["aquatic_enabled"]=true,
["aquatic_override"]=false,
["is_cat"]=true
}
local function armor_refresh_callback()
if player:isLoaded() then pmRefresh() end
end
local callbacks={
["armor_enabled"]=armor_refresh_callback
}
sharedconfig.load_defaults(defaults, callbacks)
end
local function printSettings()
print("Settings:")
printTable(sharedconfig.load())
end
if sharedconfig.load("print_settings") then
printSettings()
end
--- Convenience, manipulate settings
---@param key? string Key to access
---@param value? any Value to set
function C.set(key, value)
if value ~= nil and key ~= nil then
sharedconfig.save(key, value)
elseif key ~= nil then
print(sharedconfig.load(key))
else
printSettings()
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},
["RIGHT_LEG"]={vanilla_model.RIGHT_LEG, vanilla_model.RIGHT_PANTS},
["OUTER"]={ vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS, vanilla_model.RIGHT_PANTS },
["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, vanilla_model.RIGHT_PANTS },
["ARMOR"]={vanilla_model.LEGGINGS, vanilla_model.BOOTS, vanilla_model.CHESTPLATE, vanilla_model.HELMET}
}
-- 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=util.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 _, v in pairs(EMISSIVES) do
v:setColor(COLORS.neutral)
end
local gay_idiot_uuid="3dad78e8-6979-404f-820e-952ce20964a0" -- boy fren
--gay_idiot_uuid="468554f1-27cd-4ea1-9308-3dd14a9b1a12" -- alt account (testing)
-- }}}
-- PartsManager rules {{{
-- Vanilla rules
do
-- TODO
function getVanillaVisible()
return (not avatar:canEditVanillaModel()) or vanilla_model.PLAYER:getVisible()
end
local function vanillaPartial()
if sharedconfig.load("vanilla_enabled") then
return false
end
return sharedconfig.load("vanilla_partial")
end
local function forceVanilla()
print(vanilla_model.PLAYER:getVisible())
return not avatar:canEditVanillaModel() or sharedconfig.load("vanilla_enabled") or vanilla_model.PLAYER:getVisible()
end
-- eventually replace this with an instance once PartsManager becomes a class
local PM=PartsManager
--- Vanilla state
-- no cape if tail enabled (it clips)
PM.addPartFunction(vanilla_model.CAPE, function(last) logging.trace("pm tail enabled func", sharedconfig.load("tail_enabled")) return last and not sharedconfig.load("tail_enabled") end)
--- Custom state
-- local tail_parts=util.mergeTable({model.Body.TailBase}, TAIL_BONES)
local tail_parts={model.Body.MTail1, model.Body.TailBase}
-- TODO: old vanilla_partial groups, use these for texture swap
-- local vanilla_partial_disabled=util.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 sharedstate.get("health") <= 5 end)
-- Enable tail setting
PM.addPartFunction(model.Body_Tail, function(last) return last and sharedconfig.load("tail_enabled") end)
-- no legs, regular tail in water if tail enabled
local mtail_mutually_exclusive={model.LeftLeg, model.RightLeg, model.Body_Tail, vanilla_model.LEGGINGS, vanilla_model.BOOTS}
PM.addPartListFunction(mtail_mutually_exclusive, function(last) return last and not aquaticTailVisible() end)
-- aquatic tail in water
PM.addPartListFunction(tail_parts, function(last) return last and aquaticTailVisible() end)
--- Armor state
local all_armor=util.reduce(util.mergeTable, {VANILLA_GROUPS.ARMOR, TAIL_LEGGINGS, TAIL_BOOTS})
PM.addPartListFunction(all_armor, function(last) return last and sharedconfig.load("armor_enabled") end)
-- Only show armor if equipped
PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.Boot, function(last) return last and armor_state.boots end)
PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.LeatherBoot, function(last) return last and armor_state.leather_boots end)
PM.addPartListFunction(TAIL_LEGGINGS, function(last) return last and armor_state.leggings end)
-- Disable when vanilla_enabled
PM.addPartListFunction(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])
timers.namedWait(ticks, resetExpression, "resetExpression")
end
function resetExpression()
lock_color=false
expruvm:setUV(current_expression)
setColor()
end
function hurt()
if sharedconfig.load("is_cat") then
sound_settings(sounds["entity.cat.hurt"]):play() end
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:newPage()
action_wheel:setPage(wheel[1])
action_wheel.scroll=wheelScroll
end
wheel[1]:newAction():title('test expression'):onLeftClick(function() ping.expressionTest() end)
function ping.expressionTest()
logging.debug("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)
logging.debug("ping.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
logging.debug("ping.oof")
hurt()
end
--- Toggle Armor ---
function setArmor(state)
sharedconfig.save("armor_enabled", state)
end
do
local purr_sound
---@param state boolean
function purr(state)
if state and not purr_sound then
purr_sound=sound_settings(sounds["entity.cat.purr"]):loop(true):play()
elseif not state then
purr_sound:stop()
purr_sound=nil
end
return purr_sound
end
end
local snore
do
local snores={sounds["sounds.snore-1"], sounds["sounds.snore-2"], sounds["sounds.snore-3"]}
local snore_index=1
local is_snoring=false
local function state_not_sleeping()
-- return not player:getPose() ~= "SLEEPING"
return player:getPose() ~= "SLEEPING"
end
local function snore_purr()
purr(true)
statemonitor.register("snore", state_not_sleeping, function() purr(false) end, 5, true)
end
local function snore_augh()
if sharedconfig.load("snore_enabled") then
if timers.cooldown(20*4, "snore") then
sound_settings(snores[snore_index]):stop():play()
snore_index=snore_index%#snores+1
print(snore_index)
end
end
end
function snore()
if sharedconfig.load("snore_augh") then
snore_augh()
else
snore_purr()
end
end
end
-- meow
function pings.meow()
sound_settings(sounds["entity.cat.ambient"]):play()
end
events.CHAT_SEND_MESSAGE:register(function(msg)
if sharedconfig.load("is_cat") and string.match(msg, '^/') == nil then
pings.meow() end
return msg end,
"chat_meow")
--- Toggle Vanilla ---
function setVanilla(state)
sharedconfig.save("vanilla_enabled", state)
end
function ping.tPose()
logging.debug("ping.tPose")
-- TODO
-- local_state.emote_vector=player:getPos()
-- animation.tpose.start()
end
-- }}}
-- Tail stuff {{{
local tail_cooldown
function aquaticTailVisible()
tail_cooldown=tail_cooldown or 0
return (sharedconfig.load("aquatic_enabled") and (player:isInWater() or player:isInLava()) or sharedconfig.load("aquatic_override") or tail_cooldown>0) and not getVanillaVisible()
end
local function updateTailVisibility()
local 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 STATE.old.aquatic_tail_visible ~= aquaticTailVisible() then pmRefresh() end
STATE.old.aquatic_tail_visible=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, _ 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
STATE.current.anim_tick=0
STATE.current.anim_cycle=0
STATE.old.anim_cycle=0
local function animateTick()
STATE.current.anim_tick = STATE.current.anim_tick + 1
if aquaticTailVisible() then
local velocity = player:getVelocity()
if aquaticTailVisible() then
STATE.old.anim_cycle=STATE.current.anim_cycle
local player_speed = math.sqrt(velocity.x^2 + velocity.y^2 + velocity.z^2)
local animation=player:getPose()
local factor=(not player:isInWater() and (animation=="FALL_FLYING" or animation=="SPIN_ATTACK")) and 0.5 or 5
STATE.current.anim_cycle=STATE.current.anim_cycle + (player_speed*factor+0.75)
-- bubble animation would go here but i don't have that (yet)
end
else
STATE.old.anim_cycle=STATE.current.anim_cycle
STATE.current.anim_cycle=STATE.current.anim_cycle+1
end
end
-- }}}
-- Wipers {{{
do
local wiper_state="STOPPED" -- valid states are "STOPPED", "STARTING", "STARTED", "STOPPING"
local wiper_wipe=animations[MODEL_NAME].wiper_wipe
local wiper_target_state=false
local wiper_deploy=animations[MODEL_NAME].wiper_deploy
local wiper=model.Head_Accessory.Wiper
assert(type(wiper_wipe)=="Animation")
assert(type(wiper_deploy)=="Animation")
assert(type(wiper)=="ModelPart")
wiper_wipe:setPriority(1)
wiper_deploy:setPriority(0)
wiper:setVisible(false)
---Check if a HOLD type animation is currently held
---@param animation Animation Check if an animation is waiting at the end of a hold
local function hold_ended(animation)
local anim_time=animation:getTime()
local anim_length=animation:getLength()
return animation:getLoop()=="HOLD" and
(anim_time==anim_length or anim_time==0)
end
---Finish and hold an animation on the last frame
---@return boolean Whether or not the animation has reached the end of the hold
function stop_and_wait(animation)
if hold_ended(animation) then
return true
end
animation:setLoop("HOLD")
return false
end
-- steps to stop:
-- stop wiping animation
-- (set to hold, wait for time)
-- start retract animation (wiper_deploy, speed: -1)
-- wait for end
-- finalize state, hide part
--
-- steps to start:
-- show part
-- start animation (wiper_deploy, speed: 1)
-- wait for end
-- start wipe animation, loop
local wiper_run_deploy_switch={
STOPPED=function(state)
if state then
wiper_state="STARTING"
wiper_deploy:setSpeed(1):stop():play()
wiper:setVisible(true)
end
end,
STARTING=function(state)
if wiper_deploy:getTime()==wiper_deploy:getLength() then
wiper_deploy:stop()
wiper_wipe:play():setLoop("LOOP")
wiper_state="STARTED"
end
end,
STARTED=function(state)
if not state then
wiper_state="STOPPING"
stop_and_wait(wiper_wipe)
end
end,
STOPPING=function(state)
-- stop process has concluded
if wiper_deploy:getPlayState() == "PLAYING" and wiper_deploy:getTime()==0 then
wiper_state="STOPPED"
wiper:setVisible(false)
wiper_deploy:stop()
elseif stop_and_wait(wiper_wipe) then
wiper_wipe:stop()
wiper_deploy:setSpeed(-1):play()
end
end,
}
--- Run deploy action
---@param state boolean Should the wiper be deployed?
local function wiper_run_deploy(state)
wiper_run_deploy_switch[wiper_state](state)
end
local function wiper_sync_state()
wiper_run_deploy(wiper_target_state)
end
--- Set wiper state. Ignores subsequent calls
---@param state boolean true to start wiper, false to stop wiper
function set_wiper(state)
if state ~= wiper_target_state then
wiper_target_state=state
end
end
function wiper_tick()
set_wiper(player:isInRain())
wiper_sync_state()
end
events.TICK:register(wiper_tick, "wiper")
end
-- }}}
-- initialize values -- {{{
function player_init()
local function health_callback(new, old)
if old > new then
hurt()
end
PartsManager.refreshPart(SHATTER)
end
sharedstate.init("health", player:getHealth(), health_callback)
-- TODO set part visibility in avatar.json
-- 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
pmRefresh()
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
STATE.current.anim_tick=0
-- }}}
-- Tick function -- {{{
function hostTick()
sharedstate.set("health", player:getHealth())
end
local gay_idiot_check
do
local nearby=false
local nearby_ticks=0
function pings.set_gay_idiot_nearby(state)
if state then
pings.expr("owo")
purr(true)
else
pings.expr("neutral")
purr(false)
end
end
local function set_gay_idiot_nearby(state)
if state ~= nearby then
nearby=state
pings.set_gay_idiot_nearby(state)
end
end
---@param frequency? integer time since last check, default 1
function gay_idiot_check(frequency)
frequency=frequency or 1
nearby_ticks=nearby_ticks or 0
local gay_idiot=world.getEntity(gay_idiot_uuid)
-- if exists
if gay_idiot ~= nil then
-- if nearby then add to timer
local distance = (gay_idiot:getPos() - player:getPos()):length()
if distance <= 1 then
nearby_ticks=nearby_ticks+frequency
else
nearby_ticks=0
end
set_gay_idiot_nearby(nearby_ticks>=5*20)
end
end
end
function tick()
STATE.current.color_check=player:isInLava() ~=
(player:getDimensionName()=="minecraft:the_nether")
if STATE.old.color_check~=STATE.current.color_check then
setColor()
end
-- optimization, only execute these with certain frequency --
if world.getTime() % 5 == 0 then -- 1/4 second
if player:getPose() == "SLEEPING" then
snore()
end
if host:isHost() then gay_idiot_check(5) end
-- unneeded for now but can uncomment if needed
--if world.getTime() % 20 == 0 then -- 1 second
-- Sync state every 10 seconds
if world.getTime() % (20*10) == 0 then
sharedstate.sync()
end
--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 --
STATE.old.color_check=STATE.current.color_check
end
events.TICK:register(function() if player then tick() end end, "main_tick")
-- }}}
-- Render function {{{
local function render(delta)
if aquaticTailVisible() then
animateMTail((lerp(STATE.old.anim_cycle, STATE.current.anim_cycle, delta) * 0.2))
else
resetAngles(model.Body)
-- resetAngles(vanilla_model.BODY)
-- resetAngles(vanilla_model.JACKET)
-- resetAngles(armor_model.CHESTPLATE)
animateTail((lerp(STATE.old.anim_cycle, STATE.current.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")
-- }}}