figura-protogen/script.lua
NullBite 7de0e7f399
Refactor state management, other changes
- State information stored in a table that is automatically populated
- Changing state data handled by function instead of duplicating code
- Add configuration to print all configs on skin load
- Add debugPrint function which prints variable and returns it
- Use local scope for snore functions
2022-03-20 23:43:27 -04:00

425 lines
9.4 KiB
Lua

-- vim: set foldmethod=marker :
--- Initial definitions ---
-- Texture dimensions --
TEXTURE_WIDTH = 128
TEXTURE_HEIGHT = 128
-- utility functions -- {{{
--- Create a string representation of a table
--- @param o table
function dumpTable(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. dumpTable(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
---@param uv table
function UV(uv)
return vectors.of({
uv[1]/TEXTURE_WIDTH,
uv[2]/TEXTURE_HEIGHT
})
end
---@param inputstr string
---@param sep string
function splitstring (inputstr, sep)
if sep == nil then
sep = "%s"
end
local t={}
for str in string.gmatch(inputstr, "([^"..sep.."]+)") do
table.insert(t, str)
end
return t
end
---@param input string
function unstring(input)
if input=="nil" then
return nil
elseif input == "true" or input == "false" then
return input=="true"
elseif tonumber(input) ~= nil then
return tonumber(input)
else
return input
end
end
---@param func function
---@param table table
function map(func, table)
local t={}
for k, v in pairs(table) do
t[k]=func(v)
end
return t
end
---@param func function
---@param table table
function filter(func, table)
local t={}
for k, v in pairs(table) do
if func(v) then
t[k]=v
end
return t
end
end
--- Merge two tables. First table value takes precedence when conflict occurs.
---@param tb1 table
---@param tb2 table
function mergeTable(tb1, tb2)
local t={}
for k, v in pairs(tb1) do
t[k]=v
end
for k, v in pairs(tb2) do
if type(k)=="number" then
table.insert(t, v)
else
if t[k]==nil then
t[k]=v
end
end
end
return t
end
function debugPrint(var)
print(dumpTable(var))
return var
end
-- }}}
-- master state variables and configuration (do not access within pings) --
do
local defaults={
["armor_enabled"]=true,
["vanilla_enabled"]=false,
["snore_enabled"]=true,
["print_settings"]=false
}
skin_state=mergeTable(
map(unstring,data.loadAll()),
defaults)
end
if skin_state.print_settings==true then
print("Settings:")
for k, v in pairs(skin_state) do
print(tostring(k)..": "..tostring(v))
end
end
function setState(name, state)
if state == nil then
skin_state[name]=not skin_state[name]
else
skin_state[name]=state
end
data.save(name, skin_state[name])
end
-- Parts --
HEAD=model.Head.Head
VANILLA_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 }
VANILLA_INNER={
vanilla_model.HEAD,
vanilla_model.TORSO,
vanilla_model.LEFT_ARM,
vanilla_model.RIGHT_ARM,
vanilla_model.LEFT_LEG,
vanilla_model.RIGHT_LEG
}
VANILLA_ALL={}
for _, v in pairs(VANILLA_INNER) do table.insert(VANILLA_ALL,v) end
for _, v in pairs(VANILLA_OUTER) do table.insert(VANILLA_ALL,v) end
SNORES={"snore-1", "snore-2", "snore-3"}
-- Expression change -- {{{
do
-- Values for UV mappings --
expr_current={damage=0, expression=0}
local expr_step={u=32, v=16}
local expr_offset={u=64, v=0}
local function getExprUV(damage, expression)
local u=expr_offset.u+(damage*expr_step.u)
local v=expr_offset.v+(expression*expr_step.v)
return UV{u, v}
end
function changeExpression(_damage, _expression, ticks)
-- u is damage, v is expression
local damage = _damage
local expression = _expression
if damage == nil then
damage = expr_current.damage
end
if expression == nil then
expression = expr_current.expression
end
HEAD.setUV(getExprUV(damage,expression))
namedWait(ticks, resetExpression, "resetExpression")
end
function setExpression(damage, expression)
expr_current.damage=damage
expr_current.expression=expression
HEAD.setUV(getExprUV(damage, expression))
end
function resetExpression()
HEAD.setUV(getExprUV(expr_current.damage,expr_current.expression))
end
end
-- }}}
-- Action Wheel & Pings -- {{{
action_wheel.SLOT_1.setTitle('test expression')
action_wheel.SLOT_1.setFunction(function() ping.expressionTest() end)
function ping.expressionTest()
setExpression(1,0)
changeExpression(nil, 1, 10)
end
action_wheel.SLOT_2.setTitle('log health')
action_wheel.SLOT_2.setFunction(function() print(player.getHealth()) end)
action_wheel.SLOT_3.setTitle('Toggle Armor')
action_wheel.SLOT_3.setFunction(function() setArmor() end)
-- Pings --
--- Damage function --
function ping.oof(health) -- This is a replacement for onDamage, that function doesn't sync for some reason
if health <= 5 then
setExpression(1,0)
end
changeExpression(nil,1,10)
end
--- Heal function (revert expression) --
function ping.healed(health)
setExpression(0,0)
end
--- Toggle Armor ---
function setArmor(state)
setState("armor_enabled", state)
ping.setArmor(skin_state.armor_enabled)
end
function ping.setArmor(state)
for key, value in pairs(armor_model) do
value.setEnabled(state)
end
end
do
local snore_enabled=false
local snore_index=1
function snore()
if snore_enabled then
sound.playCustomSound(SNORES[snore_index],
player.getPos(), vectors.of{20,1})
snore_index=snore_index%#SNORES+1
end
end
function setSnoring(state)
setState("snore_enabled", state)
ping.setSnoring(skin_state.snore_enabled)
end
function ping.setSnoring(state)
snore_enabled=state
end
end
--- Toggle Vanilla ---
function setVanilla(state)
setState("vanilla_enabled", state)
ping.setVanilla(skin_state.vanilla_enabled)
end
function ping.setVanilla(state)
if not meta.getCanModifyVanilla() then return end
for _, v in pairs(VANILLA_ALL) do
v.setEnabled(state)
end
for _, v in pairs(model) do
v.setEnabled(not state)
end
end
function syncState()
ping.setArmor(skin_state.armor_enabled)
ping.setVanilla(skin_state.vanilla_enabled)
ping.setSnoring(skin_state.snore_enabled)
end
-- }}}
-- Timer (not mine lol) -- {{{
do
local timers = {}
function wait(ticks,next)
table.insert(timers, {t=world.getTime()+ticks,n=next})
end
function tick()
for key,timer in pairs(timers) do
if world.getTime() >= timer.t then
timer.n()
table.remove(timers,key)
end
end
end
end
-- named timers (this one is mine but heavily based on the other) --
-- if timer is armed twice before expiring it will only be called once) --
do
local timers = {}
function namedWait(ticks, next, name)
-- main difference, this will overwrite an existing timer with
-- the same name
timers[name]={t=world.getTime()+ticks,n=next}
end
function tick()
for key, timer in pairs(timers) do
if world.getTime() >= timer.t then
timer.n()
timers[key]=nil
end
end
end
end
-- named cooldowns
do
local timers={}
function cooldown(ticks, name)
if timers[name] == nil then
timers[name]={t=world.getTime()+ticks}
return true
end
return false
end
function tick()
for key, timer in pairs(timers) do
if world.getTime() >= timer.t then
timers[key]=nil
end
end
end
end
-- }}}
-- initialize values --
function player_init()
old_health=player.getHealth()
syncState()
end
-- Initial configuration --
if meta.getCanModifyVanilla() then
for key, value in pairs(vanilla_model) do
value.setEnabled(false)
end
else
for _, v in pairs(model) do
v.setEnabled(false)
end
end
vanilla_model.CAPE.setEnabled(true)
-- Tick function --
function tick()
-- optimization, only execute these once a second --
if world.getTimeOfDay() % 20 == 0 then
-- if face is cracked
if expr_current.damage==1 and player.getHealth() > 5 then
ping.healed()
end
if player.getAnimation() == "SLEEPING" then
if cooldown(20*4, "snore") then
snore()
end
end
-- Sync state every 10 seconds
if world.getTimeOfDay() % (20*10) == 0 then
syncState()
end
end
-- Damage ping (onDamage doesn't work in multiplayer) --
if old_health>player.getHealth() then
-- debug
-- print(string.format('old_health=%03.2f, player.getHealth=%03.2f', old_health,player.getHealth()))
ping.oof(player.getHealth())
end
-- End of tick --
old_health=player.getHealth()
end
-- Enable commands --
chat_prefix="$"
chat.setFiguraCommandPrefix(chat_prefix)
function onCommand(input)
input=splitstring(input)
if input[1] == chat_prefix .. "vanilla" then
setVanilla()
print("Vanilla skin is now " .. (skin_state.vanilla_enabled and "enabled" or "disabled"))
end
if input[1] == chat_prefix .. "toggle_custom" then
for key, value in pairs(model) do
value.setEnabled(not value.getEnabled())
end
end
if input[1] == chat_prefix .. "toggle_outer" then
for k, v in pairs(VANILLA_OUTER) do
v.setEnabled(not v.getEnabled())
end
end
if input[1] == chat_prefix .. "toggle_inner" then
for k, v in pairs(VANILLA_INNER) do
v.setEnabled(not v.getEnabled())
end
end
if input[1] == chat_prefix .. "test_expression" then
setExpression(input[2], input[3])
print(input[2] .. " " .. input[3])
end
if input[1] == chat_prefix .. "snore" then
if input[2] == "toggle" or #input==1 then
setSnoring()
log("Snoring is now " .. (skin_state.snore_enabled and "enabled" or "disabled"))
end
end
if input[1] == chat_prefix .. "armor" then
setArmor()
log("Armor is now " .. (skin_state.armor_enabled and "enabled" or "disabled"))
end
if input[1] == chat_prefix .. "settings" then
setState("print_settings")
log("Printing of settings on skin load is now " .. (skin_state.print_settings and "enabled" or "disabled"))
end
end