update base:player_animator and core:mob components
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@ -1,11 +1,10 @@
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local tsf = entity.transform
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local body = entity.rigidbody
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local rig = entity.skeleton
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local mob = entity:require_component("core:mob")
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local itemid = 0
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local headIndex = rig:index("head")
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local itemIndex = rig:index("item")
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local bodyIndex = rig:index("body")
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local function refresh_model(id)
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itemid = id
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@ -19,9 +18,10 @@ function on_render()
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return
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end
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local rx, ry, rz = player.get_rot(pid, pid ~= hud.get_player())
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rig:set_matrix(headIndex, mat4.rotate({1, 0, 0}, ry))
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rig:set_matrix(bodyIndex, mat4.rotate({0, 1, 0}, rx))
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local rx, _, _ = player.get_rot(pid, pid ~= hud.get_player())
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local dir = vec2.rotate({0, -1}, -rx)
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mob.set_dir({dir[1], 0, dir[2]})
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local invid, slotid = player.get_inventory(pid)
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local id, _ = inventory.get(invid, slotid)
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@ -26,8 +26,7 @@ def_prop("crouch_speed_mul", 0.35)
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def_prop("flight_speed_mul", 4.0)
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def_prop("gravity_scale", 1.0)
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direction = {0, 0, -1}
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local dir = {0, 0, -1}
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local flight = false
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function jump(multiplier)
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@ -85,25 +84,24 @@ function go(dir, speed_multiplier, sprint, crouch, vel)
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move_horizontal(speed, dir, vel)
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end
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local prev_angle = 0.0
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local headIndex = rig:index("head")
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-- todo: move somewhere
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local watchtimer = math.random(0, 1000)
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local function update_head()
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watchtimer = watchtimer + 1
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local function update_head(point)
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local pos = tsf:get_pos()
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local viewdir = vec3.normalize(vec3.sub({player.get_pos(hud.get_player())}, pos))
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local isfront = vec3.dot(viewdir, direction) > 0.0
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local viewdir = vec3.normalize(vec3.sub(point, pos))
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local dot = vec3.dot(viewdir, dir)
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if dot > 0.0 then
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dir[1] = dir[1] * 0.8 + viewdir[1] * 0.2
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dir[3] = dir[3] * 0.8 + viewdir[3] * 0.2
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else
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viewdir = mat4.mul(tsf:get_rot(), {0, 0, -1})
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end
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local headrot = mat4.idt()
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local curdir = mat4.mul(mat4.mul(tsf:get_rot(), rig:get_matrix(headIndex)), {0, 0, -1})
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if not isfront or not (watchtimer % 300 < 100) then
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viewdir = mat4.mul(tsf:get_rot(), {0, 0, -1})
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end
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vec3.mix(curdir, viewdir, 0.2, viewdir)
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headrot = mat4.inverse(mat4.look_at({0,0,0}, viewdir, {0, 1, 0}))
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@ -111,7 +109,7 @@ local function update_head()
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rig:set_matrix(headIndex, headrot)
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end
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local function follow_waypoints(pathfinding, delta)
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function follow_waypoints(pathfinding)
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local pos = tsf:get_pos()
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local waypoint = pathfinding.next_waypoint()
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if not waypoint then
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@ -119,40 +117,76 @@ local function follow_waypoints(pathfinding, delta)
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end
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local speed = props.movement_speed
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local vel = body:get_vel()
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direction = vec3.sub(
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dir = vec3.sub(
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vec3.add(waypoint, {0.5, 0, 0.5}),
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{pos[1], math.floor(pos[2]), pos[3]}
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)
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local upper = direction[2] > 0
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direction[2] = 0.0
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local t = delta * 6.0
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local angle = (vec2.angle({direction[3], direction[1]}) + 180) * t + prev_angle * (1 - t)
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tsf:set_rot(mat4.rotate({0, 1, 0}, angle))
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prev_angle = angle
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vec3.normalize(direction, direction)
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move_horizontal(speed, direction, vel)
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local upper = dir[2] > 0
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dir[2] = 0.0
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vec3.normalize(dir, dir)
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move_horizontal(speed, dir, vel)
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if upper and body:is_grounded() then
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jump(1.0)
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end
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end
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function set_dir(new_dir)
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dir = new_dir
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end
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function is_flight() return flight end
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function set_flight(flag) flight = flag end
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local prev_angle = 0.0
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local function normalize_angle(angle)
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while angle > 180 do
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angle = angle - 360
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end
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while angle <= -180 do
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angle = angle + 360
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end
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return angle
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end
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local function angle_delta(a, b)
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return normalize_angle(a - b)
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end
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function on_physics_update(tps)
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local delta = (1.0 / tps)
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update_head()
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local pathfinding = entity:get_component("core:pathfinding")
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if pathfinding then
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follow_waypoints(pathfinding, delta)
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end
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local grounded = body:is_grounded()
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body:set_vdamping(flight)
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body:set_gravity_scale({0, flight and 0.0 or props.gravity_scale, 0})
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body:set_linear_damping(
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(flight or not grounded) and props.air_damping or props.ground_damping
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)
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local new_angle = (vec2.angle({dir[3], dir[1]})) % 360
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local angle = prev_angle
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local adelta = angle_delta(
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normalize_angle(new_angle),
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normalize_angle(prev_angle)
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)
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local rotate_speed = entity:get_player() == -1 and 200 or 400
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if math.abs(adelta) > 5 then
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if adelta > 0 then
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angle = angle + delta * rotate_speed
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else
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angle = angle - delta * rotate_speed
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end
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end
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tsf:set_rot(mat4.rotate({0, 1, 0}, angle + 180))
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prev_angle = angle
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if entity:get_player() == -1 then
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update_head({player.get_pos(hud.get_player())})
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else
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local cam = cameras.get("core:first-person")
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update_head(vec3.add({player.get_pos(entity:get_player())}, cam:get_front()))
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end
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end
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