2025-09-21 23:26:03 +03:00

79 lines
2.3 KiB
Lua

local tsf = entity.transform
local body = entity.rigidbody
local mob = entity:require_component("core:mob")
local cheat_speed_mul = 10.0
local function get_player_rotation(pid)
local rx, ry, rz = player.get_rot(pid)
local matrix = mat4.rotate({0, 1, 0}, rx)
mat4.rotate(matrix, {1, 0, 0}, ry, matrix)
mat4.rotate(matrix, {0, 0, 1}, rz, matrix)
return matrix
end
local function process_player_inputs(pid, rot, delta)
if not hud or hud.is_inventory_open() or menu.page ~= "" then
return
end
local front = mat4.mul(rot, {0, 0, -1})
local right = mat4.mul(rot, {1, 0, 0})
front[2] = 0.0
vec3.normalize(front, front)
local isjump = input.is_active('movement.jump')
local issprint = input.is_active('movement.sprint')
local iscrouch = input.is_active('movement.crouch')
local isforward = input.is_active('movement.forward')
local ischeat = input.is_active('movement.cheat')
local isback = input.is_active('movement.back')
local isleft = input.is_active('movement.left')
local isright = input.is_active('movement.right')
body:set_crouching(iscrouch)
local vel = body:get_vel()
local speed = ischeat and cheat_speed_mul or 1.0
local dir = {0, 0, 0}
if isforward then vec3.add(dir, front, dir) end
if isback then vec3.sub(dir, front, dir) end
if isright then vec3.add(dir, right, dir) end
if isleft then vec3.sub(dir, right, dir) end
if vec3.length(dir) > 0.0 then
mob.go({dir[1], dir[3]}, speed, issprint, iscrouch, vel)
end
if mob.is_flight() then
if isjump then
mob.move_vertical(speed * 3)
elseif iscrouch then
mob.move_vertical(-speed * 3)
end
elseif body:is_grounded() and isjump then
mob.jump()
end
end
function on_physics_update(delta)
local pid = entity:get_player()
if pid == -1 then
return
end
mob.set_flight(player.is_flight(pid))
body:set_body_type(player.is_noclip(pid) and "kinematic" or "dynamic")
if hud and pid == hud.get_player() then
local pos = tsf:get_pos()
local rot = get_player_rotation(pid)
local front = mat4.mul(rot, {0, 0, -1})
process_player_inputs(pid, rot, delta)
mob.look_at(vec3.add(pos, front))
end
end