115 lines
3.9 KiB
Lua
115 lines
3.9 KiB
Lua
-- methods that mineunit has not yet implemented or will never implement but
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-- are needed by the unit tests.
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-- not needed with core 5.5.0 (possibly earlier)
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function vector.copy(v) return { x = v.x or 0, y = v.y or 0, z = v.z or 0 } end
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-- not needed with core 5.5.0 (possibly earlier)
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function vector.zero() return { x = 0, y = 0, z = 0 } end
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function Player:hud_get_flags()
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return self._hud_flags or { hotbar = true, healthbar = true, crosshair = true,
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wielditem = true, breathbar = true, minimap = false, minimap_radar = false }
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end
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function Player:hud_set_flags(new_flags)
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if not self._hud_flags then self._hud_flags = self:hud_get_flags() end
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for flag, value in pairs(new_flags) do if nil ~= self._hud_flags[flag] then self._hud_flags[flag] = not not value end end
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end
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function ObjectRef:get_nametag_attributes()
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if not self._nametag_attributes then self._nametag_attributes = {
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text = self._nametag_text or '',
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color = self._nametag_color or { a = 255, r = 255, g = 255, b = 255 },
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bgcolor = self._nametag_bgcolor or { a = 0, r = 0, g = 0, b = 0 },
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}
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end
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return self._nametag_attributes
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end
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function Player:set_eye_offset(firstperson, thirdperson)
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self._eye_offset_first =
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firstperson and vector.copy(firstperson) or vector.zero()
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thirdperson = thirdperson and vector.copy(thirdperson) or vector.zero()
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thirdperson.x = math.max(-10, math.min(10, thirdperson.x))
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thirdperson.y = math.max(-10, math.min(15, thirdperson.y))
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thirdperson.z = math.max(-5, math.min(5, thirdperson.z))
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self._eye_offset_third = thirdperson
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end
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function Player:get_breath() return self._breath or 10 end
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function Player:set_breath(value) self._breath = tonumber(value) or self._breath end
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function ObjectRef:set_nametag_attributes(new_attributes)
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if not self._nametag_attributes then self:get_nametag_attributes() end
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for key, value in pairs(new_attributes) do
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if nil ~= self._nametag_attributes[key] then
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if 'name' == key then
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self._nametag_attributes.name = tostring(value)
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else
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for subkey, subvalue in pairs(new_attributes[key]) do
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if nil ~= self._nametag_attributes[key][subkey] then
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self._nametag_attributes[key][subkey] = tonumber(subvalue)
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end
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end
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end
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end
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end
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end
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function ObjectRef:set_pos(value)
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self._pos = vector.copy(value)
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for _, child in ipairs(self:get_children()) do
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child:set_pos(vector.add(self._pos, child._attach.position))
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end
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end
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function ObjectRef:set_attach(parent, bone, position, rotation, forced_visible)
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if not parent then return end
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if self._attach and self._attach.parent == parent then
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mineunit:info('Attempt to attach to parent that object is already attached to.')
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return
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end
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-- detach if attached
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self:set_detach()
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local obj = parent
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while true do
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if not obj._attach then break end
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if obj._attach.parent == self then
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mineunit:warning('Mod bug: Attempted to attach object to an object that '
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.. 'is directly or indirectly attached to the first object. -> '
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.. 'circular attachment chain.')
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return
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end
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obj = obj._attach.parent
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end
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if 'table' ~= type(parent._children) then parent._children = {} end
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table.insert(parent._children, self)
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self._attach = {
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parent = parent,
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bone = bone or '',
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position = position or vector.zero(),
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rotation = rotation or vector.zero(),
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forced_visible = not not forced_visible,
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}
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self._pitch = self._attach.position.x
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self._roll = self._attach.position.z
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self._yaw = self._attach.position.y
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self:set_pos(vector.add(parent:get_pos(), self._attach.position))
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-- TODO: bones depending on object type
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end
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function ObjectRef:get_attach()
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return self._attach
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end
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function ObjectRef:get_children()
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return self._children or {}
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end
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function ObjectRef:set_detach()
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if not self._attach then return end
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local new_children = {}
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for _, child in ipairs(self._attach.parent._children) do
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if child ~= self then table.insert(new_children, child) end
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end
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self._attach.parent._children = new_children
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self._attach = nil
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end
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