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body.lua
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body.lua
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--[[we use the actual player now
minetest.register_entity("medical:body", {
hp_max = 1,
physical = true,
collide_with_objects = false,
weight = 5,
collisionbox = {-0.7, 0, -0.7, 0.7, .2, 0.7},
visual = "mesh",
mesh = "character.b3d",
textures = {"character.png"},
is_visible = true,
makes_footstep_sound = false,
automatic_rotate = false,
on_activate = function(self, staticdata, dtime_s)
if not staticdata or staticdata == "" then staticdata = "sparky" end--return end
self.object:set_acceleration({x=0, y=-10, z=0})
self.owner = staticdata
self.object:set_animation({x=162,y=167}, 1)
self.object:set_armor_groups({immortal = 1})
self.object:set_yaw(math.random(-math.pi, math.pi)) --todo: have a set rotation value
medical.init_injuries(self)
end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
if not puncher:is_player() then return end
local name = puncher:get_player_name()
if medical.timers[name] ~= nil then return end
local wielditem = puncher:get_wielded_item()
local wieldname = wielditem:get_name()
local hitloc, local_hitloc = medical.gethitloc(self.object, puncher, tool_capabilities, dir)
local hitlimb = medical.getlimb(self.object, puncher, tool_capabilities, dir, hitloc)
--minetest.chat_send_all(hitlimb)
if not puncher:get_player_control(puncher).sneak and medical.attachedtools[wieldname] and medical.attachedtools[wieldname](self, puncher, wielditem, hitloc, local_hitloc) then
elseif medical.data[name].injuries and medical.data[name].injuries[hitlimb] then
medical.injury_handle(self.owner, puncher, false, wieldname, hitlimb)--todo maybe make this return a value so if you punch it'll damage
else
return false
end
-- attach things
end,
on_rightclick = function(self, clicker)
local name = clicker:get_player_name()
if medical.timers[name] ~= nil then return end
local wielditem = clicker:get_wielded_item()
local wieldname = wielditem:get_name()
local hitloc, local_hitloc = medical.gethitloc(self.object, clicker, nil, nil)
local hitlimb = medical.getlimb(self.object, clicker, tool_capabilities, dir, hitloc)
if not clicker:get_player_control(clicker).sneak and medical.usedtools[wieldname] and medical.usedtools[wieldname](self, clicker, wielditem, hitloc, local_hitloc) then
elseif medical.data[name].injuries and medical.data[name].injuries[hitlimb] then
medical.injury_handle(self.owner, clicker, true, wieldname, hitlimb)
end
-- use things
end
})
--]]
if minetest.get_modpath("3d_armor") then
local modeldef = table.copy(player_api.registered_models["3d_armor_character.b3d"])
modeldef.animations.recumbantright = {x = 223, y = 224}
modeldef.animations.recumbantleft = {x = 225, y = 226}
player_api.register_model("3d_armor_medical_character.b3d", modeldef)
minetest.register_on_joinplayer(function(player)
player_api.set_model(player, "3d_armor_medical_character.b3d")
--default.player_set_model(player, "3d_armor_medical_character.b3d")
end)
else
local modeldef = table.copy(player_api.registered_models["character.b3d"])
modeldef.animations.recumbantright = {x = 223, y = 224}
modeldef.animations.recumbantleft = {x = 225, y = 226}
player_api.register_model("medical_character.b3d", modeldef)
minetest.register_on_joinplayer(function(player)
player_api.set_model(player, "medical_character.b3d")
--default.player_set_model(player, "medical_character.b3d")
end)
end
--[[player_api.registered_models["character.b3d"].animations.recumbantright = {x = 223, y = 224}
player_api.registered_models["character.b3d"].animations.recumbantleft = {x = 225, y = 226}
if player_api.registered_models["3d_armor_character.b3d"] then
player_api.registered_models["3d_armor_character.b3d"].animations.recumbantright = {x = 223, y = 224}
player_api.registered_models["3d_armor_character.b3d"].animations.recumbantleft = {x = 225, y = 226}
end--]]
local dragging_tbl = {}--indexed by dragger name, draggee name is value
function medical.is_dragging(name)
return dragging_tbl[name]
end
function medical.detach(name, cname)
if not cname then
for cname2, name2 in pairs(dragging_tbl) do
if name2 == name then
cname = cname2
end
end
end
if not cname then return end
local drag_player = minetest.get_player_by_name(name)
local dragging_player = minetest.get_player_by_name(cname)
if drag_player then
drag_player:set_detach()
if not default.player_attached[name] then
minetest.add_entity(drag_player:get_pos(), "medical:unconsciousattach", name)
end
local draggeryaw = dragging_player:get_look_horizontal()
draggeryaw = draggeryaw-math.pi
if draggeryaw < -math.pi then dragger = draggeryaw+(2*math.pi) end
drag_player:set_look_horizontal(draggeryaw)
end
dragging_tbl[cname] = nil
end
if beds then
local original = beds.on_rightclick
beds.on_rightclick = function(pos, player)
local cname = player:get_player_name()
local name = dragging_tbl[cname]
local newplayer = player
if name and minetest.get_player_by_name(name) then
newplayer = minetest.get_player_by_name(name)
default.player_attached[name] = true
medical.detach(name, cname)
end
return original(pos, newplayer)
end
end
controls.register_on_press(function(player, key)
local name = player:get_player_name()
if dragging_tbl[name] and key == "jump" then
default.player_attached[dragging_tbl[name]] = nil
medical.detach(dragging_tbl[name], name)
end
end)
minetest.register_on_leaveplayer(function(player, timed_out)
local name = player:get_player_name()
for cname, sname in pairs(dragging_tbl) do
if cname == name or sname == name then
medical.detach(sname, cname)
end
end
end)
minetest.register_on_respawnplayer(function(player)
local name = player:get_player_name()
for cname, sname in pairs(dragging_tbl) do
if cname == name or sname == name then
medical.detach(sname, cname)
end
end
end)
minetest.register_on_punchplayer(function(player, clicker, time_from_last_punch, tool_capabilities, dir, damage)
local name = player:get_player_name()
local cname = clicker:get_player_name()
if medical.timers[cname] ~= nil then return true end
local wielditem = clicker:get_wielded_item()
local wieldname = wielditem:get_name()
local hitloc, local_hitloc = medical.gethitloc(player, clicker, tool_capabilities, dir)
local hitlimb = medical.getlimb(player, clicker, tool_capabilities, dir, hitloc)
--minetest.chat_send_all(hitlimb)
if not clicker:get_player_control(clicker).sneak and medical.attachedtools[wieldname] and medical.attachedtools[wieldname](player, clicker, wielditem, hitloc, local_hitloc) then
elseif medical.data[name].injuries and medical.data[name].injuries[hitlimb] then
return medical.injury_handle(player, clicker, false, wieldname, hitlimb)
else
return false
end
return true
end)
minetest.register_on_rightclickplayer(function(player, clicker)
local name = player:get_player_name()
local cname = clicker:get_player_name()
if medical.timers[cname] ~= nil then return end
local wielditem = clicker:get_wielded_item()
local wieldname = wielditem:get_name()
if wieldname == "" and medical.data[name].unconscious and clicker:get_player_control().sneak then--use sneak to drag
local isdragged = false
for cname2, name2 in pairs(dragging_tbl) do
if name == name2 then
isdragged = true
break
end
end
if not isdragged then
dragging_tbl[cname] = name
player:set_attach(clicker, "", {x = 0, y = 0, z = 12}, {x = 0, y = 0, z = 0}, true)
default.player_attached[name] = true
player_api.set_animation(player, "lay")
end
return
end
local hitloc, local_hitloc = medical.gethitloc(player, clicker, nil, nil)
local hitlimb = medical.getlimb(player, clicker, tool_capabilities, dir, hitloc)
if not clicker:get_player_control(clicker).sneak and medical.usedtools[wieldname] and medical.usedtools[wieldname](player, clicker, wielditem, hitloc, local_hitloc) then
elseif medical.data[name].injuries and medical.data[name].injuries[hitlimb] and medical.injury_handle(player, clicker, true, wieldname, hitlimb) then
--lol nothin
else
if wieldname == "" and medical.data[name].unconscious then--inventory access
local allowfunc = function(inv, listname, index, stack, player2, count)
if not minetest.get_player_by_name(name) or vector.distance(player:get_pos(), clicker:get_pos()) > 10 then return 0 end
if count then
return count
else
return stack:get_count()
end
end
local player_inv = minetest.get_inventory({type='player', name = name}) --InvRef
local detached_inv = minetest.create_detached_inventory(name, {
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
player_inv:set_list('main', inv:get_list('main'))
player_inv:set_list('craft', inv:get_list('craft'))
end,
on_put = function(inv, listname, index, stack, player)
player_inv:set_list('main', inv:get_list('main'))
player_inv:set_list('craft', inv:get_list('craft'))
end,
on_take = function(inv, listname, index, stack, player)
player_inv:set_list('main', inv:get_list('main'))
player_inv:set_list('craft', inv:get_list('craft'))
end,
allow_move = allowfunc,
allow_put = allowfunc,
allow_take = allowfunc,
}) --InvRef
detached_inv:set_list('main', player_inv:get_list('main'))
detached_inv:set_list('craft', player_inv:get_list('craft'))
local formspec =
'size[8,12]' ..
'label[0,0;' .. name.."'s inventory]"..
'list[detached:'.. name..';craft;3,0;3,3;]'..
'list[detached:'.. name..';main;0,4;8,4;]'..
"list[current_player;main;0,8;8,4;]"
minetest.show_formspec(cname, 'medical:inventory', formspec)
end
end
end)
local set_animation = player_api.set_animation
player_api.set_animation = function(player, anim_name, speed)
local collisionboxes = {lay = {-.3, 0, -0.3, 0.3, .2, 0.3}, sit = {-.3, 0, -.3, .3, 1.2, .3}}
local selectionboxes = {lay = {-0.7, 0, -0.7, 0.7, .2, 0.7}, sit = {-.3, 0, -.3, .3, 1.2, .3}}
local defaultbox = {-.3, 0, -.3, .3, 1.7, .3}
collisionboxes.recumbantleft = collisionboxes.lay
collisionboxes.recumbantright = collisionboxes.lay
selectionboxes.recumbantleft = selectionboxes.lay
selectionboxes.recumbantright = selectionboxes.lay
if collisionboxes[anim_name] then
player:set_properties({collisionbox = collisionboxes[anim_name], selectionbox = selectionboxes[anim_name]})
local parent = player:get_attach()
if parent and parent:get_luaentity() and parent:get_luaentity().name == "medical:unconsciousattach" then
parent:set_properties({collisionbox = collisionboxes[anim_name], selectionbox = selectionboxes[anim_name]})
end
elseif table.concat(player:get_properties().collisionbox) ~= table.concat(defaultbox) then
player:set_properties({collisionbox = defaultbox, selectionbox = defaultbox})
local parent = player:get_attach()
if parent and parent:get_luaentity() and parent:get_luaentity().name == "medical:unconsciousattach" then
parent:set_properties({collisionbox = defaultbox, selectionbox = defaultbox})
end
end
if speed == 0 then speed = 1 end--fix bug with character_anim not liking speed to be 0
return set_animation(player, anim_name, speed)
end
default.player_set_animation = player_api.set_animation
local injuryrot = {Arm_Right = {x=180,y=0,z=0}, Arm_Left = {x=180,y=0,z=0}, Leg_Right = {x=180,y=0,z=0}, Leg_Left = {x=180,y=0,z=0},
Back = {x=0,y=180,z=0}}
local injurypos = {Head = {x=0,y=3,z=-1.2}, Body = {x=0,y=3,z=-.1}, Back = {x=0,y=3,z=.1}}
function medical.add_injury_ent(player, bone, injury)
local name = player:get_player_name()
--local injurydef = medical.injuries[injury.name]
local pos = player:get_pos()
local obj = minetest.add_entity(pos, "medical:injury", minetest.serialize({owner = name, bone = bone, injury = injury}))
local rot = injuryrot[bone] or {x=0,y=0,z=0}
pos = injurypos[bone] or {x=0, y=2, z=0}
if not medical.entities[name] then medical.entities[name] = {} end
if medical.entities[name][bone] then
medical.entities[name][bone]:remove()
end
medical.entities[name][bone] = obj
if bone == "Back" then bone = "Body" end--just for attach
obj:set_attach(player, bone, pos, rot)
medical.effect_handle(player)
end
function medical.init_injuries(player)
local name = player:get_player_name()
local data = medical.data[name]
if medical.data[name].injuries then
for bone, injury in pairs (medical.data[name].injuries) do
medical.add_injury_ent(player, bone, injury)
end
end
end
minetest.register_on_leaveplayer(function(player, timed_out)
local name = player:get_player_name()
if medical.entities[name] then
for bone, obj in pairs(medical.entities[name]) do
obj:remove()
end
medical.entities[name] = nil
end
end)