Beispiel #1
0
    def on_weapon_input_recieved(self, contained: loaders.WeaponInput) -> None:
        if not self.hp:
            return
        primary = contained.primary
        secondary = contained.secondary
        if self.world_object.primary_fire != primary:
            # player has pressed or released primary fire
            if self.tool == WEAPON_TOOL:
                self.weapon_object.set_shoot(primary)
            if self.tool == WEAPON_TOOL or self.tool == SPADE_TOOL:
                self.on_shoot_set(primary)

        if self.world_object.secondary_fire != secondary:
            # player has pressed or released secondary fire
            self.on_secondary_fire_set(secondary)

            if secondary and self.tool == BLOCK_TOOL:
                # hook into here to save the start location of the line build.
                # This is needed so we can check if the player was actually at
                # the starting location of the line build when it was started.
                # this is inspired by 1AmYF's fbpatch2.py script
                position = self.world_object.position
                self.line_build_start_pos = position.copy()
                self.on_line_build_start()

        # remember the current state of the mouse buttons
        self.world_object.primary_fire = primary
        self.world_object.secondary_fire = secondary
        if self.filter_weapon_input:
            return
        contained.player_id = self.player_id
        self.protocol.send_contained(contained, sender=self)
 def flush_input(self):
     input = self.input
     world_object = self.world_object
     z_vel = world_object.velocity.z
     if "jump" in input and not (z_vel >= 0.0 and z_vel < 0.017):
         input.discard("jump")
     input_changed = not (("up" in input) == world_object.up and
                          ("down" in input) == world_object.down and
                          ("left" in input) == world_object.left and
                          ("right" in input) == world_object.right and
                          ("jump" in input) == world_object.jump and
                          ("crouch" in input) == world_object.crouch and
                          ("sneak" in input) == world_object.sneak and
                          ("sprint" in input) == world_object.sprint)
     if input_changed:
         if not self.freeze_animation:
             world_object.set_walk(
                 "up" in input,
                 "down" in input,
                 "left" in input,
                 "right" in input,
             )
             world_object.set_animation(
                 "jump" in input,
                 "crouch" in input,
                 "sneak" in input,
                 "sprint" in input,
             )
         if not self.filter_visibility_data and not self.filter_animation_data:
             input_data = InputData()
             input_data.player_id = self.player_id
             input_data.up = world_object.up
             input_data.down = world_object.down
             input_data.left = world_object.left
             input_data.right = world_object.right
             input_data.jump = world_object.jump
             input_data.crouch = world_object.crouch
             input_data.sneak = world_object.sneak
             input_data.sprint = world_object.sprint
             self.protocol.send_contained(input_data)
     primary = "primary_fire" in input
     secondary = "secondary_fire" in input
     shoot_changed = not (primary == world_object.primary_fire
                          and secondary == world_object.secondary_fire)
     if shoot_changed:
         if primary != world_object.primary_fire:
             if self.tool == WEAPON_TOOL:
                 self.weapon_object.set_shoot(primary)
             if self.tool == WEAPON_TOOL or self.tool == SPADE_TOOL:
                 self.on_shoot_set(primary)
         world_object.primary_fire = primary
         world_object.secondary_fire = secondary
         if not self.filter_visibility_data:
             weapon_input = WeaponInput()
             weapon_input.player_id = self.player_id
             weapon_input.primary = primary
             weapon_input.secondary = secondary
             self.protocol.send_contained(weapon_input)
     input.clear()
Beispiel #3
0
 def on_weapon_input_recieved(self, contained: loaders.WeaponInput) -> None:
     if not self.hp:
         return
     primary = contained.primary
     secondary = contained.secondary
     if self.world_object.primary_fire != primary:
         if self.tool == WEAPON_TOOL:
             self.weapon_object.set_shoot(primary)
         if self.tool == WEAPON_TOOL or self.tool == SPADE_TOOL:
             self.on_shoot_set(primary)
     if self.world_object.secondary_fire != secondary:
         self.on_secondary_fire_set(secondary)
     self.world_object.primary_fire = primary
     self.world_object.secondary_fire = secondary
     if self.filter_weapon_input:
         return
     contained.player_id = self.player_id
     self.protocol.send_contained(contained, sender=self)