Readd basic_debug as a HUD flag (#12020)

master
Lars Müller 2022-03-05 22:16:17 +01:00 committed by GitHub
parent 44fc888bd6
commit b9e886726c
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6 changed files with 55 additions and 60 deletions

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@ -6772,17 +6772,18 @@ object you are working with still exists.
* `hud_get(id)`: gets the HUD element definition structure of the specified ID
* `hud_set_flags(flags)`: sets specified HUD flags of player.
* `flags`: A table with the following fields set to boolean values
* hotbar
* healthbar
* crosshair
* wielditem
* breathbar
* minimap
* minimap_radar
* `hotbar`
* `healthbar`
* `crosshair`
* `wielditem`
* `breathbar`
* `minimap`: Modifies the client's permission to view the minimap.
The client may locally elect to not view the minimap.
* `minimap_radar`: is only usable when `minimap` is true
* `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
This includes map seed, player position, look direction, the pointed node and block bounds.
Does not affect players with the `debug` privilege.
* If a flag equals `nil`, the flag is not modified
* `minimap`: Modifies the client's permission to view the minimap.
The client may locally elect to not view the minimap.
* `minimap_radar` is only usable when `minimap` is true
* `hud_get_flags()`: returns a table of player HUD flags with boolean values.
* See `hud_set_flags` for a list of flags that can be toggled.
* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar

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@ -723,7 +723,7 @@ protected:
void processClientEvents(CameraOrientation *cam);
void updateCamera(f32 dtime);
void updateSound(f32 dtime);
void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
void processPlayerInteraction(f32 dtime, bool show_hud);
/*!
* Returns the object or node the player is pointing at.
* Also updates the selected thing in the Hud.
@ -1134,8 +1134,7 @@ void Game::run()
updateDebugState();
updateCamera(dtime);
updateSound(dtime);
processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
m_game_ui->m_flags.show_basic_debug);
processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
updateFrame(&graph, &stats, dtime, cam_view);
updateProfilerGraphs(&graph);
@ -1740,17 +1739,16 @@ void Game::processQueues()
void Game::updateDebugState()
{
const bool has_basic_debug = true;
LocalPlayer *player = client->getEnv().getLocalPlayer();
bool has_debug = client->checkPrivilege("debug");
bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
if (m_game_ui->m_flags.show_basic_debug) {
if (!has_basic_debug) {
if (!has_basic_debug)
m_game_ui->m_flags.show_basic_debug = false;
}
} else if (m_game_ui->m_flags.show_minimal_debug) {
if (has_basic_debug) {
if (has_basic_debug)
m_game_ui->m_flags.show_basic_debug = true;
}
}
if (!has_basic_debug)
hud->disableBlockBounds();
@ -2211,27 +2209,27 @@ void Game::toggleCinematic()
void Game::toggleBlockBounds()
{
if (true /* basic_debug */) {
enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
switch (newmode) {
case Hud::BLOCK_BOUNDS_OFF:
m_game_ui->showTranslatedStatusText("Block bounds hidden");
break;
case Hud::BLOCK_BOUNDS_CURRENT:
m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
break;
case Hud::BLOCK_BOUNDS_NEAR:
m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
break;
case Hud::BLOCK_BOUNDS_MAX:
m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
break;
default:
break;
}
} else {
m_game_ui->showTranslatedStatusText("Can't show block bounds (need 'basic_debug' privilege)");
LocalPlayer *player = client->getEnv().getLocalPlayer();
if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
return;
}
enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
switch (newmode) {
case Hud::BLOCK_BOUNDS_OFF:
m_game_ui->showTranslatedStatusText("Block bounds hidden");
break;
case Hud::BLOCK_BOUNDS_CURRENT:
m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
break;
case Hud::BLOCK_BOUNDS_NEAR:
m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
break;
case Hud::BLOCK_BOUNDS_MAX:
m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
break;
default:
break;
}
}
@ -2298,6 +2296,9 @@ void Game::toggleFog()
void Game::toggleDebug()
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
bool has_debug = client->checkPrivilege("debug");
bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
// Initial: No debug info
// 1x toggle: Debug text
// 2x toggle: Debug text with profiler graph
@ -2307,9 +2308,8 @@ void Game::toggleDebug()
// The debug text can be in 2 modes: minimal and basic.
// * Minimal: Only technical client info that not gameplay-relevant
// * Basic: Info that might give gameplay advantage, e.g. pos, angle
// Basic mode is always used.
const bool has_basic_debug = true;
// Basic mode is used when player has the debug HUD flag set,
// otherwise the Minimal mode is used.
if (!m_game_ui->m_flags.show_minimal_debug) {
m_game_ui->m_flags.show_minimal_debug = true;
if (has_basic_debug)
@ -2333,7 +2333,7 @@ void Game::toggleDebug()
m_game_ui->m_flags.show_basic_debug = false;
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
if (client->checkPrivilege("debug")) {
if (has_debug) {
m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
} else {
m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
@ -3039,7 +3039,7 @@ void Game::updateSound(f32 dtime)
}
void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
void Game::processPlayerInteraction(f32 dtime, bool show_hud)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
@ -3157,7 +3157,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
handlePointingAtNode(pointed, selected_item, hand_item, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
v3f player_position = player->getPosition();
handlePointingAtObject(pointed, tool_item, player_position, show_debug);
handlePointingAtObject(pointed, tool_item, player_position,
client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG));
} else if (isKeyDown(KeyType::DIG)) {
// When button is held down in air, show continuous animation
runData.punching = true;

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@ -63,5 +63,6 @@ const struct EnumString es_HudBuiltinElement[] =
{HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"},
{HUD_FLAG_MINIMAP_VISIBLE, "minimap"},
{HUD_FLAG_MINIMAP_RADAR_VISIBLE, "minimap_radar"},
{HUD_FLAG_BASIC_DEBUG, "basic_debug"},
{0, NULL},
};

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@ -47,6 +47,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
#define HUD_FLAG_MINIMAP_VISIBLE (1 << 5)
#define HUD_FLAG_MINIMAP_RADAR_VISIBLE (1 << 6)
#define HUD_FLAG_BASIC_DEBUG (1 << 7)
#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
#define HUD_PARAM_HOTBAR_IMAGE 2

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@ -71,7 +71,7 @@ Player::Player(const char *name, IItemDefManager *idef):
HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE |
HUD_FLAG_MINIMAP_RADAR_VISIBLE;
HUD_FLAG_MINIMAP_RADAR_VISIBLE | HUD_FLAG_BASIC_DEBUG;
hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;

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@ -1617,20 +1617,11 @@ int ObjectRef::l_hud_get_flags(lua_State *L)
return 0;
lua_newtable(L);
lua_pushboolean(L, player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE);
lua_setfield(L, -2, "hotbar");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE);
lua_setfield(L, -2, "healthbar");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE);
lua_setfield(L, -2, "crosshair");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE);
lua_setfield(L, -2, "wielditem");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE);
lua_setfield(L, -2, "breathbar");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
lua_setfield(L, -2, "minimap");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE);
lua_setfield(L, -2, "minimap_radar");
const EnumString *esp = es_HudBuiltinElement;
for (int i = 0; esp[i].str; i++) {
lua_pushboolean(L, (player->hud_flags & esp[i].num) != 0);
lua_setfield(L, -2, esp[i].str);
}
return 1;
}