also cleanup mount.lua

This commit is contained in:
kno10 2024-09-25 20:38:59 +02:00
parent 06ba4487c6
commit c7f3c051d7
1 changed files with 74 additions and 266 deletions

View File

@ -1,110 +1,41 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
-- lib_mount by Blert2112 (edited by TenPlus1)
-- based on lib_mount by Blert2112 (edited by TenPlus1)
local enable_crash = false
local crash_threshold = 6.5 -- ignored if enable_crash=false
local GRAVITY = -9.8
------------------------------------------------------------------------------
--
-- Helper functions
--
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return {name = fallback}
end
local node_ok = mcl_mobs.node_ok
local sign = math.sign -- minetest extension
local function node_is(pos)
local node = node_ok(pos)
if node.name == "air" then
return "air"
end
if minetest.get_item_group(node.name, "lava") ~= 0 then
return "lava"
end
if minetest.get_item_group(node.name, "liquid") ~= 0 then
return "liquid"
end
if minetest.registered_nodes[node.name].walkable == true then
return "walkable"
end
if node.name == "air" then return "air" end
local ndef = minetest.registered_nodes[node.name]
if not ndef then return "other" end -- unknown/ignore
if ndef.groups.lava then return "lava" end
if ndef.groups.liquid then return "liquid" end
if ndef.walkable then return "walkable" end
return "other"
end
local function get_sign(i)
i = i or 0
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
local function get_v(v)
return math.sqrt(v.x * v.x + v.z * v.z)
end
local function force_detach(player)
local attached_to = player:get_attach()
if not attached_to then
return
end
if not attached_to then return end
local entity = attached_to:get_luaentity()
if entity.driver
and entity.driver == player then
entity.driver = nil
end
if entity.driver and entity.driver == player then entity.driver = nil end
player:set_detach()
mcl_player.player_attached[player:get_player_name()] = false
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_eye_offset(vector.zero(), vector.zero())
mcl_player.player_set_animation(player, "stand" , 30)
player:set_properties({visual_size = {x = 1, y = 1} })
end
-------------------------------------------------------------------------------
minetest.register_on_leaveplayer(function(player)
force_detach(player)
end)
minetest.register_on_leaveplayer(force_detach)
minetest.register_on_shutdown(function()
local players = minetest.get_connected_players()
@ -118,39 +49,24 @@ minetest.register_on_dieplayer(function(player)
return true
end)
-------------------------------------------------------------------------------
function mcl_mobs.attach(entity, player)
local attach_at, eye_offset
entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0}
entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0}
entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0}
entity.player_rotation = entity.player_rotation or vector.zero()
entity.driver_attach_at = entity.driver_attach_at or vector.zero()
entity.driver_eye_offset = entity.driver_eye_offset or vector.zero()
entity.driver_scale = entity.driver_scale or {x = 1, y = 1}
local rot_view = 0
if entity.player_rotation.y == 90 then
rot_view = math.pi/2
end
attach_at = entity.driver_attach_at
eye_offset = entity.driver_eye_offset
local rot_view = entity.player_rotation.y == 90 and math.pi/2 or 0
local attach_at = entity.driver_attach_at
local eye_offset = entity.driver_eye_offset
entity.driver = player
force_detach(player)
player:set_attach(entity.object, "", attach_at, entity.player_rotation)
mcl_player.player_attached[player:get_player_name()] = true
player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0})
player:set_eye_offset(eye_offset, vector.zero())
player:set_properties({
visual_size = {
x = entity.driver_scale.x,
y = entity.driver_scale.y
}
})
player:set_properties({ visual_size = entity.driver_scale })
minetest.after(0.2, function(name)
local player = minetest.get_player_by_name(name)
@ -164,162 +80,88 @@ end
function mcl_mobs.detach(player, offset)
force_detach(player)
mcl_player.player_set_animation(player, "stand" , 30)
--local pos = player:get_pos()
--pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
player:add_velocity(vector.new(math.random(-6,6),math.random(5,8),math.random(-6,6))) --throw the rider off
--[[
minetest.after(0.1, function(name, pos)
local player = minetest.get_player_by_name(name)
if player then
player:set_pos(pos)
end
end, player:get_player_name(), pos)
]]--
player:add_velocity(vector.new(math.random()*12-6,math.random()*3+5,math.random()*12-6)) --throw the rider off
end
function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
local rot_view = 0
if entity.player_rotation.y == 90 then
rot_view = math.pi/2
end
local acce_y = 0
local velo = entity.object:get_velocity()
entity.v = get_v(velo) * get_sign(entity.v)
local v = math.sqrt(velo.x * velo.x + velo.y * velo.y)
local acce_y = GRAVITY
-- process controls
if entity.driver then
local ctrl = entity.driver:get_player_control()
-- move forwards
if ctrl.up then
entity.v = entity.v + entity.accel / 10 * entity.run_velocity / 2.6
-- move backwards
elseif ctrl.down then
if entity.max_speed_reverse == 0 and entity.v == 0 then
return
end
entity.v = entity.v - entity.accel / 10
if ctrl.up then -- forward
v = v + entity.accel * 0.1 * entity.run_velocity * 0.385
elseif ctrl.down then -- backwards
if entity.max_speed_reverse == 0 and v == 0 then return end
v = v - entity.accel * 0.1 * entity.run_velocity * 0.385
end
-- fix mob rotation
entity.object:set_yaw(entity.driver:get_look_horizontal() - entity.rotate)
entity:set_yaw(entity.driver:get_look_horizontal() - entity.rotate, 2)
if can_fly then
-- FIXME: use acce_y instead?
-- fly up
if ctrl.jump then
velo.y = velo.y + 1
if velo.y > entity.accel then velo.y = entity.accel end
elseif velo.y > 0 then
velo.y = math.min(velo.y + 1, entity.accel)
elseif velo.y > 0.1 then
velo.y = velo.y - 0.1
if velo.y < 0 then velo.y = 0 end
elseif velo.y > 0 then
velo.y = 0
end
-- fly down
if ctrl.sneak then
velo.y = velo.y - 1
if velo.y < -entity.accel then velo.y = -entity.accel end
elseif velo.y < 0 then
velo.y = math.max(velo.y - 1, -entity.accel)
elseif velo.y < -0.1 then
velo.y = velo.y + 0.1
if velo.y > 0 then velo.y = 0 end
elseif velo.y < 0 then
velo.y = 0
end
else
-- jump
if ctrl.jump then
if velo.y == 0 then
velo.y = velo.y + entity.jump_height
acce_y = acce_y + (acce_y * 3) + 1
acce_y = acce_y + 1
end
end
end
end
-- Stop!
local s = get_sign(entity.v)
entity.v = entity.v - 0.02 * s
if s ~= get_sign(entity.v) then
entity.object:set_velocity({x = 0, y = 0, z = 0})
entity.v = 0
return
if math.abs(v) < 0.02 then -- stop
entity.object:set_velocity(vector.zero())
v = 0
else
v = v - 0.02 * sign(v) -- slow down
end
-- if not moving then set animation and return
if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim then
mcl_mobs:set_animation(entity, stand_anim)
end
if v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim then mcl_mobs:set_animation(entity, stand_anim) end
return
end
-- set moving animation
if moving_anim then
mcl_mobs:set_animation(entity, moving_anim)
else
if moving_anim then mcl_mobs:set_animation(entity, moving_anim) end
end
-- enforce speed limit forward and reverse
local max_spd = entity.max_speed_reverse
if get_sign(entity.v) >= 0 then
max_spd = entity.max_speed_forward
end
if math.abs(entity.v) > max_spd then
entity.v = entity.v - get_sign(entity.v)
end
v = math.max(-entity.max_speed_reverse, math.min(v, entity.max_speed_forward))
-- Set position, velocity and acceleration
local p = entity.object:get_pos()
local new_velo
local new_acce = {x = 0, y = -9.8, z = 0}
p.y = p.y - 0.5
local ni = node_is(p)
local v = entity.v
if ni == "air" then
if can_fly == true then
new_acce.y = 0
end
if can_fly then acce_y = acce_y - GRAVITY end
elseif ni == "liquid" or ni == "lava" then
if ni == "lava" and entity.lava_damage ~= 0 then
entity.lava_counter = (entity.lava_counter or 0) + dtime
if entity.lava_counter > 1 then
minetest.sound_play("default_punch", {
object = entity.object,
max_hear_distance = 5
@ -336,18 +178,15 @@ function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
if entity.terrain_type == 2
or entity.terrain_type == 3 then
new_acce.y = 0
acce_y = 0
p.y = p.y + 1
if node_is(p) == "liquid" then
if velo.y >= 5 then
velo.y = 5
elseif velo.y < 0 then
new_acce.y = 20
acce_y = 20
else
new_acce.y = 5
acce_y = 5
end
else
if math.abs(velo.y) < 1 then
@ -362,75 +201,51 @@ function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
end
new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
new_acce.y = new_acce.y + acce_y
local rot_view = entity.player_rotation.y == 90 and math.pi/2 or 0
local new_yaw = entity.object:get_yaw() - rot_view
local new_velo = vector.new(-math.sin(new_yaw) * v, velo.y, math.cos(new_yaw) * v)
entity.object:set_velocity(new_velo)
entity.object:set_acceleration(new_acce)
entity.object:set_acceleration(vector.new(0, acce_y, 0))
-- CRASH!
if enable_crash then
local intensity = entity.v2 - v
if intensity >= crash_threshold then
if v >= crash_threshold then
entity.object:punch(entity.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = intensity}
damage_groups = {fleshy = v}
}, nil)
end
end
entity.v2 = v
end
-- directional flying routine by D00Med (edited by TenPlus1)
function mcl_mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:get_velocity()
local dir = entity.driver:get_look_dir()
local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands
local yaw = entity.driver:get_look_horizontal()
if ctrl.up then
entity.object:set_velocity({
x = dir.x * speed,
y = dir.y * speed + 2,
z = dir.z * speed
})
entity.object:set_velocity(vector.new(dir.x * speed, dir.y * speed + 2, dir.z * speed))
elseif ctrl.down then
entity.object:set_velocity({
x = -dir.x * speed,
y = dir.y * speed + 2,
z = -dir.z * speed
})
entity.object:set_velocity(vector.new(-dir.x * speed, dir.y * speed + 2, -dir.z * speed))
elseif not ctrl.down or ctrl.up or ctrl.jump then
entity.object:set_velocity({x = 0, y = -2, z = 0})
entity.object:set_velocity(vector.new(0, -2, 0))
end
entity.object:set_yaw(yaw + math.pi + math.pi / 2 - entity.rotate)
entity:set_yaw(yaw - entity.rotate, 2)
-- firing arrows
if ctrl.LMB and ctrl.sneak and shoots then
local pos = entity.object:get_pos()
local obj = minetest.add_entity({
x = pos.x + 0 + dir.x * 2.5,
y = pos.y + 1.5 + dir.y,
z = pos.z + 0 + dir.z * 2.5}, arrow)
local obj = minetest.add_entity(vector.offset(pos, dir.x * 2.5, 1.5 + dir.y, dir.z * 2.5), arrow)
local ent = obj:get_luaentity()
if ent then
ent.switch = 1 -- for mob specific arrows
ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
local vec = vector.new(dir.x * 6, dir.y * 6, dir.z * 6)
local yaw = entity.driver:get_look_horizontal()
obj:set_yaw(yaw + math.pi / 2)
obj:set_yaw(yaw)
obj:set_velocity(vec)
else
obj:remove()
@ -439,11 +254,9 @@ function mcl_mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_an
-- change animation if stopped
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
mcl_mobs:set_animation(entity, stand_anim)
if stand_anim then mcl_mobs:set_animation(entity, stand_anim) end
else
-- moving animation
mcl_mobs:set_animation(entity, moving_anim)
if moving_anim then mcl_mobs:set_animation(entity, moving_anim) end
end
end
@ -452,12 +265,7 @@ mcl_mobs.mob_class.fly = mcl_mobs.fly
mcl_mobs.mob_class.attach = mcl_mobs.attach
function mob_class:on_detach_child(child)
if self.detach_child then
if self.detach_child(self, child) then
return
end
end
if self.driver == child then
self.driver = nil
end
if self.detach_child and self.detach_child(self, child) then return end
if self.driver == child then self.driver = nil end
end