star_wars/mods/mobs_scifi/vehicle_functions.lua

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2020-05-07 21:25:16 +02:00
--vehicles/mounts api by, based on lib_mount(see below)
--License of lib_mount:
-- Minetest mod: lib_mount
-- =======================
-- by blert2112
-- Based on the Boats mod by PilzAdam.
-- -----------------------------------------------------------
-- -----------------------------------------------------------
-- Minetest Game mod: boats
-- ========================
-- by PilzAdam
-- License of source code:
-- -----------------------
-- WTFPL
--from lib_mount (required by new functions)
local mobs_redo = false
if mobs.mod and mobs.mod == "redo" then
mobs_redo = true
end
local function is_group(pos, group)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, group) ~= 0
end
local function force_detach(player)
local attached_to = player:get_attach()
if attached_to and attached_to:get_luaentity() then
local entity = attached_to:get_luaentity()
if entity.driver then
if entity ~= nil then
entity.driver = nil
end
end
player:set_detach()
end
default.player_attached[player:get_player_name()] = false
player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
end
function object_attach(entity, player, attach_at, eye_offset)
eye_offset = eye_offset or {x=0, y=0, z=0}
force_detach(player)
entity.driver = player
entity.loaded = true
player:set_attach(entity.object, "", attach_at, {x=0, y=0, z=0})
player:set_properties({visual_size = {x=1, y=1}})
player:set_eye_offset(eye_offset, {x=0, y=2, z=-40})
default.player_attached[player:get_player_name()] = true
minetest.after(0.2, function()
default.player_set_animation(player, "sit" , 30)
end)
entity.object:setyaw(player:get_look_yaw() - math.pi / 2)
end
function object_detach(entity, player, offset)
entity.driver = nil
entity.object:setvelocity({x=0, y=0, z=0})
player:set_detach()
default.player_attached[player:get_player_name()] = false
default.player_set_animation(player, "stand" , 30)
player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
local pos = player:getpos()
pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
minetest.after(0.1, function()
player:setpos(pos)
end)
end
-------------------------------------------------------------------------------
minetest.register_on_leaveplayer(function(player)
force_detach(player)
end)
minetest.register_on_shutdown(function()
local players = minetest.get_connected_players()
for i = 1,#players do
force_detach(players[i])
end
end)
minetest.register_on_dieplayer(function(player)
force_detach(player)
return true
end)
-------------------------------------------------------------------------------
--mixed code(from this mod and lib_mount)
function object_drive(entity, dtime, speed, decell, shoots, arrow, moving_anim, stand_anim, jumps)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:getvelocity()
local dir = entity.driver:get_look_dir();
local vec_forward = {x=dir.x*speed,y=velo.y+1*-2,z=dir.z*speed}
local vec_backward = {x=-dir.x*speed,y=velo.y+1*-2,z=-dir.z*speed}
local vec_stop = {x=velo.x*decell,y=velo.y+1*-2,z=velo.z*decell}
local yaw = entity.driver:get_look_yaw();
if ctrl.up then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_forward)
elseif ctrl.down then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_backward)
elseif not ctrl.down or ctrl.up then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_stop)
end
if ctrl.sneak and shoots and entity.loaded then
entity.loaded = false
local pos = entity.object:getpos()
local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+1.5+dir.y,z=pos.z+0+dir.z*2}, arrow)
local vec = {x=dir.x*9,y=dir.y*9,z=dir.z*9}
local yaw = entity.driver:get_look_yaw();
obj:setyaw(yaw+math.pi/2)
obj:setvelocity(vec)
minetest.after(1, function()
entity.loaded = true
end)
end
--lib_mount animation
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim and stand_anim ~= nil and mobs_redo == true then
set_animation(entity, stand_anim)
end
return
end
if moving_anim and moving_anim ~= nil then
set_animation(entity, moving_anim)
end
--jumping not working
-- local jumps = jumps or false
-- if jumps == true and ctrl.jump then
-- local xvel = entity.object:getvelocity().x
-- local zvel = entity.object:getvelocity().z
-- local yvel = entity.object:getvelocity().y
-- local vel = {x=xvel,y=10,z=zvel}
-- entity.object:setvelocity(vel)
-- minetest.after(1.5, function()
-- local xvel = entity.object:getvelocity().x
-- local zvel = entity.object:getvelocity().z
-- local yvel = entity.object:getvelocity().y
-- local vel = {x=xvel,y=-10,z=zvel}
-- entity.object:setvelocity(vel)
-- end)
-- end
end
function object_drive_simple(entity, dtime, speed, decell)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:getvelocity()
local dir = entity.driver:get_look_dir();
local vec_forward = {x=dir.x*speed,y=velo.y+1*-2,z=dir.z*speed}
local vec_backward = {x=-dir.x*speed,y=velo.y+1*-2,z=-dir.z*speed}
local vec_stop = {x=velo.x*decell,y=velo.y+1*-2,z=velo.z*decell}
local yaw = entity.driver:get_look_yaw();
if ctrl.up then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_forward)
elseif ctrl.down then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_backward)
elseif not ctrl.down or ctrl.up then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_stop)
end
end
function object_turret(entity, dtime, arrow, attack_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local pos = entity.driver:getpos();
local yaw = entity.driver:get_look_yaw();
entity.object:setpos(pos)
entity.object:setyaw(yaw+math.pi+math.pi/2)
if ctrl.sneak and entity.loaded then
entity.loaded = false
local pos = entity.object:getpos()
local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+1.5+dir.y,z=pos.z+0+dir.z*2}, arrow)
local yaw = entity.driver:get_look_yaw();
local vec = {x=dir.x*9, y=dir.y*9, z=dir.z*9}
obj:setyaw(yaw+math.pi/2)
set_animation(entity, attack_anim)
minetest.after(1, function()
entity.loaded = true
end)
else
set_animation(entity, stand_anim_anim)
end
end
function object_fly(entity, dtime, speed, accel, decell, shoots, arrow, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local dir = entity.driver:get_look_dir();
local velo = entity.object:getvelocity()
local vec_forward = {x=dir.x*speed,y=dir.y*speed+3,z=dir.z*speed}
local acc_forward = {x=dir.x*accel/2,y=dir.y*accel/2+3,z=dir.z*accel/2}
local vec_backward = {x=-dir.x*speed,y=dir.y*speed+3,z=-dir.z*speed}
local acc_backward = {x=dir.x*accel/2,y=dir.y*accel/2+3,z=dir.z*accel/2}
local vec_stop = {x=velo.x*decell, y=velo.y, z=velo.z*decell}
local yaw = entity.driver:get_look_yaw();
if ctrl.up then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_forward)
entity.object:setacceleration(acc_forward)
elseif ctrl.down then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_backward)
entity.object:setacceleration(acc_backward)
elseif not ctrl.down or ctrl.up then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_stop)
entity.object:setacceleration({x=0, y=-4.5, z=0})
end
if ctrl.sneak and shoots and entity.loaded then
entity.loaded = false
local pos = entity.object:getpos()
local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+1.5+dir.y,z=pos.z+0+dir.z*2}, arrow)
local vec = {x=dir.x*9,y=dir.y*9,z=dir.z*9}
obj:setyaw(yaw+math.pi/2)
obj:setvelocity(vec)
minetest.after(1, function()
entity.loaded = true
end)
end
--lib_mount animation
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim and stand_anim ~= nilthen then
set_animation(entity, stand_anim)
end
return
end
if moving_anim and moving_anim ~= nil then
set_animation(entity, moving_anim)
end
end
function object_fly_2(entity, dtime, speed, accel, decell, shoots, arrow, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local dir = entity.driver:get_look_dir();
local yvel = entity.object:getvelocity().y
local vec_forward = {x=dir.x*speed,y=yvel,z=dir.z*speed}
local acc_forward = {x=dir.x*accel/2,y=yvel,z=dir.z*accel/2}
local vec_backward = {x=-dir.x*speed,y=yvel,z=-dir.z*speed}
local acc_backward = {x=dir.x*accel/2,y=yvel,z=dir.z*accel/2}
local vec_stop = {x=entity.object:getvelocity().x*decell, y=entity.object:getvelocity().y, z=entity.object:getvelocity().z*decell}
local vec_rise = {x=entity.object:getvelocity().x, y=speed*accel, z=entity.object:getvelocity().z}
local yaw = entity.driver:get_look_yaw();
if ctrl.up then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_forward)
entity.object:setacceleration(acc_forward)
elseif ctrl.down then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_backward)
entity.object:setacceleration(acc_backward)
elseif ctrl.jump then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_rise)
elseif not ctrl.down or ctrl.up or ctrl.jump then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_stop)
entity.object:setacceleration({x=0, y=-4.5, z=0})
end
if ctrl.sneak and shoots and entity.loaded then
entity.loaded = false
local pos = entity.object:getpos()
local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+1.5+dir.y,z=pos.z+0+dir.z*2}, arrow)
local vec = {x=dir.x*9,y=dir.y*9,z=dir.z*9}
local yaw = entity.driver:get_look_yaw();
obj:setyaw(yaw+math.pi/2)
obj:setvelocity(vec)
minetest.after(1, function()
entity.loaded = true
end)
end
--lib_mount animation
local velo = entity.object:getvelocity()
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim and stand_anim ~= nilthen then
set_animation(entity, stand_anim)
end
entity.object:setpos(entity.object:getpos())
return
end
if moving_anim and moving_anim ~= nil then
set_animation(entity, moving_anim)
end
end
function object_glide(entity, dtime, speed, decell, gravity, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local dir = entity.driver:get_look_dir();
local velo = entity.object:getvelocity();
local vec_glide = {x=dir.x*speed*decell, y=velo.y, z=dir.z*speed*decell}
local yaw = entity.driver:get_look_yaw();
if not ctrl.sneak then
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec_glide)
entity.object:setacceleration({x=0, y=gravity, z=0})
end
if ctrl.sneak then
local vec = {x=0,y=gravity*15,z=0}
local yaw = entity.driver:get_look_yaw();
entity.object:setyaw(yaw+math.pi+math.pi/2)
entity.object:setvelocity(vec)
end
if velo.y == 0 then
local pos = entity.object:getpos()
for dx=-1,1 do
for dy=-1,1 do
for dz=-1,1 do
local p = {x=pos.x+dx, y=pos.y-1, z=pos.z+dz}
local t = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local n = minetest.env:get_node(p).name
if n ~= "massdestruct:parachute" and n ~= "air" then
local pos = entity.object:getpos()
entity.object:remove()
return
end
end
end
end
end
--lib_mount animation
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim and stand_anim ~= nilthen then
set_animation(entity, stand_anim)
end
return
end
if moving_anim and moving_anim ~= nil then
set_animation(entity, moving_anim)
end
end
--lib_mount (not required by new functions)
local function is_group(pos, group)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, group) ~= 0
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 ^ 2 + v.z ^ 2)
end
lib_mount = {}
function lib_mount.attach(entity, player, attach_at, eye_offset)
eye_offset = eye_offset or {x=0, y=0, z=0}
force_detach(player)
entity.driver = player
player:set_attach(entity.object, "", attach_at, {x=0, y=0, z=0})
player:set_properties({visual_size = {x=1, y=1}})
player:set_eye_offset(eye_offset, {x=0, y=0, z=0})
default.player_attached[player:get_player_name()] = true
minetest.after(0.2, function()
default.player_set_animation(player, "sit" , 30)
end)
entity.object:setyaw(player:get_look_yaw() - math.pi / 2)
end
function lib_mount.detach(entity, player, offset)
entity.driver = nil
player:set_detach()
default.player_attached[player:get_player_name()] = false
default.player_set_animation(player, "stand" , 30)
player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
local pos = player:getpos()
pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
minetest.after(0.1, function()
player:setpos(pos)
end)
end
function lib_mount.drive(entity, dtime, moving_anim, stand_anim, can_fly)
entity.v = get_v(entity.object:getvelocity()) * get_sign(entity.v)
local ctrl = entity.driver:get_player_control()
local yaw = entity.object:getyaw()
if ctrl.up then
entity.v = entity.v + 0.1
elseif ctrl.down then
entity.v = entity.v - 0.1
end
if ctrl.left then
if entity.v < 0 then
entity.object:setyaw(yaw - (1 + dtime) * 0.03)
else
entity.object:setyaw(yaw + (1 + dtime) * 0.03)
end
elseif ctrl.right then
if entity.v < 0 then
entity.object:setyaw(yaw + (1 + dtime) * 0.03)
else
entity.object:setyaw(yaw - (1 + dtime) * 0.03)
end
end
local velo = entity.object:getvelocity()
if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim and stand_anim ~= nil and mobs_redo == true then
set_animation(entity, stand_anim)
end
entity.object:setpos(entity.object:getpos())
return
end
if moving_anim and moving_anim ~= nil and mobs_redo == true then
set_animation(entity, moving_anim)
end
local s = get_sign(entity.v)
entity.v = entity.v - 0.02 * s
if s ~= get_sign(entity.v) then
entity.object:setvelocity({x = 0, y = 0, z = 0})
entity.v = 0
return
end
if math.abs(entity.v) > 5 then
entity.v = 5 * get_sign(entity.v)
end
local p = entity.object:getpos()
p.y = p.y - 0.5
local new_velo = {x = 0, y = 0, z = 0}
local new_acce = {x = 0, y = 0, z = 0}
if not is_group(p, "crumbly") then
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
if (not nodedef) or nodedef.walkable then
entity.v = 0
new_acce = {x = 0, y = 1, z = 0}
else
new_acce = {x = 0, y = -9.8, z = 0}
end
new_velo = get_velocity(entity.v, entity.object:getyaw(),
entity.object:getvelocity().y)
entity.object:setpos(entity.object:getpos())
else
p.y = p.y + 1
if is_group(p, "crumbly") then
local y = entity.object:getvelocity().y
if y >= 5 then
y = 5
elseif y < 0 then
new_acce = {x = 0, y = 20, z = 0}
else
new_acce = {x = 0, y = 5, z = 0}
end
new_velo = get_velocity(entity.v, entity.object:getyaw(), y)
entity.object:setpos(entity.object:getpos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(entity.object:getvelocity().y) < 1 then
local pos = entity.object:getpos()
pos.y = math.floor(pos.y) + 0.5
entity.object:setpos(pos)
new_velo = get_velocity(entity.v, entity.object:getyaw(), 0)
else
new_velo = get_velocity(entity.v, entity.object:getyaw(),
entity.object:getvelocity().y)
entity.object:setpos(entity.object:getpos())
end
end
end
if can_fly and can_fly == true and ctrl.jump then
new_velo.y = new_velo.y + 0.75
end
entity.object:setvelocity(new_velo)
entity.object:setacceleration(new_acce)
end