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