--vehicles/mounts api by D00Med, 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 entity.driver = nil 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 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:set_yaw(player:get_look_yaw() - math.pi / 2) end function object_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:get_pos() pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} minetest.after(0.1, function() player:set_pos(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, shoots, arrow, moving_anim, stand_anim, jumps) local ctrl = entity.driver:get_player_control() local dir = entity.driver:get_look_dir(); local vec_forward = {x=dir.x*speed,y=-2,z=dir.z*speed} local vec_backward = {x=-dir.x*speed,y=-2,z=-dir.z*speed} local vec_stop = {x=0,y=0,z=0} local yaw = entity.driver:get_look_yaw(); if ctrl.up then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_forward) elseif ctrl.down then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_backward) elseif not ctrl.down or ctrl.up then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_stop) end if ctrl.sneak and ctrl.LMB and shoots then local pos = entity.object:get_pos() local obj = minetest.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*6,y=dir.y*6,z=dir.z*6} local yaw = entity.driver:get_look_yaw(); obj:set_yaw(yaw+math.pi/2) obj:set_velocity(vec) end --lib_mount animation local velo = entity.object:get_velocity() 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 mobs:set_animation(entity, stand_anim) end entity.object:set_pos(entity.object:get_pos()) return end if moving_anim and moving_anim ~= nil and mobs_redo == true then mobs:set_animation(entity, moving_anim) end --jumping not working -- local jumps = jumps or false -- if jumps == true and ctrl.jump then -- local vel = entity.object:get_velocity() -- vel.y = 10 -- entity.object:set_velocity(vel) -- minetest.after(1.5, function() -- local vel = entity.object:get_velocity() -- vel.y = -10 -- entity.object:set_velocity(vel) -- end) -- end end function object_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 vec_forward = {x=dir.x*speed,y=dir.y*speed+2,z=dir.z*speed} local vec_backward = {x=-dir.x*speed,y=dir.y*speed+2,z=-dir.z*speed} local vec_rise = {x=velo.x,y=velo.y+0.2,z=velo.z} local vec_stop = {x=0,y=-0.2,z=0} local yaw = entity.driver:get_look_yaw(); local pos = entity.object:get_pos() local node = minetest.get_node(pos).name if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then entity.object:set_velocity({x=velo.x*0.9, y=-1, z=velo.z*0.9}) elseif ctrl.up then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_forward) elseif ctrl.down then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_backward) elseif ctrl.jump then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_rise) elseif not ctrl.down or ctrl.up or ctrl.jump then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_stop) end if ctrl.aux1 and shoots and not entity.loaded 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 vec = vector.multiply(dir, 12) local yaw = entity.driver:get_look_yaw(); entity.loaded = true obj:set_yaw(yaw+math.pi/2) obj:set_velocity(vec) local object = obj:get_luaentity() object.launcher = entity.driver minetest.after(1, function() entity.loaded = false 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 mobs:set_animation(entity, stand_anim) end entity.object:set_pos(entity.object:get_pos()) return end if moving_anim and moving_anim ~= nil and mobs_redo == true then mobs: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:set_yaw(player:get_look_yaw() - math.pi / 2) end function lib_mount.detach(entity, player, offset) if entity ~= nil then entity.driver = nil end 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:get_pos() pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} minetest.after(0.1, function() player:set_pos(pos) end) end function lib_mount.drive(entity, dtime, moving_anim, stand_anim, can_fly) entity.v = get_v(entity.object:get_velocity()) * get_sign(entity.v) local ctrl = entity.driver:get_player_control() local yaw = entity.object:get_yaw() 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:set_yaw(yaw - (1 + dtime) * 0.03) else entity.object:set_yaw(yaw + (1 + dtime) * 0.03) end elseif ctrl.right then if entity.v < 0 then entity.object:set_yaw(yaw + (1 + dtime) * 0.03) else entity.object:set_yaw(yaw - (1 + dtime) * 0.03) end end local velo = entity.object:get_velocity() 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 mobs:set_animation(entity, stand_anim) end entity.object:set_pos(entity.object:get_pos()) return end if moving_anim and moving_anim ~= nil and mobs_redo == true then mobs: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:set_velocity({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:get_pos() 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:get_yaw(), entity.object:get_velocity().y) entity.object:set_pos(entity.object:get_pos()) else p.y = p.y + 1 if is_group(p, "crumbly") then local y = entity.object:get_velocity().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:get_yaw(), y) entity.object:set_pos(entity.object:get_pos()) else new_acce = {x = 0, y = 0, z = 0} if math.abs(entity.object:get_velocity().y) < 1 then local pos = entity.object:get_pos() pos.y = math.floor(pos.y) + 0.5 entity.object:set_pos(pos) new_velo = get_velocity(entity.v, entity.object:get_yaw(), 0) else new_velo = get_velocity(entity.v, entity.object:get_yaw(), entity.object:get_velocity().y) entity.object:set_pos(entity.object:get_pos()) 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:set_velocity(new_velo) entity.object:set_acceleration(new_acce) end