Merge pull request #1 from D00Med/update1

Update1
master
D00Med 2016-07-29 08:42:06 +10:00 committed by GitHub
commit d106870618
29 changed files with 875 additions and 1 deletions

377
init.lua
View File

@ -1,3 +1,12 @@
--vehicle functions
dofile(minetest.get_modpath("scifi_mobs").."/vehicle_functions.lua")
--mobs
mobs:register_mob("scifi_mobs:metroid", {
type = "monster",
passive = false,
@ -109,6 +118,7 @@ mobs:register_mob("scifi_mobs:dalec", {
mesh = "dalek.b3d",
textures = {
{"scifi_dalek.png"},
{"scifi_dalek1.png"},
},
visual_size = {x=2, y=2},
makes_footstep_sound = false,
@ -183,7 +193,194 @@ mobs:register_mob("scifi_mobs:spidermech", {
mobs:register_spawn("scifi_mobs:spidermech", {"default:snow","default:dirt_with_grass"}, 20, 10, 15000, 2, 31000)
mobs:register_egg("scifi_mobs:spidermech", "Quadraped Mech", "scifi_spider_inv.png", 0)
mobs:register_egg("scifi_mobs:spidermech", "Quadraped Scout", "scifi_spider_inv.png", 0)
mobs:register_mob("scifi_mobs:xenomorph", {
type = "monster",
passive = false,
reach = 4,
damage = 4,
attack_type = "dogfight",
hp_min = 12,
hp_max = 22,
armor = 30,
shoot_interval = 1.5,
arrow = "scifi_mobs:rlaser",
shoot_offset = 1,
collisionbox = {-1, -0, -1, 1, 2, 1},
visual = "mesh",
mesh = "xenomorph.b3d",
textures = {
{"scifi_xenomorph.png"},
},
visual_size = {x=3, y=3},
makes_footstep_sound = false,
walk_velocity = 2,
run_velocity = 5,
jump = true,
water_damage = 0,
lava_damage = 2,
light_damage = 0,
view_range = 14,
animation = {
speed_normal = 10,
speed_run = 25,
walk_start = 2,
walk_end = 27,
stand_start = 59,
stand_end = 73,
run_start = 2,
run_end = 27,
punch_start = 30,
punch_end = 59,
},
})
mobs:register_spawn("scifi_mobs:xenomorph", {"default:steelblock","default:stone"}, 20, 10, 15000, 2, 31000)
mobs:register_egg("scifi_mobs:xenomorph", "xenomorph", "scifi_spider_inv.png", 0)
mobs:register_mob("scifi_mobs:jabba", {
type = "animal",
passive = false,
reach = 2,
damage = 0,
attack_type = "dogfight",
hp_min = 12,
hp_max = 22,
armor = 130,
shoot_interval = 1.5,
arrow = "scifi_mobs:rlaser",
shoot_offset = 1,
collisionbox = {-1, -0.7, -1, 1, 1, 1},
visual = "mesh",
mesh = "jabba.b3d",
textures = {
{"scifi_jabba.png"},
},
visual_size = {x=4, y=4},
makes_footstep_sound = false,
walk_velocity = 0.5,
run_velocity = 1,
jump = false,
stepheight = 1.5,
water_damage = 0,
lava_damage = 2,
light_damage = 0,
view_range = 14,
animation = {
speed_normal = 10,
speed_run = 25,
walk_start = 1,
walk_end = 20,
stand_start = 20,
stand_end = 40,
run_start = 1,
run_end = 20,
punch_start = 1,
punch_end = 20,
},
})
mobs:register_spawn("scifi_mobs:jabba", {"default:desert_sand"}, 20, 10, 15000, 2, 31000)
mobs:register_egg("scifi_mobs:jabba", "Jabba the hut", "scifi_giant_inv.png", 0)
mobs:register_mob("scifi_mobs:bb8", {
type = "animal",
passive = false,
reach = 1,
damage = 2,
attack_type = "dogfight",
hp_min = 22,
hp_max = 32,
armor = 230,
shoot_interval = 1.5,
arrow = "scifi_mobs:blaser",
shoot_offset = 1,
collisionbox = {-0.4, -0.5, -0.4, 0.4, 0.6, 0.4},
visual = "mesh",
mesh = "bb8.b3d",
textures = {
{"scifi_bb8.png"},
},
visual_size = {x=2, y=2},
makes_footstep_sound = false,
walk_velocity = 2,
run_velocity = 3,
jump = true,
water_damage = 0,
lava_damage = 2,
light_damage = 0,
view_range = 14,
animation = {
speed_normal = 10,
speed_run = 10,
walk_start = 1,
walk_end = 25,
stand_start = 25,
stand_end = 46,
run_start = 1,
run_end = 25,
punch_start = 1,
punch_end = 1,
},
})
mobs:register_spawn("scifi_mobs:bb8", {"default:desert_sand","default:ice"}, 20, 10, 15000, 2, 31000)
mobs:register_egg("scifi_mobs:bb8", "BB8", "scifi_metroid_inv.png", 0)
mobs:register_mob("scifi_mobs:cyberman", {
type = "monster",
passive = false,
reach = 1,
damage = 2,
attack_type = "shoot",
hp_min = 52,
hp_max = 62,
armor = 230,
shoot_interval = 1.5,
arrow = "scifi_mobs:blaser",
shoot_offset = 1,
collisionbox = {-0.4, -1, -0.4, 0.4, 1.5, 0.4},
visual = "mesh",
mesh = "cyberman.b3d",
textures = {
{"scifi_cyberman.png"},
},
visual_size = {x=1.5, y=1.5},
makes_footstep_sound = true,
walk_velocity = 2,
run_velocity = 3,
jump = true,
water_damage = 2,
lava_damage = 2,
light_damage = 0,
view_range = 14,
animation = {
speed_normal = 10,
speed_run = 10,
walk_start = 30,
walk_end = 50,
stand_start = 1,
stand_end = 1,
run_start = 30,
run_end = 50,
punch_start = 1,
punch_end = 20,
shoot_start = 1,
shoot_end = 20,
},
})
mobs:register_spawn("scifi_mobs:cyberman", {"default:cobblestone","default:sand"}, 20, 10, 15000, 2, 31000)
mobs:register_egg("scifi_mobs:cyberman", "Cyberman", "scifi_cyberman_inv.png", 0)
mobs:register_mob("scifi_mobs:bipedm", {
type = "monster",
@ -231,6 +428,55 @@ mobs:register_spawn("scifi_mobs:bipedm", {"default:stone","default:desert_sand"}
mobs:register_egg("scifi_mobs:bipedm", "Bipedal Mech", "scifi_mech_inv.png", 0)
mobs:register_mob("scifi_mobs:giant", {
type = "npc",
passive = false,
attacks_monsters = true,
reach = 1,
damage = 2,
attack_type = "shoot",
hp_min = 22,
hp_max = 32,
armor = 230,
shoot_interval = 1.5,
arrow = "scifi_mobs:blaser",
shoot_offset = 1,
collisionbox = {-1, 0, -1, 1, 10, 1},
visual = "mesh",
mesh = "irongiant.b3d",
textures = {
{"scifi_irongiant.png"},
},
visual_size = {x=4, y=4},
makes_footstep_sound = false,
walk_velocity = 1,
run_velocity = 2,
jump = false,
water_damage = 0,
lava_damage = 2,
light_damage = 0,
view_range = 14,
animation = {
speed_normal = 8,
speed_run = 8,
walk_start = 1,
walk_end = 40,
stand_start = 1,
stand_end = 1,
run_start = 1,
run_end = 40,
shoot_start = 40,
shoot_end = 60,
},
})
mobs:register_spawn("scifi_mobs:giant", {"default:stone","default:dirt_with_grass"}, 20, 10, 15000, 2, 31000)
mobs:register_egg("scifi_mobs:giant", "Iron Giant", "scifi_giant_inv.png", 0)
mobs:register_mob("scifi_mobs:metalg", {
type = "monster",
passive = false,
@ -323,6 +569,135 @@ mobs:register_spawn("scifi_mobs:tank", {"default:dirt_with_grass","default:snow"
mobs:register_egg("scifi_mobs:tank", "Tank", "scifi_tank_inv.png", 0)
--flying mobs
mobs:register_mob("scifi_mobs:xwing", {
type = "npc",
passive = false,
attacks_monsters = true,
reach = 1,
damage = 2,
attack_type = "dogshoot",
hp_min = 62,
hp_max = 72,
armor = 230,
shoot_interval = 1.5,
arrow = "scifi_mobs:rlaser",
shoot_offset = 1,
collisionbox = {-2, -1.75, -2, 2, 1.9, 2},
visual = "mesh",
mesh = "xwing.b3d",
textures = {
{"scifi_xwing.png"},
},
makes_footstep_sound = false,
walk_velocity = 4,
walk_chance = 70,
run_velocity = 7,
jump = false,
fly = true,
fall_speed = 0,
water_damage = 0,
lava_damage = 2,
light_damage = 0,
view_range = 14,
animation = {
speed_normal = 6,
speed_run = 7,
walk_start = 1,
walk_end = 1,
stand_start = 1,
stand_end = 1,
run_start = 5,
run_end = 5,
punch_start = 5,
punch_end = 5,
},
})
minetest.register_entity("scifi_mobs:xwing_player", {
visual = "mesh",
mesh = "xwing.b3d",
textures = {"scifi_xwing.png"},
hp_max = 150,
velocity = 15,
acceleration = -5,
damage = 2,
animation_speed = 5,
physical = true,
collisionbox = {-2, -1.75, -2, 2, 1.9, 2},
on_rightclick = function(self, clicker)
if self.driver and clicker == self.driver then
object_detach(self, clicker, {x=1, y=0, z=1})
elseif not self.driver then
object_attach(self, clicker, {x=0, y=5, z=4}, {x=0, y=6, z=-82})
end
end,
on_step = function(self, dtime)
if self.driver then
object_fly(self, dtime, 20, 0.2, 0.92, true, "scifi_mobs:laser_shot", "run", "run")
return false
end
return true
end,
})
mobs:register_spawn("scifi_mobs:xwing", {"default:leaves","default:pine_needles"}, 20, 10, 15000, 2, 31000)
mobs:register_egg("scifi_mobs:xwing", "X-wing", "scifi_xwing_inv.png", 0)
mobs:register_egg("scifi_mobs:xwing_player", "X-wing(rideable)", "scifi_xwing_inv.png", 0)
mobs:register_mob("scifi_mobs:core", {
type = "monster",
passive = false,
reach = 1,
damage = 2,
attack_type = "dogshoot",
hp_min = 62,
hp_max = 72,
armor = 230,
shoot_interval = 1.5,
arrow = "scifi_mobs:blaser",
shoot_offset = 1,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual_size = {x=2, y=2},
visual = "mesh",
mesh = "core.b3d",
textures = {
{"scifi_core1.png"},
{"scifi_core2.png"},
{"scifi_core3.png"},
},
makes_footstep_sound = false,
walk_velocity = 2,
run_velocity = 3,
jump = true,
fly = true,
fall_speed = 0,
water_damage = 0,
lava_damage = 2,
light_damage = 0,
view_range = 14,
animation = {
speed_normal = 6,
speed_run = 7,
walk_start = 1,
walk_end = 1,
stand_start = 1,
stand_end = 11,
run_start = 1,
run_end = 1,
shoot_start = 1,
shoot_end = 1,
},
})
mobs:register_spawn("scifi_mobs:core", {"default:dirt_with_grass","default:steelblock"}, 20, 10, 15000, 2, 31000)
mobs:register_egg("scifi_mobs:core", "Core/Sphere", "scifi_core_inv.png", 0)
--lasers and stuff

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vehicle_functions.lua Normal file
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@ -0,0 +1,499 @@
--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
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
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