Initial commit
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@ -0,0 +1,707 @@
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--vehicles/mounts api by D00Med, 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 minetest.get_modpath("mobs")then
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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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end
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--attach position seems broken, and eye offset will cause problems if the vehicle/mount/player is destroyed whilst driving/riding
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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 entity.driver = nil 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, visible, 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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--this is to hide the player when the attaching doesn't work properly
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if not visible then
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player:set_properties({visual_size = {x=0, y=0}})
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else
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player:set_properties({visual_size = {x=1, y=1}})
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end
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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_properties({
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visual_size = {x = 1, y = 1},
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})
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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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--basic driving, use for basic vehicles/mounts, with optional weapons
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function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, 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 name = entity.driver:get_player_name()
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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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obj:setacceleration({x=0, y=-2, z=0})
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object = obj:get_luaentity()
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object.launcher = entity.driver
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minetest.after(reload, function()
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entity.loaded = true
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minetest.chat_send_player(name, "Catapult loaded")
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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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--simplified in an attempt to reduce lag
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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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entity.object:setyaw(yaw+math.pi+math.pi/2)
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if ctrl.up then
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entity.object:setvelocity(vec_forward)
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elseif ctrl.down then
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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:setvelocity(vec_stop)
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end
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end
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--same as above but with improvements for cars and nitro/boost
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function object_drive_car(entity, dtime, speed, decell, nitro_duration)
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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-0.5,z=dir.z*speed}
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local vec_nitro = {x=dir.x*(speed*1.5),y=velo.y-0.5,z=dir.z*(speed*1.5)}
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local vec_backward = {x=-dir.x*speed,y=velo.y-0.5,z=-dir.z*speed}
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local vec_stop = {x=velo.x*decell,y=velo.y-1,z=velo.z*decell}
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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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if not entity.nitro then
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minetest.after(4, function()
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entity.nitro = true
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end)
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end
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if ctrl.up and ctrl.sneak and entity.nitro then
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entity.object:setvelocity(vec_nitro)
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local pos = entity.object:getpos()
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minetest.add_particlespawner(
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10, --amount
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1, --time
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{x=pos.x-0.5, y=pos.y, z=pos.z-0.5}, --minpos
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{x=pos.x+0.5, y=pos.y, z=pos.z+0.5}, --maxpos
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{x=0, y=0, z=0}, --minvel
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{x=-velo.x, y=-velo.y, z=-velo.z}, --maxvel
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{x=-0,y=-0,z=-0}, --minacc
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{x=0,y=0,z=0}, --maxacc
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0.1, --minexptime
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0.2, --maxexptime
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10, --minsize
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15, --maxsize
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false, --collisiondetection
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"vehicles_nitro.png" --texture
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)
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minetest.after(nitro_duration, function()
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entity.nitro = false
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end)
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elseif ctrl.up then
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entity.object:setvelocity(vec_forward)
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elseif ctrl.down then
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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:setvelocity(vec_stop)
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end
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end
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--for boats and watercraft
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function object_float(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 pos = entity.object:getpos()
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local vec_forward = {x=dir.x*speed,y=velo.y,z=dir.z*speed}
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local vec_backward = {x=-dir.x*speed,y=velo.y,z=-dir.z*speed}
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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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entity.object:setyaw(yaw+math.pi+math.pi/2)
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if minetest.get_node(pos).name == "default:river_water_source" or minetest.get_node(pos).name == "default:water_source" then
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entity.floating = true
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else entity.floating = false
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end
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if ctrl.up and entity.floating then
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entity.object:setvelocity(vec_forward)
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elseif ctrl.down and entity.floating then
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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:setvelocity(vec_stop)
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end
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end
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--attempts to improve object_drive_car
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-- function object_drive_experimental(entity, dtime, power, traction, nitro_duration)
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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 speed = math.abs(velo.x)+math.abs(velo.z)
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-- local nitro_remaining = entity.nitro
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-- local dir = entity.driver:get_look_dir()
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-- local yaw1 = entity.object:getyaw()
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-- local dir_x = -math.sin(yaw1)
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-- local dir_z = math.cos(yaw1)
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-- local vec_forward = {x=dir_x*power,y=velo.y-0.5,z=dir_z*power}
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-- local vec_nitro = {x=dir.x*(power*1.5),y=velo.y-0.5,z=dir.z*(power*1.5)}
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-- local vec_backward = {x=-dir.x*power,y=velo.y-0.5,z=-dir.z*power}
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-- local vec_stop = {x=velo.x*traction,y=velo.y-1,z=velo.z*traction}
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-- local yaw = entity.driver:get_look_yaw();
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-- if ctrl.left then
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-- entity.object:setyaw(yaw1+math.pi/180+speed/360)
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-- elseif ctrl.right then
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-- entity.object:setyaw(yaw1-math.pi/180-speed/360)
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-- else
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-- entity.object:setyaw(yaw1)
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-- end
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-- if not entity.nitro then
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-- minetest.after(4, function()
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-- entity.nitro = true
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-- end)
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-- end
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-- if ctrl.up and ctrl.sneak and entity.nitro then
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-- entity.object:setvelocity(vec_nitro)
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-- local pos = entity.object:getpos()
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-- minetest.add_particlespawner(
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-- 15, --amount
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-- 1, --time
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-- {x=pos.x-0.5, y=pos.y, z=pos.z-0.5}, --minpos
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-- {x=pos.x+0.5, y=pos.y, z=pos.z+0.5}, --maxpos
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-- {x=0, y=0, z=0}, --minvel
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-- {x=-velo.x, y=-velo.y, z=-velo.z}, --maxvel
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-- {x=-0,y=-0,z=-0}, --minacc
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-- {x=0,y=0,z=0}, --maxacc
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-- 0.1, --minexptime
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-- 0.2, --maxexptime
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-- 10, --minsize
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-- 15, --maxsize
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-- false, --collisiondetection
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-- "vehicles_nitro.png" --texture
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-- )
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-- minetest.after(nitro_duration, function()
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-- entity.nitro = false
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-- end)
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-- elseif ctrl.up then
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-- entity.object:setvelocity(vec_forward)
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-- elseif ctrl.down then
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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:setvelocity(vec_stop)
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-- end
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-- end
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--stationary object, useful for gun turrets etc.
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function object_turret(entity, dtime, height, arrow, shoot_interval)
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local ctrl = entity.driver:get_player_control()
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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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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 dir = entity.driver:get_look_dir();
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local obj = minetest.env:add_entity({x=pos.x+dir.x*1.2,y=pos.y+height,z=pos.z+dir.z*1.2}, 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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obj:setvelocity(vec)
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minetest.after(shoot_interval, function()
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entity.loaded = true
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end)
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end
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end
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--basic flying, with optional weapons
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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)/4+math.abs(velo.z+velo.x)/10,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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--pitch doesn't work
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--local pitch = entity.driver:get_look_pitch();
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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:setpitch(pitch+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:setpitch(pitch+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.jump and ctrl.up then
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entity.object:setvelocity({x=dir.x*speed, y=0, z=dir.z*speed})
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elseif ctrl.jump and not ctrl.up then
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entity.object:setvelocity({x=velo.x*decell, y=0, z=velo.z*decell})
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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
|
||||
if minetest.get_modpath("mobs")then
|
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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
|
||||
return
|
||||
end
|
||||
if moving_anim and moving_anim ~= nil then
|
||||
set_animation(entity, moving_anim)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--flying with jump to increase height in addition to looking up/down
|
||||
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
|
||||
|
||||
--gliding
|
||||
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
|
||||
|
||||
--other stuff
|
||||
|
||||
|
||||
|
||||
function register_vehicle_spawner(vehicle, desc, texture, is_boat)
|
||||
minetest.register_tool(vehicle.."_spawner", {
|
||||
description = desc,
|
||||
inventory_image = texture,
|
||||
liquids_pointable = is_boat,
|
||||
wield_scale = {x = 1.5, y = 1.5, z = 1},
|
||||
tool_capabilities = {
|
||||
full_punch_interval = 0.7,
|
||||
max_drop_level=1,
|
||||
groupcaps={
|
||||
snappy={times={[1]=2.0, [2]=1.00, [3]=0.35}, uses=30, maxlevel=3},
|
||||
},
|
||||
damage_groups = {fleshy=1},
|
||||
},
|
||||
on_use = function(item, placer, pointed_thing)
|
||||
local dir = placer:get_look_dir();
|
||||
local playerpos = placer:getpos();
|
||||
if pointed_thing.type == "node" and not is_boat then
|
||||
local obj = minetest.env:add_entity(pointed_thing.above, vehicle)
|
||||
local object = obj:get_luaentity()
|
||||
object.owner = placer
|
||||
item:take_item()
|
||||
return item
|
||||
elseif pointed_thing.type == "node" and minetest.get_item_group(pointed_thing.name, "water")then
|
||||
local obj = minetest.env:add_entity(pointed_thing.under, vehicle)
|
||||
local object = obj:get_luaentity()
|
||||
object.owner = placer
|
||||
item:take_item()
|
||||
return item
|
||||
end
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
|
||||
--out of date, left behind in case it is needed again
|
||||
function vehicle_drop(ent, player, name)
|
||||
if ent.owner == player then
|
||||
local pos = ent.object:getpos()
|
||||
minetest.env:add_item(pos, name.."_spawner")
|
||||
ent.object:remove()
|
||||
end
|
||||
end
|
||||
|
||||
function destroy(ent, player, name)
|
||||
if ent.object:get_hp() == 0 and ent.owner == player then
|
||||
local pos = ent.object:getpos()
|
||||
minetest.env:add_item(pos, "vehicles:tank_spawner")
|
||||
end
|
||||
end
|
|
@ -0,0 +1,2 @@
|
|||
default
|
||||
mobs
|
|
@ -0,0 +1,388 @@
|
|||
--vehicle api
|
||||
dofile(minetest.get_modpath("orcinvasion").."/api.lua")
|
||||
|
||||
--mapgen
|
||||
minetest.register_decoration({
|
||||
deco_type = "schematic",
|
||||
place_on = {"default:desert_sand", "default:snowblock", "default:dirt_with_snow", "default:dirt_with_dry_grass"},
|
||||
sidelen = 116,
|
||||
noise_params = {
|
||||
offset = -0.0003,
|
||||
scale = 0.0009,
|
||||
spread = {x = 200, y = 200, z = 200},
|
||||
seed = 230,
|
||||
octaves = 3,
|
||||
persist = 0.6
|
||||
},
|
||||
y_min = 5,
|
||||
y_max = 31000,
|
||||
schematic = minetest.get_modpath("orcinvasion").."/schematics/castle.mts",
|
||||
flags = "place_center_x",
|
||||
rotation = "random",
|
||||
})
|
||||
|
||||
--siege engines
|
||||
|
||||
|
||||
minetest.register_entity("orcinvasion:catapult", {
|
||||
visual = "mesh",
|
||||
mesh = "catapult.b3d",
|
||||
textures = {"catapult2.png"},
|
||||
velocity = 15,
|
||||
acceleration = -5,
|
||||
stepheight = 1.5,
|
||||
damage = 2,
|
||||
physical = true,
|
||||
collisionbox = {-2, -0.4, -2, 2, 2, 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=6, z=6}, false, {x=0, y=0, z=5})
|
||||
end
|
||||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive(self, dtime, 1, 0.5, true, "orcinvasion:rock", 10, nil, nil, false)
|
||||
return false
|
||||
end
|
||||
return true
|
||||
end,
|
||||
})
|
||||
|
||||
register_vehicle_spawner("orcinvasion:catapult", "catapult", "orcinvasion_ctplt.png", false)
|
||||
|
||||
--nodes and items
|
||||
|
||||
minetest.register_node("orcinvasion:brick", {
|
||||
description = "Orc Brick",
|
||||
tiles = {
|
||||
"orcinvasion_brick.png",
|
||||
},
|
||||
groups = {cracky=3}
|
||||
})
|
||||
|
||||
minetest.register_craftitem("orcinvasion:meat", {
|
||||
description = "orc meat",
|
||||
wield_image = "orcinvasion_orcflesh.png",
|
||||
inventory_image = "orcinvasion_orcflesh.png",
|
||||
on_use = minetest.item_eat(-1)
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "cooking",
|
||||
output = "mobs:meat",
|
||||
recipe = "orcinvasion:meat",
|
||||
cooktime = 5,
|
||||
})
|
||||
|
||||
minetest.register_node("orcinvasion:spawner", {
|
||||
description = "Orc Spawner",
|
||||
tiles = {
|
||||
"orcinvasion_spawner.png",
|
||||
},
|
||||
groups = {cracky=3}
|
||||
})
|
||||
|
||||
minetest.register_node("orcinvasion:spawner2", {
|
||||
description = "Orc(archer) Spawner",
|
||||
tiles = {
|
||||
"orcinvasion_spawner2.png",
|
||||
},
|
||||
groups = {cracky=3}
|
||||
})
|
||||
|
||||
minetest.register_node("orcinvasion:flag", {
|
||||
description = "Orc flag",
|
||||
drawtype = "torchlike",
|
||||
tiles = {"orcinvasion_flag.png"},
|
||||
paramtype = "light",
|
||||
is_ground_content = false,
|
||||
buildable_to = true,
|
||||
sunlight_propagates = true,
|
||||
inventory_image = "orcinvasion_flag.png",
|
||||
visual_scale = 5.5,
|
||||
wield_scale = {x=0.5, y=0.5, z=0.5},
|
||||
groups = {oddly_breakable_by_hand=1, flammable=1, attatched_node=1},
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {-0.3, -0.5, -0.3, 0.3, 1, 0.3}
|
||||
},
|
||||
walkable = false,
|
||||
})
|
||||
|
||||
minetest.register_node("orcinvasion:spears", {
|
||||
description = "Orc spears",
|
||||
drawtype = "plantlike",
|
||||
tiles = {"orcinvasion_spears.png"},
|
||||
paramtype = "light",
|
||||
is_ground_content = false,
|
||||
buildable_to = true,
|
||||
sunlight_propagates = true,
|
||||
inventory_image = "orcinvasion_spears.png",
|
||||
visual_scale = 2,
|
||||
wield_scale = {x=0.5, y=0.5, z=0.5},
|
||||
groups = {oddly_breakable_by_hand=1, flammable=1, attatched_node=1},
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {-0.3, -0.5, -0.3, 0.3, 1, 0.3}
|
||||
},
|
||||
walkable = false,
|
||||
})
|
||||
|
||||
|
||||
minetest.register_node("orcinvasion:torch", {
|
||||
description = "Orc Torch",
|
||||
drawtype = "torchlike",
|
||||
inventory_image = "orcinvasion_torch_inv.png",
|
||||
wield_image = "orcinvasion_torch_inv.png",
|
||||
tiles = {{
|
||||
name = "orcinvasion_torch.png",
|
||||
animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1.00},
|
||||
}},
|
||||
selection_box = {
|
||||
type = "wallmounted",
|
||||
},
|
||||
light_source = 20,
|
||||
sunlight_propogates = true,
|
||||
paramtype = "light",
|
||||
paramtype2 = "wallmounted",
|
||||
groups = {cracky=1, oddly_breakeable_by_hand=1}
|
||||
})
|
||||
|
||||
--abms
|
||||
|
||||
minetest.register_abm({
|
||||
nodenames = {"orcinvasion:spawner"},
|
||||
interval = 10,
|
||||
chance = 10,
|
||||
action = function(pos)
|
||||
minetest.env:add_entity({x=pos.x, y=pos.y+2, z=pos.z}, "orcinvasion:orc_soldier")
|
||||
end
|
||||
})
|
||||
|
||||
minetest.register_abm({
|
||||
nodenames = {"orcinvasion:spawner2"},
|
||||
interval = 10,
|
||||
chance = 10,
|
||||
action = function(pos)
|
||||
minetest.env:add_entity({x=pos.x, y=pos.y+2, z=pos.z}, "orcinvasion:orc_archer")
|
||||
end
|
||||
})
|
||||
|
||||
|
||||
--mobs
|
||||
|
||||
|
||||
|
||||
mobs:register_mob("orcinvasion:orc_soldier", {
|
||||
type = "monster",
|
||||
passive = false,
|
||||
reach = 2,
|
||||
damage = 2,
|
||||
attack_type = "dogfight",
|
||||
hp_min = 72,
|
||||
hp_max = 82,
|
||||
armor = 100,
|
||||
collisionbox = {-0.4, 0, -0.4, 0.4, 2, 0.4},
|
||||
visual = "mesh",
|
||||
mesh = "orc_soldier.b3d",
|
||||
textures = {
|
||||
{"orc_soldier.png"},
|
||||
{"orc_soldier2.png"},
|
||||
{"orc_soldier3.png"},
|
||||
},
|
||||
drops = {{name = "orcinvasion:meat", chance = 10, min = 1, max = 3},},
|
||||
blood_texture = "mobs_blood.png",
|
||||
visual_size = {x=1, y=1},
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = 1,
|
||||
run_velocity = 2,
|
||||
jump = true,
|
||||
water_damage = 0,
|
||||
lava_damage = 2,
|
||||
light_damage = 0,
|
||||
view_range = 14,
|
||||
animation = {
|
||||
speed_normal = 10,
|
||||
speed_run = 30,
|
||||
walk_start = 52,
|
||||
walk_end = 72,
|
||||
stand_start = 1,
|
||||
stand_end = 10,
|
||||
run_start = 52,
|
||||
run_end = 71,
|
||||
punch_start = 20,
|
||||
punch_end = 50,
|
||||
|
||||
},
|
||||
})
|
||||
|
||||
|
||||
mobs:register_spawn("orcinvasion:orc_soldier", {"default:snow","default:snow_block", "default:desert_sand"}, 20, 10, 350, 2, 31000)
|
||||
|
||||
mobs:register_egg("orcinvasion:orc_soldier", "Orc (soldier)", "default_desert_sand.png", 1)
|
||||
|
||||
mobs:register_mob("orcinvasion:orc_archer", {
|
||||
type = "monster",
|
||||
passive = false,
|
||||
reach = 2,
|
||||
damage = 2,
|
||||
attack_type = "shoot",
|
||||
shoot_interval = 2,
|
||||
shoot_offset = 0.5,
|
||||
arrow = "orcinvasion:arrow",
|
||||
hp_min = 42,
|
||||
hp_max = 52,
|
||||
armor = 100,
|
||||
collisionbox = {-0.4, 0, -0.4, 0.4, 2.5, 0.4},
|
||||
visual = "mesh",
|
||||
mesh = "orc_archer.b3d",
|
||||
textures = {
|
||||
{"orcinvasion_archer.png"},
|
||||
},
|
||||
drops = {{name = "orcinvasion:meat", chance = 10, min = 1, max = 3},},
|
||||
blood_texture = "mobs_blood.png",
|
||||
visual_size = {x=1, y=1},
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = 1,
|
||||
run_velocity = 2,
|
||||
jump = true,
|
||||
water_damage = 0,
|
||||
lava_damage = 2,
|
||||
light_damage = 0,
|
||||
view_range = 14,
|
||||
animation = {
|
||||
speed_normal = 10,
|
||||
speed_run = 30,
|
||||
walk_start = 55,
|
||||
walk_end = 75,
|
||||
stand_start = 1,
|
||||
stand_end = 10,
|
||||
run_start = 55,
|
||||
run_end = 75,
|
||||
shoot_start = 20,
|
||||
shoot_end = 35,
|
||||
|
||||
},
|
||||
})
|
||||
|
||||
|
||||
mobs:register_spawn("orcinvasion:orc_archer", {"default:wood","default:dirt_with_grass", "default:desert_sand"}, 20, 10, 650, 2, 31000)
|
||||
|
||||
mobs:register_egg("orcinvasion:orc_archer", "Orc (archer)", "default_desert_sand.png", 1)
|
||||
|
||||
mobs:register_mob("orcinvasion:ogre", {
|
||||
type = "monster",
|
||||
passive = false,
|
||||
reach = 2,
|
||||
damage = 2,
|
||||
attack_type = "dogfight",
|
||||
hp_min = 72,
|
||||
hp_max = 82,
|
||||
armor = 90,
|
||||
collisionbox = {-0.6, 0, -0.6, 0.6, 3.2, 0.6},
|
||||
visual = "mesh",
|
||||
mesh = "ogre.b3d",
|
||||
textures = {
|
||||
{"orcinvasion_ogre.png"},
|
||||
},
|
||||
blood_texture = "mobs_blood.png",
|
||||
visual_size = {x=1, y=1},
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = 1,
|
||||
run_velocity = 2,
|
||||
jump = true,
|
||||
water_damage = 0,
|
||||
lava_damage = 2,
|
||||
light_damage = 0,
|
||||
view_range = 14,
|
||||
animation = {
|
||||
speed_normal = 10,
|
||||
speed_run = 30,
|
||||
walk_start = 40,
|
||||
walk_end = 60,
|
||||
stand_start = 1,
|
||||
stand_end = 20,
|
||||
run_start = 40,
|
||||
run_end = 60,
|
||||
punch_start = 20,
|
||||
punch_end = 35,
|
||||
|
||||
},
|
||||
})
|
||||
|
||||
|
||||
mobs:register_spawn("orcinvasion:ogre", {"default:dirt_with_dry_grass","default:dirt_with_grass", "default:desert_sand"}, 20, 10, 1050, 2, 31000)
|
||||
|
||||
mobs:register_egg("orcinvasion:ogre", "Ogre", "default_dry_grass.png", 1)
|
||||
|
||||
--arrows
|
||||
mobs:register_arrow("orcinvasion:arrow", {
|
||||
visual = "sprite",
|
||||
visual_size = {x=0.3, y=0.3},
|
||||
textures = {"orcinvasion_arrow.png"},
|
||||
velocity = 12,
|
||||
hit_player = function(self, player)
|
||||
player:punch(self.object, 1.0, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = 2},
|
||||
}, nil)
|
||||
end,
|
||||
hit_mob = function(self, player)
|
||||
player:punch(self.object, 1.0, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = 2},
|
||||
}, nil)
|
||||
end,
|
||||
hit_node = function(self, pos, node)
|
||||
self.object:remove()
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_entity("orcinvasion:rock", {
|
||||
visual = "mesh",
|
||||
mesh = "rock.b3d",
|
||||
textures = {"orcinvasion_rock.png"},
|
||||
velocity = 15,
|
||||
acceleration = -5,
|
||||
damage = 2,
|
||||
collisionbox = {0, 0, 0, 0, 0, 0},
|
||||
on_step = function(self, obj, pos)
|
||||
minetest.after(30, function()
|
||||
self.object:remove()
|
||||
end)
|
||||
local pos = self.object:getpos()
|
||||
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
|
||||
for k, obj in pairs(objs) do
|
||||
if obj:get_luaentity() ~= nil then
|
||||
if obj:get_luaentity().name ~= "orcinvasion:rock" and n ~= "orcinvasion:catapult" and obj:get_luaentity().name ~= "__builtin:item" then
|
||||
obj:punch(self.launcher, 1.0, {
|
||||
full_punch_interval=1.0,
|
||||
damage_groups={fleshy=15},
|
||||
}, nil)
|
||||
self.object:remove()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for dx=-1,1 do
|
||||
for dy=-1,1 do
|
||||
for dz=-1,1 do
|
||||
local p = {x=pos.x+dx, y=pos.y, 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 ~= "orcinvasion:rock" and n ~= "orcinvasion:catapult" and n ~= "air" then
|
||||
local pos = self.object:getpos()
|
||||
tnt.boom(pos, {damage_radius=5,radius=2,ignore_protection=false})
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
|
||||
License for Code
|
||||
----------------
|
||||
|
||||
Copyright (C) 2016 DOOmed <heiselong@gmx.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
|
||||
License for Textures, Models and Sounds
|
||||
---------------------------------------
|
||||
|
||||
CC-BY-SA 3.0 UNPORTED. Created by DOOmed
|
After Width: | Height: | Size: 78 KiB |
After Width: | Height: | Size: 183 KiB |
After Width: | Height: | Size: 171 KiB |
After Width: | Height: | Size: 183 KiB |
After Width: | Height: | Size: 267 KiB |
After Width: | Height: | Size: 135 B |
After Width: | Height: | Size: 703 B |
After Width: | Height: | Size: 230 B |
After Width: | Height: | Size: 507 B |
After Width: | Height: | Size: 99 KiB |
After Width: | Height: | Size: 395 B |
After Width: | Height: | Size: 77 KiB |
After Width: | Height: | Size: 437 B |
After Width: | Height: | Size: 442 B |
After Width: | Height: | Size: 119 B |
After Width: | Height: | Size: 611 B |
After Width: | Height: | Size: 242 B |
After Width: | Height: | Size: 349 B |
After Width: | Height: | Size: 272 B |
After Width: | Height: | Size: 252 KiB |