orcinvasion/api.lua

707 lines
23 KiB
Lua

--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 minetest.get_modpath("mobs")then
if mobs.mod and mobs.mod == "redo" then
mobs_redo = true
end
end
--attach position seems broken, and eye offset will cause problems if the vehicle/mount/player is destroyed whilst driving/riding
local function force_detach(player)
local attached_to = player:get_attach()
if attached_to and attached_to:get_luaentity() then
local entity = attached_to:get_luaentity()
if entity.driver then
if entity ~= nil then entity.driver = nil end
end
player:set_detach()
end
default.player_attached[player:get_player_name()] = false
player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
end
function object_attach(entity, player, attach_at, visible, 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})
--this is to hide the player when the attaching doesn't work properly
if not visible then
player:set_properties({visual_size = {x=0, y=0}})
else
player:set_properties({visual_size = {x=1, y=1}})
end
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_properties({
visual_size = {x = 1, y = 1},
})
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)
--basic driving, use for basic vehicles/mounts, with optional weapons
function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, 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 name = entity.driver:get_player_name()
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)
obj:setacceleration({x=0, y=-2, z=0})
object = obj:get_luaentity()
object.launcher = entity.driver
minetest.after(reload, function()
entity.loaded = true
minetest.chat_send_player(name, "Catapult loaded")
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
--simplified in an attempt to reduce lag
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();
entity.object:setyaw(yaw+math.pi+math.pi/2)
if ctrl.up then
entity.object:setvelocity(vec_forward)
elseif ctrl.down then
entity.object:setvelocity(vec_backward)
elseif not ctrl.down or ctrl.up then
entity.object:setvelocity(vec_stop)
end
end
--same as above but with improvements for cars and nitro/boost
function object_drive_car(entity, dtime, speed, decell, nitro_duration)
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-0.5,z=dir.z*speed}
local vec_nitro = {x=dir.x*(speed*1.5),y=velo.y-0.5,z=dir.z*(speed*1.5)}
local vec_backward = {x=-dir.x*speed,y=velo.y-0.5,z=-dir.z*speed}
local vec_stop = {x=velo.x*decell,y=velo.y-1,z=velo.z*decell}
local yaw = entity.driver:get_look_yaw();
entity.object:setyaw(yaw+math.pi+math.pi/2)
if not entity.nitro then
minetest.after(4, function()
entity.nitro = true
end)
end
if ctrl.up and ctrl.sneak and entity.nitro then
entity.object:setvelocity(vec_nitro)
local pos = entity.object:getpos()
minetest.add_particlespawner(
10, --amount
1, --time
{x=pos.x-0.5, y=pos.y, z=pos.z-0.5}, --minpos
{x=pos.x+0.5, y=pos.y, z=pos.z+0.5}, --maxpos
{x=0, y=0, z=0}, --minvel
{x=-velo.x, y=-velo.y, z=-velo.z}, --maxvel
{x=-0,y=-0,z=-0}, --minacc
{x=0,y=0,z=0}, --maxacc
0.1, --minexptime
0.2, --maxexptime
10, --minsize
15, --maxsize
false, --collisiondetection
"vehicles_nitro.png" --texture
)
minetest.after(nitro_duration, function()
entity.nitro = false
end)
elseif ctrl.up then
entity.object:setvelocity(vec_forward)
elseif ctrl.down then
entity.object:setvelocity(vec_backward)
elseif not ctrl.down or ctrl.up then
entity.object:setvelocity(vec_stop)
end
end
--for boats and watercraft
function object_float(entity, dtime, speed, decell)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:getvelocity()
local dir = entity.driver:get_look_dir()
local pos = entity.object:getpos()
local vec_forward = {x=dir.x*speed,y=velo.y,z=dir.z*speed}
local vec_backward = {x=-dir.x*speed,y=velo.y,z=-dir.z*speed}
local vec_stop = {x=velo.x*decell,y=velo.y,z=velo.z*decell}
local yaw = entity.driver:get_look_yaw();
entity.object:setyaw(yaw+math.pi+math.pi/2)
if minetest.get_node(pos).name == "default:river_water_source" or minetest.get_node(pos).name == "default:water_source" then
entity.floating = true
else entity.floating = false
end
if ctrl.up and entity.floating then
entity.object:setvelocity(vec_forward)
elseif ctrl.down and entity.floating then
entity.object:setvelocity(vec_backward)
elseif not ctrl.down or ctrl.up then
entity.object:setvelocity(vec_stop)
end
end
--attempts to improve object_drive_car
-- function object_drive_experimental(entity, dtime, power, traction, nitro_duration)
-- local ctrl = entity.driver:get_player_control()
-- local velo = entity.object:getvelocity()
-- local speed = math.abs(velo.x)+math.abs(velo.z)
-- local nitro_remaining = entity.nitro
-- local dir = entity.driver:get_look_dir()
-- local yaw1 = entity.object:getyaw()
-- local dir_x = -math.sin(yaw1)
-- local dir_z = math.cos(yaw1)
-- local vec_forward = {x=dir_x*power,y=velo.y-0.5,z=dir_z*power}
-- local vec_nitro = {x=dir.x*(power*1.5),y=velo.y-0.5,z=dir.z*(power*1.5)}
-- local vec_backward = {x=-dir.x*power,y=velo.y-0.5,z=-dir.z*power}
-- local vec_stop = {x=velo.x*traction,y=velo.y-1,z=velo.z*traction}
-- local yaw = entity.driver:get_look_yaw();
-- if ctrl.left then
-- entity.object:setyaw(yaw1+math.pi/180+speed/360)
-- elseif ctrl.right then
-- entity.object:setyaw(yaw1-math.pi/180-speed/360)
-- else
-- entity.object:setyaw(yaw1)
-- end
-- if not entity.nitro then
-- minetest.after(4, function()
-- entity.nitro = true
-- end)
-- end
-- if ctrl.up and ctrl.sneak and entity.nitro then
-- entity.object:setvelocity(vec_nitro)
-- local pos = entity.object:getpos()
-- minetest.add_particlespawner(
-- 15, --amount
-- 1, --time
-- {x=pos.x-0.5, y=pos.y, z=pos.z-0.5}, --minpos
-- {x=pos.x+0.5, y=pos.y, z=pos.z+0.5}, --maxpos
-- {x=0, y=0, z=0}, --minvel
-- {x=-velo.x, y=-velo.y, z=-velo.z}, --maxvel
-- {x=-0,y=-0,z=-0}, --minacc
-- {x=0,y=0,z=0}, --maxacc
-- 0.1, --minexptime
-- 0.2, --maxexptime
-- 10, --minsize
-- 15, --maxsize
-- false, --collisiondetection
-- "vehicles_nitro.png" --texture
-- )
-- minetest.after(nitro_duration, function()
-- entity.nitro = false
-- end)
-- elseif ctrl.up then
-- entity.object:setvelocity(vec_forward)
-- elseif ctrl.down then
-- entity.object:setvelocity(vec_backward)
-- elseif not ctrl.down or ctrl.up then
-- entity.object:setvelocity(vec_stop)
-- end
-- end
--stationary object, useful for gun turrets etc.
function object_turret(entity, dtime, height, arrow, shoot_interval)
local ctrl = entity.driver:get_player_control()
local yaw = entity.driver:get_look_yaw();
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 dir = entity.driver:get_look_dir();
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)
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)
obj:setvelocity(vec)
minetest.after(shoot_interval, function()
entity.loaded = true
end)
end
end
--basic flying, with optional weapons
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)/4+math.abs(velo.z+velo.x)/10,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();
--pitch doesn't work
--local pitch = entity.driver:get_look_pitch();
if ctrl.up then
entity.object:setyaw(yaw+math.pi+math.pi/2)
--entity.object:setpitch(pitch+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:setpitch(pitch+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.jump and ctrl.up then
entity.object:setvelocity({x=dir.x*speed, y=0, z=dir.z*speed})
elseif ctrl.jump and not ctrl.up then
entity.object:setvelocity({x=velo.x*decell, y=0, z=velo.z*decell})
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 minetest.get_modpath("mobs")then
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
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