--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) --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}) player:set_properties({visual_size = {x=1, y=1}}) end function vehicles.object_attach(entity, player, attach_at, visible, eye_offset) force_detach(player) entity.driver = player entity.loaded = true entity.loaded2 = 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=eye_offset.x, y=eye_offset.y+1, 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) timer = 0 --New vehicle function, combines all of the others function vehicles.object_drive(entity, dtime, def) --definition local speed = def.speed or 10 local fixed = def.fixed or false local decell = def.decell or 0 local shoots = def.shoots or false local arrow = def.arrow or nil local reload_time = def.reload_time or 1 local shoot_y = def.shoot_y or 1.5 local shoot_angle = def.shoot_angle or 0 local infinite_arrow = def.infinite_arrow or false local shoots2 = def.shoots2 or false local arrow2 = def.arrow2 or nil local reload_time2 = def.reload_time2 or 1 local shoot_y2 = def.shoot_y2 or 1.5 local infinite_arrow2 = def.infinite_arrow2 or false local jump = def.jump_type or nil local fly = def.fly or nil local fly_mode = def.fly_mode or "hold" local rise_speed = def.rise_speed or 0.1 local gravity = def.gravity or 1 local boost = def.boost or false local boost_duration = def.boost_duration or 5 local boost_charge = def.boost_charge or 4 local boost_effect = def.boost_effect local hover_speed = def.hover_speed or 1.5 local jump_speed = def.jump_speed or 5 local simple_vehicle = def.simple_vehicle or false local is_watercraft = def.is_watercraft or false local swims = def.swims or false local driving_sound = def.driving_sound or nil local sound_duration = def.sound_duration or 5 local extra_yaw = def.extra_yaw or 0 local moving_anim = def.moving_anim local stand_anim = def.stand_anim local jump_anim = def.jump_anim local shoot_anim = def.shoot_anim local shoot_anim2 = def.shoot_anim2 --variables local ctrl = entity.driver:get_player_control() local velo = entity.object:getvelocity() local dir = entity.driver:get_look_dir(); local vec_backward = {x=-dir.x*speed/4,y=velo.y+1*-2,z=-dir.z*speed/4} local vec_stop = {x=velo.x*decell,y=velo.y+1*-2,z=velo.z*decell} local yaw = entity.driver:get_look_yaw(); local pos = entity.object:getpos() local node = minetest.get_node(pos).name local accell = 1 --dummy variables local vec_rise = {} local vec_forward_simple = {} local inv = nil --definition dependant variables if fly then vec_rise = {x=velo.x, y=speed*rise_speed, z=velo.z} end if simple_vehicle then vec_forward_simple = {x=dir.x*speed,y=velo.y+1*-2,z=dir.z*speed} end if shoots then local pname = entity.driver:get_player_name(); inv = minetest.get_inventory({type="player", name=pname}); end --timer local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2)) if absolute_speed <= speed and ctrl.up then timer = timer + 1*dtime end if not ctrl.up then timer = 0 end --timer dependant variables local vec_forward_hover = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+4*dir.x,y=hover_speed,z=dir.z*(speed*0.2)*math.log(timer+0.5)+4*dir.z} local vec_forward_jump = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=jump_speed,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z} local vec_forward = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+4*dir.x,y=velo.y-0.5,z=dir.z*(speed*0.2)*math.log(timer+0.5)+4*dir.z} local boat_forward = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+4*dir.x,y=0,z=dir.z*(speed*0.2)*math.log(timer+0.5)+4*dir.z} local vec_forward_fly = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+4*dir.x,y=dir.y*(speed*0.2)*math.log(timer+0.5)+4*dir.y+1,z=dir.z*(speed*0.2)*math.log(timer+0.5)+4*dir.z} local vec_boost = {x=dir.x*(speed*0.2)*math.log(timer+0.5)+8*dir.x,y=velo.y-0.5,z=dir.z*(speed*0.2)*math.log(timer+0.5)+8*dir.z} local vec_backward = {x=-dir.x*(speed/4)*accell,y=velo.y-0.5,z=-dir.z*(speed/4)*accell} local boat_backward = {x=-dir.x*(speed/4)*accell,y=0,z=-dir.z*(speed/4)*accell} local vec_stop = {x=velo.x*decell,y=velo.y-gravity,z=velo.z*decell} --boost reset if boost and not entity.boost then minetest.after(boost_charge, function() entity.boost = true end) end --respond to controls --check for water if node == "default:river_water_source" or node == "default:water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then entity.on_water = true else entity.on_water = false end --apply water effects if is_watercraft and entity.on_water == false then entity.object:setvelocity({x=0, y=0, z=0}) elseif entity.on_water and not is_watercraft then entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9}) --boost elseif ctrl.up and not shoots2 and ctrl.aux1 and entity.boost then entity.object:setyaw(yaw+math.pi+math.pi/2+extra_yaw) entity.object:setvelocity(vec_boost) if boost_effect ~= nil then minetest.add_particlespawner( 5, --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=-velo.x, y=-velo.y, z=-velo.z}, --minvel {x=-velo.x, y=-velo.y, z=-velo.z}, --maxvel {x=-0,y=-0,z=-0}, --minacc {x=0,y=1,z=0}, --maxacc 0.1, --minexptime 0.2, --maxexptime 5, --minsize 10, --maxsize false, --collisiondetection boost_effect --texture ) end minetest.after(boost_duration, function() entity.nitro = false end) --animation if moving_anim ~= nil and not entity.moving and not hovering then entity.object:set_animation(move_anim, 20, 0) entity.moving = true end --rise elseif ctrl.jump and fly and fly_mode == "rise" then entity.object:setyaw(yaw+math.pi+math.pi/2+extra_yaw) entity.object:setvelocity(vec_rise) --lib_mount animation if moving_anim ~= nil and not entity.moving then entity.object:set_animation(moving_anim, 20, 0) entity.moving = true end --hover in place elseif ctrl.jump and ctrl.up and fly and fly_mode == "hold" then entity.object:setvelocity({x=dir.x*speed, y=0, z=dir.z*speed}) --move forward elseif ctrl.up and not fixed then entity.object:setyaw(yaw+math.pi+math.pi/2+extra_yaw) if not fly and not is_watercraft then entity.object:setvelocity(vec_forward) elseif not fly then entity.object:setvelocity(boat_forward) else entity.object:setvelocity(vec_forward_fly) end --animation if moving_anim ~= nil and not entity.moving and not hovering then entity.object:set_animation(moving_anim, 20, 0) entity.moving = true end --move backward elseif ctrl.down and not fixed then entity.object:setyaw(yaw+math.pi+math.pi/2+extra_yaw) if not is_watercraft then entity.object:setvelocity(vec_backward) else entity.object:setvelocity(boat_backward) end --animation if moving_anim ~= nil and not entity.moving and not hovering then entity.object:set_animation(moving_anim, 20, 0) entity.moving = true end --stop elseif not ctrl.down or ctrl.up then entity.object:setyaw(yaw+math.pi+math.pi/2+extra_yaw) entity.object:setvelocity(vec_stop) --animation if moving_anim ~= nil and entity.moving and not hovering then entity.object:set_animation(stand_anim, 20, 0) entity.moving = false end end --shoot weapons if ctrl.sneak and shoots and entity.loaded then if inv:contains_item("main", arrow.."_item") or infinite_arrow then local remov = inv:remove_item("main", arrow.."_item") entity.loaded = false local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+shoot_y+dir.y,z=pos.z+0+dir.z*2}, arrow) local vec = {x=dir.x*14,y=dir.y*14+shoot_angle,z=dir.z*14} obj:setyaw(yaw+math.pi/2+extra_yaw) obj:setvelocity(vec) local object = obj:get_luaentity() object.launcher = entity.driver --lib_mount animation if shoot_anim ~= nil and entity.object:get_animation().range ~= shoot_anim then entity.object:set_animation(shoot_anim, 20, 0) end minetest.after(reload_time, function() entity.loaded = true if stand_anim ~= nil and shoot_anim ~= nil then entity.object:set_animation(stand_anim, 20, 0) end end) end end if ctrl.aux1 and shoots2 and entity.loaded2 then if inv:contains_item("main", arrow2.."_item") or infinite_arrow2 then local remov = inv:remove_item("main", arrow2.."_item") entity.loaded2 = false local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+shoot_y2+dir.y,z=pos.z+0+dir.z*2}, arrow2) local vec = {x=dir.x*14,y=dir.y*14+shoot_angle,z=dir.z*14} obj:setyaw(yaw+math.pi/2+extra_yaw) obj:setvelocity(vec) local object = obj:get_luaentity() object.launcher = entity.driver --lib_mount animation if shoot_anim2 ~= nil and entity.object:get_animation().range ~= shoot_anim2 then entity.object:set_animation(shoot_anim2, 20, 0) end minetest.after(reload_time2, function() entity.loaded2 = true if stand_anim ~= nil and shoot_anim2 ~= nil then entity.object:set_animation(stand_anim, 20, 0) end end) end end --jump(hover) without moving forward if jump == "hover" and ctrl.jump and not entity.jumpcharge then if not ctrl.up then local vec_hover = {x=velo.x+0,y=hover_speed,z=velo.z+0} entity.object:setvelocity(vec_hover) else entity.object:setvelocity(vec_forward_hover) end hovering = true if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then entity.object:set_animation(jump_anim, 20, 0) end minetest.after(5, function() entity.jumpcharge = true end) minetest.after(10, function() entity.jumpcharge = false hovering = false end) end --jump (jump) without moving forward if jump == "jump" and ctrl.jump and not entity.jumpcharge then if not ctrl.up then local vec_jump = {x=velo.x+0,y=jump_speed,z=velo.z+0} entity.object:setvelocity(vec_jump) else entity.object:setvelocity(vec_forward_hover) end hovering = true if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then entity.object:set_animation(jump_anim, 20, 0) end minetest.after(0.5, function() entity.jumpcharge = true end) minetest.after(1, function() entity.jumpcharge = false hovering = false end) end --play sound if entity.sound_ready then minetest.sound_play(driving_sound, {gain = 4, max_hear_distance = 3, loop = false}) entity.sound_ready = false minetest.after(sound_duration, function() entity.sound_ready = true end) end end --simplified in an attempt to reduce lag function vehicles.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 function vehicles.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 end --spawner function vehicles.register_spawner(vehicle, desc, texture, is_boat) minetest.register_craftitem(vehicle.."_spawner", { description = desc, inventory_image = texture, liquids_pointable = is_boat, wield_scale = {x = 1.5, y = 1.5, z = 1}, on_place = 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) obj:setvelocity({x=0, y=-1, z=0}) local object = obj:get_luaentity() object.owner = placer item:take_item() return item end end, }) end --explodinate function vehicles.explodinate(ent, radius) local pos = ent.object:getpos() minetest.add_particlespawner({ amount = 90, time = 4, minpos = {x=pos.x-0.6, y=pos.y, z=pos.z-0.6}, maxpos = {x=pos.x+0.6, y=pos.y+1, z=pos.z+0.6}, minvel = {x=-0.1, y=3.5, z=-0.1}, maxvel = {x=0.1, y=4.5, z=0.1}, minacc = {x=-1.3, y=-0.7, z=-1.3}, maxacc = {x=1.3, y=-0.7, z=1.3}, minexptime = 2, maxexptime = 3, minsize = 15, maxsize = 25, collisiondetection = false, texture = "vehicles_explosion.png" }) minetest.after(1, function() minetest.add_particlespawner({ amount = 30, time = 4, minpos = {x=pos.x-1, y=pos.y+2, z=pos.z-1}, maxpos = {x=pos.x+1, y=pos.y+3, z=pos.z+1}, minvel = {x=0, y=-1, z=0}, maxvel = {x=0, y=-2, z=0}, minacc = {x=0, y=-0.6, z=0}, maxacc = {x=0, y=-0.6, z=0}, minexptime = 1, maxexptime = 3, minsize = 1, maxsize = 2, collisiondetection = false, texture = "vehicles_explosion.png" }) end) end