8fa6e7c945
>only one function is used for most vehicles(apart from gliding and simple) >vehicles can now have two weapons >vehicles can have a 'boost' and still shoot >boosts are now controlled with the 'use' key instead of 'sneak' >The assault suit now shoots missiles in addition to bullets
792 lines
26 KiB
Lua
792 lines
26 KiB
Lua
--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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player:set_properties({visual_size = {x=1, y=1}})
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end
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function object_attach(entity, player, attach_at, visible, eye_offset)
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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=eye_offset.x, y=eye_offset.y+1, 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({visual_size = {x=1, y=1}})
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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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timer = 0
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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, jump, jump_anim, shoot_anim, shoot_y)
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--variables
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local shoot_y = shoot_y or 1.5
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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/4,y=velo.y+1*-2,z=-dir.z*speed/4}
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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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--timer
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local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
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if absolute_speed <= speed and ctrl.up then
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timer = timer + 1*dtime
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end
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if not ctrl.up then
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timer = 0
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end
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--timer dependant variables
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local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=velo.y+1*-2,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
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local vec_forward_hover = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=1.5,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
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local vec_forward_jump = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=4,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
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--respond to controls
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--water effects
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local pos = entity.object:getpos()
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local node = minetest.get_node(pos).name
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if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
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entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
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elseif 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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--lib_mount animation
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if moving_anim ~= nil and not entity.moving and not hovering then
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entity.object:set_animation(moving_anim, 20, 0)
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entity.moving = true
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end
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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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--lib_mount animation
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if moving_anim ~= nil and not entity.moving and not hovering then
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entity.object:set_animation(moving_anim, 20, 0)
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entity.moving = true
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end
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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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--lib_mount animation
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if moving_anim ~= nil and entity.moving and not hovering then
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entity.object:set_animation(stand_anim, 20, 0)
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entity.moving = false
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end
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end
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if ctrl.sneak and shoots and entity.loaded then
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local pname = entity.driver:get_player_name();
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local inv = minetest.get_inventory({type="player", name=pname});
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if inv:contains_item("main", arrow.."_item") or arrow == "vehicles:water" then
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local remov = inv:remove_item("main", arrow.."_item")
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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+shoot_y+dir.y,z=pos.z+0+dir.z*2}, arrow)
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local vec = {x=dir.x*14,y=dir.y*14,z=dir.z*14}
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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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local object = obj:get_luaentity()
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object.launcher = entity.driver
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if shoot_anim ~= nil and entity.object:get_animation().range ~= shoot_anim then
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entity.object:set_animation(shoot_anim, 20, 0)
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end
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minetest.after(reload, function()
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entity.loaded = true
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if stand_anim ~= nil and shoot_anim ~= nil then
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entity.object:set_animation(stand_anim, 20, 0)
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end
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end)
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end
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end
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if jump == "hover" and ctrl.jump and not entity.jumpcharge then
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if not ctrl.up then
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local vec_hover = {x=velo.x+0,y=1,z=velo.z+0}
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entity.object:setvelocity(vec_hover)
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else
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entity.object:setvelocity(vec_forward_hover)
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end
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hovering = true
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if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then
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entity.object:set_animation(jump_anim, 20, 0)
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end
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minetest.after(5, function()
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entity.jumpcharge = true
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end)
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minetest.after(10, function()
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entity.jumpcharge = false
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hovering = false
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end)
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end
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if jump == "jump" and ctrl.jump and not entity.jumpcharge then
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if not ctrl.up then
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local vec_jump = {x=velo.x+0,y=4,z=velo.z+0}
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entity.object:setvelocity(vec_jump)
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else
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entity.object:setvelocity(vec_forward_hover)
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end
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hovering = true
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if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then
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entity.object:set_animation(jump_anim, 20, 0)
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end
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minetest.after(0.5, function()
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entity.jumpcharge = true
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end)
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minetest.after(1, function()
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entity.jumpcharge = false
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hovering = false
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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, move_anim, stand_anim)
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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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--speed indicator
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--minetest.chat_send_player(entity.driver:get_player_name(), ""..velocity.."")
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--timer
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local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
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if absolute_speed <= speed and ctrl.up then
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timer = timer + 1*dtime
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end
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if not ctrl.up then
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timer = 0
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end
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--stuff left behind for future
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--local xaccell = math.abs(math.atan(velo.x))
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--local zaccell = math.abs(math.atan(velo.z))
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local accell = 1
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--vectors
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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}
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--local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=velo.y-0.5,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
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--local vec_forward = {x=dir.x*speed*accell,y=velo.y-0.5,z=dir.z*speed*accell}
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--local vec_nitro = {x=dir.x*(speed*1.5)*accell,y=velo.y-0.5,z=dir.z*(speed*1.5)*accell}
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local vec_nitro = {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}
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local vec_backward = {x=-dir.x*(speed/4)*accell,y=velo.y-0.5,z=-dir.z*(speed/4)*accell}
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local vec_stop = {x=velo.x*decell,y=velo.y-1,z=velo.z*decell}
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--face the right way
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local yaw = entity.driver:get_look_yaw();
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--if ctrl.up or ctrl.down then
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entity.object:setyaw(yaw+math.pi+math.pi/2)
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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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--respond to controls
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--water effects
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local pos = entity.object:getpos()
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local node = minetest.get_node(pos).name
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if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
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entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
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elseif 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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5, --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=-velo.x, y=-velo.y, z=-velo.z}, --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=1,z=0}, --maxacc
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0.1, --minexptime
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0.2, --maxexptime
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5, --minsize
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10, --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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--lib_mount animation
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if moving_anim ~= nil and not entity.moving then
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entity.object:set_animation(move_anim, 20, 0)
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entity.moving = true
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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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--lib_mount animation
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if moving_anim ~= nil and not entity.moving then
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entity.object:set_animation(move_anim, 20, 0)
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entity.moving = true
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end
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elseif ctrl.down then
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entity.object:setvelocity(vec_backward)
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--lib_mount animation
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if moving_anim ~= nil and not entity.moving then
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entity.object:set_animation(move_anim, 20, 0)
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entity.moving = true
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end
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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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--lib_mount animation
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if stand_anim ~= nil and entity.moving then
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entity.object:set_animation(stand_anim, 20, 0)
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entity.moving = false
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end
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end
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--play engine sound
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if entity.sound_ready then
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minetest.sound_play("engine",
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{gain = 4, max_hear_distance = 3, loop = false})
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entity.sound_ready = false
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minetest.after(11, function()
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entity.sound_ready = true
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end)
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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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--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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local pname = entity.driver:get_player_name();
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local inv = minetest.get_inventory({type="player", name=pname});
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if inv:contains_item("main", arrow.."_item") then
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local remov = inv:remove_item("main", arrow.."_item")
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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*12, y=dir.y*12, z=dir.z*12}
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obj:setyaw(yaw+math.pi/2)
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obj:setvelocity(vec)
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local object = obj:get_luaentity()
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object.launcher = entity.driver
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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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end
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--basic flying, with optional weapons
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function object_fly(entity, dtime, speed, accel, decell, shoots, arrow, reload, moving_anim, stand_anim, mode2)
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local mode2 = mode2 or "hold"
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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}
|
|
local vec_rise = {x=entity.object:getvelocity().x, y=speed*accel, z=entity.object:getvelocity().z}
|
|
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/exist
|
|
--local pitch = entity.driver:get_look_pitch();
|
|
|
|
-- --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 = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=dir.y*speed/4*math.atan(0.5*timer-2)+8*dir.y,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
|
|
|
|
--water effects
|
|
local pos = entity.object:getpos()
|
|
local node = minetest.get_node(pos).name
|
|
if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
|
|
entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
|
|
elseif 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)
|
|
|
|
--lib_mount animation
|
|
if moving_anim ~= nil and not entity.moving then
|
|
entity.object:set_animation(moving_anim, 20, 0)
|
|
entity.moving = true
|
|
end
|
|
elseif ctrl.jump and mode2 == "rise" then
|
|
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
|
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
|
|
elseif not ctrl.up and not 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})
|
|
--lib_mount animation
|
|
if stand_anim ~= nil and entity.moving then
|
|
entity.object:set_animation(stand_anim, 20, 0)
|
|
entity.moving = false
|
|
end
|
|
end
|
|
if ctrl.jump and ctrl.up and mode2 == "hold" then
|
|
entity.object:setvelocity({x=dir.x*speed, y=0, z=dir.z*speed})
|
|
elseif not ctrl.jump and not ctrl.up then
|
|
entity.object:setvelocity({x=velo.x*decell, y=-1, z=velo.z*decell})
|
|
end
|
|
if ctrl.sneak and shoots and entity.loaded then
|
|
local pname = entity.driver:get_player_name();
|
|
local inv = minetest.get_inventory({type="player", name=pname});
|
|
if inv:contains_item("main", arrow.."_item") then
|
|
local remov = inv:remove_item("main", arrow.."_item")
|
|
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)
|
|
local object = obj:get_luaentity()
|
|
object.launcher = entity.driver
|
|
minetest.after(reload, function()
|
|
entity.loaded = true
|
|
end)
|
|
end
|
|
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_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 explode(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
|
|
|
|
--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 |