Merge pull request #45 from zaoqi-clone/master

fix some bugs, format code
master
D00Med 2020-01-04 06:01:24 +10:00 committed by GitHub
commit b2bced54f6
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 843 additions and 860 deletions

556
api.lua
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@ -30,8 +30,8 @@ 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
if entity ~= nil and entity.driver then
entity.driver = nil
end
player:set_detach()
end
@ -48,9 +48,9 @@ function vehicles.object_attach(entity, player, attach_at, visible, eye_offset)
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}})
player:set_properties({visual_size = {x=0, y=0}})
else
player:set_properties({visual_size = {x=1, y=1}})
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
@ -74,26 +74,6 @@ function vehicles.object_detach(entity, player, offset)
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)
@ -173,16 +153,20 @@ function vehicles.object_drive(entity, dtime, def)
--respond to controls
--check for water
local function is_water(node)
return node == "default:river_water_source" or node == "default:water_source" or node == "default:river_water_flowing" or node == "default:water_flowing"
return node == "default:river_water_source"
or node == "default:water_source"
or node == "default:river_water_flowing"
or node == "default:water_flowing"
end
entity.on_water = is_water(node)
entity.in_water = is_water(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name) or is_water(node_under.name)
entity.in_water = is_water(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name)
or is_water(node_under.name)
local function is_watercraft_and_in_water()
entity.object:setvelocity({x=velo.x*0.9, y=velo.y+1, z=velo.z*0.9})
entity.object:setvelocity({x=velo.x*0.9, y=math.min(2, velo.y+0.5), z=velo.z*0.9})
end
local function is_watercraft_and_not_on_water()
entity.object:setvelocity({x=velo.x*decell,y=velo.y-1,z=velo.z*decell})
entity.object:setvelocity(vec_stop)
end
local function not_watercraft_and_on_or_in_water()
entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
@ -192,12 +176,12 @@ function vehicles.object_drive(entity, dtime, def)
--apply water effects
if is_watercraft and entity.in_water then
is_watercraft_and_in_water()
elseif is_watercraft and entity.on_water == false then
elseif is_watercraft and not entity.on_water then
is_watercraft_and_not_on_water()
elseif (entity.on_water or entity.in_water) and not is_watercraft then
not_watercraft_and_on_or_in_water()
else
--stop
--stop
entity.object:setvelocity(vec_stop)
--animation
if moving_anim ~= nil and entity.moving and not hovering then
@ -211,7 +195,7 @@ function vehicles.object_drive(entity, dtime, def)
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 yaw = entity.driver:get_look_yaw()
--dummy variables
local vec_rise = {}
local vec_forward_simple = {}
@ -232,24 +216,21 @@ function vehicles.object_drive(entity, dtime, def)
--timer
local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
--decell = (absolute_speed/100)+((def.decell)-(speed/100))
local anim_speed = (math.floor(absolute_speed*1.5)/1)+animation_speed
if absolute_speed <= speed and ctrl.up then
vtimer = vtimer + 1*dtime
vtimer = vtimer + 1*dtime
end
if not ctrl.up then
vtimer = 0
vtimer = 0
end
--boost reset
if boost and not entity.boost then
minetest.after(boost_charge, function()
entity.boost = true
entity.boost = true
end)
end
--minetest.chat_send_all("decell:"..decell.." speed"..absolute_speed)
--death_node
if death_node ~= nil and node == death_node then
if entity.driver then
@ -261,7 +242,9 @@ function vehicles.object_drive(entity, dtime, def)
end
--place node
if place_node ~= nil and node == "air" or place_node ~= nil and node == "default:snow" or place_node ~= nil and minetest.get_item_group(node, "flora") ~= 0 then
if place_node ~= nil and node == "air" or
place_node ~= nil and node == "default:snow" or
place_node ~= nil and minetest.get_item_group(node, "flora") ~= 0 then
if place_trigger == nil and math.random(1, place_chance) == 1 then
minetest.set_node(pos, {name=place_node})
end
@ -273,14 +256,14 @@ function vehicles.object_drive(entity, dtime, def)
--destroy node
if destroy_node ~= nil and node == destroy_node then
minetest.dig_node(pos)
local item = minetest.get_node_drops(destroy_node)
if item[1] ~= nil then
minetest.dig_node(pos)
local item = minetest.get_node_drops(destroy_node)
if item[1] ~= nil then
minetest.add_item(pos, item[1])
end
if item[2] ~= nil then
minetest.add_item(pos, item[1])
end
end
if item[2] ~= nil then
minetest.add_item(pos, item[1])
end
end
local turning_factor = 2
@ -296,7 +279,7 @@ function vehicles.object_drive(entity, dtime, def)
velo3 = velo
end
local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2}
minetest.add_particlespawner(
minetest.add_particlespawner(
4, --amount
0.5, --time
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --minpos
@ -322,14 +305,13 @@ function vehicles.object_drive(entity, dtime, def)
--face the right way
local target_yaw = yaw+math.pi+math.pi/2+extra_yaw
local entity_yaw = entity.object:getyaw()
local change_yaw = (((target_yaw-entity_yaw+math.pi)%(math.pi*2))-math.pi)/(turning_factor*absolute_speed+1)
local change_yaw = (((target_yaw-entity_yaw+math.pi)%(math.pi*2))-math.pi)/
(turning_factor*absolute_speed+1)
if entity_yaw ~= target_yaw and not uses_arrow_keys then
entity.object:setyaw(entity_yaw+change_yaw)
dir.x = -math.sin(entity_yaw)
dir.z = math.cos(entity_yaw)
else
--minetest.chat_send_all("yaw:"..entity_yaw)
--minetest.chat_send_all("dirx: "..dir.x.." dirz:"..dir.z)
if ctrl.left then
entity.object:setyaw(entity_yaw+(math.pi/360)*absolute_speed/2)
end
@ -343,12 +325,12 @@ function vehicles.object_drive(entity, dtime, def)
--apply water effects
if is_watercraft and entity.in_water then
is_watercraft_and_in_water()
elseif is_watercraft and entity.on_water == false then
elseif is_watercraft and not entity.on_water then
is_watercraft_and_not_on_water()
elseif (entity.on_water or entity.in_water) and not is_watercraft then
not_watercraft_and_on_or_in_water()
--brakes
--brakes
elseif ctrl.jump and brakes and not ctrl.up then
local velo2 = nil
if velo2 == nil then
@ -356,7 +338,7 @@ function vehicles.object_drive(entity, dtime, def)
end
local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2}
entity.object:setvelocity({x=velo2.x*(0.95), y=velo.y, z=velo2.z*(0.95)})
minetest.add_particlespawner(
minetest.add_particlespawner(
4, --amount
0.5, --time
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --minpos
@ -373,170 +355,159 @@ function vehicles.object_drive(entity, dtime, def)
braking_effect --texture
)
if vtimer >= 0.5 then
vtimer = vtimer-vtimer/10
vtimer = vtimer-vtimer/10
end
--[[elseif ctrl.jump and ctrl.up and brakes then
local velo3 = nil
if velo3 == nil then
velo3 = velo
end
local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2}
entity.object:setvelocity({x=velo.x*(decell), y=velo.y, z=velo.z*(decell)})
minetest.add_particlespawner(
4, --amount
0.5, --time
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --minpos
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --maxpos
{x=0, y=0, z=0}, --minvel
{x=-velo3.x, y=0.4, z=-velo3.z}, --maxvel
{x=-0,y=-0,z=-0}, --minacc
{x=0,y=0,z=0}, --maxacc
0.5, --minexptime
1, --maxexptime
10, --minsize
15, --maxsize
false, --collisiondetection
"vehicles_dust.png" --texture
)
if timer >= 0.5 then
timer = timer-timer/25
end]]
--boost
--boost
elseif ctrl.up and not shoots2 and ctrl.aux1 and entity.boost then
entity.object:setvelocity({x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+8*dir.x,y=velo.y-gravity/2,z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+8*dir.z})
entity.object:setvelocity({
x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+8*dir.x,
y=velo.y-gravity/2,
z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+8*dir.z})
if boost_effect ~= nil then
local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2}
local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2}
minetest.add_particlespawner(
10, --amount
0.25, --time
{x=effect_pos.x, y=effect_pos.y+0.2, z=effect_pos.z}, --minpos
{x=effect_pos.x, y=effect_pos.y+0.2, z=effect_pos.z}, --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
0.02, --minexptime
0.02, --maxexptime
20, --minsize
20, --maxsize
false, --collisiondetection
boost_effect --texture
10, --amount
0.25, --time
{x=effect_pos.x, y=effect_pos.y+0.2, z=effect_pos.z}, --minpos
{x=effect_pos.x, y=effect_pos.y+0.2, z=effect_pos.z}, --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
0.02, --minexptime
0.02, --maxexptime
20, --minsize
20, --maxsize
false, --collisiondetection
boost_effect --texture
)
end
minetest.after(boost_duration, function()
minetest.after(boost_duration, function()
entity.boost = false
end)
--animation
if moving_anim ~= nil and not entity.moving and not hovering then
entity.object:set_animation(move_anim, anim_speed, 0)
entity.moving = true
end
--rise
end)
--animation
if moving_anim ~= nil and not entity.moving and not hovering then
entity.object:set_animation(move_anim, anim_speed, 0)
entity.moving = true
end
--rise
elseif ctrl.jump and fly and fly_mode == "rise" then
entity.object:setvelocity(vec_rise)
--lib_mount animation
if moving_anim ~= nil and not entity.moving then
entity.object:set_animation(moving_anim, anim_speed, 0)
entity.moving = true
end
--hover in place
if moving_anim ~= nil and not entity.moving then
entity.object:set_animation(moving_anim, anim_speed, 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
--move forward
elseif ctrl.up and not fixed then
if not fly and not is_watercraft then
entity.object:setvelocity({x=(dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x)/(braking*(0.1)+1),y=velo.y-0.5,z=(dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z)/(braking*(0.1)+1)})
entity.object:setvelocity({
x=(dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x)/(braking*(0.1)+1),
y=velo.y-0.5,
z=(dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z)/(braking*(0.1)+1)})
elseif not fly then
entity.object:setvelocity({x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x,y=0,z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z})
entity.object:setvelocity({
x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x,
y=0,
z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z})
else
entity.object:setvelocity({x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x,y=dir.y*(speed*0.2)*math.log(vtimer+0.5)+4*dir.y+1,z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z})
entity.object:setvelocity({
x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x,
y=dir.y*(speed*0.2)*math.log(vtimer+0.5)+4*dir.y+1,
z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z})
end
--animation
if moving_anim ~= nil and not entity.moving and not hovering then
entity.object:set_animation(moving_anim, anim_speed, 0)
entity.moving = true
end
--move backward
--animation
if moving_anim ~= nil and not entity.moving and not hovering then
entity.object:set_animation(moving_anim, anim_speed, 0)
entity.moving = true
end
--move backward
elseif ctrl.down and not fixed and not fly then
if not is_watercraft then
if brakes and absolute_speed > 5 then
local velo2 = nil
if velo2 == nil then
velo2 = velo
end
local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2}
entity.object:setvelocity({x=velo2.x*(0.95), y=velo.y, z=velo2.z*(0.95)})
if velo2 == nil then
velo2 = velo
end
local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2}
entity.object:setvelocity({x=velo2.x*(0.95), y=velo.y, z=velo2.z*(0.95)})
minetest.add_particlespawner(
4, --amount
0.5, --time
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --minpos
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --maxpos
{x=0, y=0.1, z=0}, --minvel
{x=-velo2.x, y=0.4, z=-velo2.z}, --maxvel
{x=-0,y=-0,z=-0}, --minacc
{x=0,y=0,z=0}, --maxacc
0.5, --minexptime
1, --maxexptime
10, --minsize
15, --maxsize
false, --collisiondetection
braking_effect --texture
)
if vtimer >= 0.5 then
vtimer = vtimer-vtimer/10
end
4, --amount
0.5, --time
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --minpos
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --maxpos
{x=0, y=0.1, z=0}, --minvel
{x=-velo2.x, y=0.4, z=-velo2.z}, --maxvel
{x=-0,y=-0,z=-0}, --minacc
{x=0,y=0,z=0}, --maxacc
0.5, --minexptime
1, --maxexptime
10, --minsize
15, --maxsize
false, --collisiondetection
braking_effect --texture
)
if vtimer >= 0.5 then
vtimer = vtimer-vtimer/10
end
else
entity.object:setvelocity({x=-dir.x*(speed/4)*accell,y=velo.y-0.5,z=-dir.z*(speed/4)*accell})
entity.object:setvelocity({
x=-dir.x*(speed/4)*accell,
y=velo.y-0.5,
z=-dir.z*(speed/4)*accell})
end
else
if brakes and absolute_speed > 5 then
local velo2 = nil
if velo2 == nil then
velo2 = velo
end
local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2}
entity.object:setvelocity({x=velo2.x*(0.95), y=velo.y, z=velo2.z*(0.95)})
if velo2 == nil then
velo2 = velo
end
local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2}
entity.object:setvelocity({x=velo2.x*(0.95), y=velo.y, z=velo2.z*(0.95)})
minetest.add_particlespawner(
4, --amount
0.5, --time
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --minpos
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --maxpos
{x=0, y=0.1, z=0}, --minvel
{x=-velo2.x, y=0.4, z=-velo2.z}, --maxvel
{x=-0,y=-0,z=-0}, --minacc
{x=0,y=0,z=0}, --maxacc
0.5, --minexptime
1, --maxexptime
10, --minsize
15, --maxsize
false, --collisiondetection
braking_effect --texture
)
if vtimer >= 0.5 then
vtimer = vtimer-vtimer/10
end
4, --amount
0.5, --time
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --minpos
{x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --maxpos
{x=0, y=0.1, z=0}, --minvel
{x=-velo2.x, y=0.4, z=-velo2.z}, --maxvel
{x=-0,y=-0,z=-0}, --minacc
{x=0,y=0,z=0}, --maxacc
0.5, --minexptime
1, --maxexptime
10, --minsize
15, --maxsize
false, --collisiondetection
braking_effect --texture
)
if vtimer >= 0.5 then
vtimer = vtimer-vtimer/10
end
else
entity.object:setvelocity({x=-dir.x*(speed/4)*accell,y=0,z=-dir.z*(speed/4)*accell})
entity.object:setvelocity({x=-dir.x*(speed/4)*accell,y=0,z=-dir.z*(speed/4)*accell})
end
end
--animation
if moving_anim ~= nil and not entity.moving and not hovering then
entity.object:set_animation(moving_anim, anim_speed, 0)
entity.moving = true
end
--animation
if moving_anim ~= nil and not entity.moving and not hovering then
entity.object:set_animation(moving_anim, anim_speed, 0)
entity.moving = true
end
--stop
--stop
elseif not ctrl.down or ctrl.up then
entity.object:setvelocity({x=velo.x*decell,y=velo.y-gravity,z=velo.z*decell})
--animation
if moving_anim ~= nil and entity.moving and not hovering then
entity.object:set_animation(stand_anim, anim_speed, 0)
entity.moving = false
end
--animation
if moving_anim ~= nil and entity.moving and not hovering then
entity.object:set_animation(stand_anim, anim_speed, 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
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)
@ -548,19 +519,19 @@ function vehicles.object_drive(entity, dtime, def)
object.vehicle = entity.object
--lib_mount animation
if shoot_anim ~= nil and entity.object:get_animation().range ~= shoot_anim then
entity.object:set_animation(shoot_anim, anim_speed, 0)
entity.object:set_animation(shoot_anim, anim_speed, 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, anim_speed, 0)
end
entity.loaded = true
if stand_anim ~= nil and shoot_anim ~= nil then
entity.object:set_animation(stand_anim, anim_speed, 0)
end
end)
end
end
end
if ctrl.aux1 and shoots2 and entity.loaded2 then
if inv:contains_item("main", arrow2.."_item") or infinite_arrow2 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)
@ -572,159 +543,179 @@ function vehicles.object_drive(entity, dtime, def)
object.vehicle = entity.object
--lib_mount animation
if shoot_anim2 ~= nil and entity.object:get_animation().range ~= shoot_anim2 then
entity.object:set_animation(shoot_anim2, anim_speed, 0)
entity.object:set_animation(shoot_anim2, anim_speed, 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, anim_speed, 0)
end
entity.loaded2 = true
if stand_anim ~= nil and shoot_anim2 ~= nil then
entity.object:set_animation(stand_anim, anim_speed, 0)
end
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)
local vec_hover = {x=velo.x+0,y=hover_speed,z=velo.z+0}
entity.object:setvelocity(vec_hover)
else
entity.object:setvelocity({x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x,y=hover_speed,z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z})
entity.object:setvelocity({
x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x,
y=hover_speed,
z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z})
end
hovering = true
if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then
entity.object:set_animation(jump_anim, anim_speed, 0)
end
minetest.after(5, function()
entity.jumpcharge = true
entity.jumpcharge = true
end)
minetest.after(10, function()
entity.jumpcharge = false
hovering = false
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)
local vec_jump = {x=velo.x+0,y=jump_speed,z=velo.z+0}
entity.object:setvelocity(vec_jump)
else
entity.object:setvelocity({x=dir.x*speed/4*math.atan(0.5*vtimer-2)+8*dir.x,y=jump_speed,z=dir.z*speed/4*math.atan(0.5*vtimer-2)+8*dir.z})
entity.object:setvelocity({
x=dir.x*speed/4*math.atan(0.5*vtimer-2)+8*dir.x,
y=jump_speed,
z=dir.z*speed/4*math.atan(0.5*vtimer-2)+8*dir.z})
end
hovering = true
if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then
entity.object:set_animation(jump_anim, anim_speed, 0)
end
minetest.after(0.5, function()
entity.jumpcharge = true
entity.jumpcharge = true
end)
minetest.after(1, function()
entity.jumpcharge = false
hovering = false
entity.jumpcharge = false
hovering = false
end)
end
--play sound
if entity.sound_ready then
minetest.sound_play(driving_sound,
{to_player=entity.driver:get_player_name(), gain = 4, max_hear_distance = 3, loop = false})
entity.sound_ready = false
minetest.after(sound_duration, function()
entity.sound_ready = true
end)
minetest.sound_play(driving_sound,
{to_player=entity.driver:get_player_name(),
gain = 4,
max_hear_distance = 3,
loop = false})
entity.sound_ready = false
minetest.after(sound_duration, function()
entity.sound_ready = true
end)
end
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()
function vehicles.object_glide(self, dtime, speed, decell, gravity, moving_anim, stand_anim)
if self.driver == nil or self.driver:get_player_name() == "" then
self.object:remove()
return
else
local b1, b2 = pcall(function() return self.driver:get_attach():get_luaentity() == self end)
if not (b1 and b2) then
pcall(force_detach, self.driver)
self.object:remove()
return
end
end
local ctrl = self.driver:get_player_control()
local dir = self.driver:get_look_dir()
local velo = self.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()
local yaw = self.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})
self.object:setyaw(yaw+math.pi+math.pi/2)
self.object:setvelocity(vec_glide)
self.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)
local vec = {x=0,y=gravity*15,z=0}
local yaw = self.driver:get_look_yaw()
self.object:setyaw(yaw+math.pi+math.pi/2)
self.object:setvelocity(vec)
end
if velo.y == 0 then
local pos = entity.object:getpos()
local pos = self.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
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 = self.object:getpos()
self.object:remove()
return
end
end
end
end
end
end
end
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)
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()
local creative_mode = creative and creative.is_enabled_for and creative.is_enabled_for(placer:get_player_name())
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
if not creative_mode then
item:take_item()
return item
end
local obj = minetest.env:add_entity(pointed_thing.above, vehicle)
local object = obj:get_luaentity()
object.owner = placer
if not creative_mode then
item:take_item()
return item
end
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
if not creative_mode then
item:take_item()
return item
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
if not creative_mode then
item:take_item()
return item
end
end
end
end,
})
end,
})
end
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"
})
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({
minetest.add_particlespawner({
amount = 30,
time = 4,
minpos = {x=pos.x-1, y=pos.y+2, z=pos.z-1},
@ -740,19 +731,19 @@ function vehicles.explodinate(ent, radius)
collisiondetection = false,
texture = "vehicles_explosion.png"
})
end)
end)
end
function vehicles.on_punch(self, puncher)
local hp = self.object:get_hp()
if hp == 0 then
if self.driver then
vehicles.object_detach(self, self.driver, {x=1, y=0, z=1})
vehicles.object_detach(self, self.driver, {x=1, y=0, z=1})
end
vehicles.explodinate(self, 5)
end
if not self.driver then
return end
return end
local creative_mode = creative and creative.is_enabled_for and creative.is_enabled_for(self.driver:get_player_name())
if self.driver == puncher and (hp == self.hp_max-5 or hp == self.hp_max or creative_mode) then
local name = self.object:get_luaentity().name
@ -764,6 +755,15 @@ function vehicles.on_punch(self, puncher)
end
function vehicles.on_step(self, dtime, def, have_driver, no_driver)
if self.driver == nil or self.driver:get_player_name() == "" then
self.driver = nil
else
local b1, b2 = pcall(function() return self.driver:get_attach():get_luaentity() == self end)
if not (b1 and b2) then
pcall(force_detach, self.driver)
self.driver = nil
end
end
vehicles.object_drive(self, dtime, def)
if self.driver then
if have_driver ~= nil then

1147
init.lua

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