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
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 843 additions and 860 deletions

166
api.lua
View File

@ -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
@ -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})
@ -192,7 +176,7 @@ 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()
@ -232,7 +216,6 @@ 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
@ -248,8 +231,6 @@ function vehicles.object_drive(entity, dtime, def)
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
@ -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
@ -343,7 +325,7 @@ 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()
@ -375,36 +357,13 @@ function vehicles.object_drive(entity, dtime, def)
if vtimer >= 0.5 then
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
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}
minetest.add_particlespawner(
@ -446,11 +405,20 @@ function vehicles.object_drive(entity, dtime, def)
--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
@ -487,7 +455,10 @@ function vehicles.object_drive(entity, dtime, def)
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
@ -588,7 +559,10 @@ function vehicles.object_drive(entity, dtime, def)
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
@ -608,7 +582,10 @@ function vehicles.object_drive(entity, dtime, def)
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
@ -626,7 +603,10 @@ function vehicles.object_drive(entity, dtime, def)
--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})
{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
@ -637,25 +617,36 @@ function vehicles.object_drive(entity, dtime, def)
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 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
@ -663,8 +654,8 @@ function vehicles.object_glide(entity, dtime, speed, decell, gravity, moving_ani
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()
local pos = self.object:getpos()
self.object:remove()
return
end
end
@ -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

View File

@ -4,20 +4,6 @@ vehicles = {}
dofile(minetest.get_modpath("vehicles").."/api.lua")
--very laggy and buggy flight
-- minetest.register_globalstep(function(dtime)
-- for _, player in ipairs(minetest.get_connected_players()) do
-- local dir = player:get_look_dir();
-- local pos = player:getpos();
-- local ctrl = player:get_player_control();
-- local pos1 = {x=pos.x+dir.x*1,y=pos.y+dir.y*1,z=pos.z+dir.z*1}
-- if ctrl.up == true then
-- player:moveto(pos1, false)
-- else
-- end
-- end
-- end)
local step = 1.1
local enable_built_in = true
@ -39,17 +25,13 @@ minetest.register_entity("vehicles:missile", {
self.object:remove()
end)
local player = self.launcher
if player == nil then
self.object:remove()
return
end
local dir = player:get_look_dir();
if dir == nil then
if player == nil or player:get_player_name() == "" then
self.object:remove()
return
end
local dir = player:get_look_dir()
local vec = {x=dir.x*16,y=dir.y*16,z=dir.z*16}
local yaw = player:get_look_yaw();
local yaw = player:get_look_yaw()
self.object:setyaw(yaw+math.pi/2)
self.object:setvelocity(vec)
local pos = self.object:getpos()
@ -1756,6 +1738,7 @@ minetest.register_entity("vehicles:parachute", {
vehicles.object_glide(self, dtime, 8, 0.92, -0.2, "", "")
return false
end
self.object:remove()
return true
end,
})
@ -1773,9 +1756,9 @@ minetest.register_tool("vehicles:backpack", {
damage_groups = {fleshy=1},
},
on_use = function(item, placer, pointed_thing)
local dir = placer:get_look_dir();
local playerpos = placer:getpos();
local pname = placer:get_player_name();
local dir = placer:get_look_dir()
local playerpos = placer:getpos()
local pname = placer:get_player_name()
local obj = minetest.env:add_entity({x=playerpos.x+0+dir.x,y=playerpos.y+1+dir.y,z=playerpos.z+0+dir.z}, "vehicles:parachute")
local entity = obj:get_luaentity()
if obj.driver and placer == obj.driver then
@ -1803,11 +1786,11 @@ minetest.register_entity("vehicles:wing_glider", {
collisionbox = {-0.5, -0.1, -0.5, 0.5, 0.1, 0.5},
on_step = function(self, dtime)
if self.driver then
local dir = self.driver:get_look_dir();
local velo = self.object:getvelocity();
local dir = self.driver:get_look_dir()
local velo = self.object:getvelocity()
local speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
local vec = {x=dir.x*16,y=dir.y*16+1,z=dir.z*16}
local yaw = self.driver:get_look_yaw();
local yaw = self.driver:get_look_yaw()
self.object:setyaw(yaw+math.pi/2)
self.object:setvelocity(vec)
self.driver:set_animation({x=162, y=167}, 0, 0)
@ -1851,8 +1834,8 @@ minetest.register_tool("vehicles:wings", {
},
on_use = function(item, placer, pointed_thing)
local wings_ready = true
local dir = placer:get_look_dir();
local playerpos = placer:getpos();
local dir = placer:get_look_dir()
local playerpos = placer:getpos()
local objs = minetest.get_objects_inside_radius({x=playerpos.x,y=playerpos.y,z=playerpos.z}, 2)
for k, obj2 in pairs(objs) do
if obj2:get_luaentity() ~= nil and obj2:get_luaentity().name == "vehicles:wing_glider" then
@ -1895,10 +1878,10 @@ minetest.register_tool("vehicles:rc", {
damage_groups = {fleshy=1},
},
on_use = function(item, placer, pointed_thing)
local dir = placer:get_look_dir();
local playerpos = placer:getpos();
local pname = placer:get_player_name();
local inv = minetest.get_inventory({type="player", name=pname});
local dir = placer:get_look_dir()
local playerpos = placer:getpos()
local pname = placer:get_player_name()
local inv = minetest.get_inventory({type="player", name=pname})
if inv:contains_item("main", "vehicles:missile_2_item") then
local remov = inv:remove_item("main", "vehicles:missile_2_item")
local obj = minetest.env:add_entity({x=playerpos.x+0+dir.x,y=playerpos.y+1+dir.y,z=playerpos.z+0+dir.z}, "vehicles:missile")
@ -2719,6 +2702,6 @@ minetest.register_node("vehicles:light_barrier2", {
})
end--if minetest.setting_get("vehicles_nodes") then
end--if minetest.settings:get("vehicles_nodes") then
end--if enable_built_in then