vehicles/api.lua

634 lines
20 KiB
Lua

--vehicles/mounts api by D00Med and zaoqi, 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 vehicles.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 or nil
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 death_node = def.death_node or nil
local destroy_node = def.destroy_node or nil
local place_node = def.place_node or nil
local place_chance = def.place_chance or 1
local place_trigger = def.place_trigger or nil
local animation_speed = def.animation_speed or 20
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))
local anim_speed = (math.floor(absolute_speed*1.5)/1)+animation_speed
if absolute_speed <= speed and ctrl.up then
timer = timer + 1*dtime
end
if not ctrl.up then
timer = 0
end
--boost reset
if boost and not entity.boost then
minetest.after(boost_charge, function()
entity.boost = true
end)
end
--death_node
if death_node ~= nil and node == death_node then
if entity.driver then
vehicles.object_detach(entity, entity.driver, {x=1, y=0, z=1})
end
vehicles.explodinate(entity, 5)
entity.object:remove()
return
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_trigger == nil and math.random(1, place_chance) == 1 then
minetest.set_node(pos, {name=place_node})
end
if place_trigger ~= nil and ctrl.sneak then
local facedir = minetest.dir_to_facedir(dir)
minetest.set_node(pos, {name=place_node, param2=facedir})
end
end
--destroy node
if destroy_node ~= nil and node == destroy_node then
minetest.remove_node(pos)
end
--face the right way
local target_yaw = yaw+math.pi+math.pi/2+extra_yaw
local entity_yaw = entity.object:getyaw()
if entity_yaw ~= target_yaw then
--minetest.chat_send_all(target_yaw)
if target_yaw <= 6.2 and target_yaw >= 0.2 then
entity.object:setyaw(entity_yaw+(target_yaw-entity_yaw)/4)
else
entity.object:setyaw(target_yaw)
end
end
--lava explode
if node == "default:lava_source" or node == "default:lava_flowing" then
if entity.driver then
vehicles.object_detach(entity, entity.driver, {x=1, y=0, z=1})
end
vehicles.explodinate(entity, 5)
entity.object:remove()
return
end
--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"
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(minetest.get_node({x=pos.x, y=pos.y+2, z=pos.z}).name)
--apply water effects
if is_watercraft and entity.in_water then
entity.object:setvelocity({x=velo.x*0.9, y=velo.y+5, z=velo.z*0.9})
elseif is_watercraft and entity.on_water == false then
entity.object:setvelocity({x=velo.x*decell,y=velo.y-1,z=velo.z*decell})
elseif (entity.on_water or entity.in_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:setvelocity({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})
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, 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
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
if not fly and not is_watercraft then
entity.object:setvelocity({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})
elseif not fly then
entity.object:setvelocity({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})
else
entity.object:setvelocity({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})
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
elseif ctrl.down and not fixed then
if not is_watercraft then
entity.object:setvelocity({x=-dir.x*(speed/4)*accell,y=velo.y-0.5,z=-dir.z*(speed/4)*accell})
else
entity.object:setvelocity({x=-dir.x*(speed/4)*accell,y=0,z=-dir.z*(speed/4)*accell})
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
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
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
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)
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
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*20,y=dir.y*20+shoot_angle,z=dir.z*20}
obj:setyaw(yaw+math.pi/2+extra_yaw)
obj:setvelocity(vec)
local object = obj:get_luaentity()
object.launcher = entity.driver
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)
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
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({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})
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
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({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})
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
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
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
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
function vehicles.on_punch(self, puncher)
if self.object:get_hp() == 0 then
if self.driver then
vehicles.object_detach(self, self.driver, {x=1, y=0, z=1})
end
vehicles.explodinate(self, 5)
end
if self.driver == puncher and (self.object:get_hp() == self.hp_max-1 or self.object:get_hp() == self.hp_max or minetest.setting_getbool("creative_mode")) then
local name = self.object:get_luaentity().name
local pos = self.object:getpos()
minetest.env:add_item(pos, name.."_spawner")
vehicles.object_detach(self, self.driver, {x=1, y=0, z=1})
self.object:remove()
end
end
function vehicles.object_no_drive(entity, dtime, def)
--definition
local decell = def.decell or 0
local gravity = def.gravity or 1
local is_watercraft = def.is_watercraft or false
local stand_anim = def.stand_anim
--variables
local velo = entity.object:getvelocity()
local pos = entity.object:getpos()
local node = minetest.get_node(pos).name
--timer dependant variables
local vec_stop = {x=velo.x*decell,y=velo.y-gravity,z=velo.z*decell}
if node == "default:lava_source" or node == "default:lava_flowing" then
if entity.driver then
vehicles.object_detach(entity, entity.driver, {x=1, y=0, z=1})
end
vehicles.explodinate(entity, 5)
entity.object:remove()
return
end
--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"
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(minetest.get_node({x=pos.x, y=pos.y+2, z=pos.z}).name)
--apply water effects
if is_watercraft and entity.in_water then
entity.object:setvelocity({x=velo.x*0.9, y=velo.y+5, z=velo.z*0.9})
elseif is_watercraft and entity.on_water == false then
entity.object:setvelocity({x=velo.x*decell,y=velo.y-1,z=velo.z*decell})
elseif entity.on_water and not is_watercraft then
entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
else
--stop
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
end
function vehicles.on_step(self, dtime, def, have, no)
if self.driver then
vehicles.object_drive(self, dtime, def)
if have ~= nil then
have()
end
else
vehicles.object_no_drive(self, dtime, def)
if no ~= nil then
no()
end
end
return false
end