--vehicles/mounts api by D00Med, based on lib_mount(see below) --License of lib_mount: -- Minetest mod: lib_mount -- ======================= -- by blert2112 -- Based on the Boats mod by PilzAdam. -- ----------------------------------------------------------- -- ----------------------------------------------------------- -- Minetest Game mod: boats -- ======================== -- by PilzAdam -- License of source code: -- ----------------------- -- WTFPL --from lib_mount (required by new functions) local mobs_redo = false if mobs.mod and mobs.mod == "redo" then mobs_redo = true end local function is_group(pos, group) local nn = minetest.get_node(pos).name return minetest.get_item_group(nn, group) ~= 0 end 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 entity.driver = nil 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}) end function dmobs.object_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:set_yaw(player:get_look_horizontal() - math.pi / 2) end function dmobs.object_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:get_pos() pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} minetest.after(0.1, function() player:set_pos(pos) end) end ------------------------------------------------------------------------------- minetest.register_on_leaveplayer(function(player) if player then force_detach(player) end end) minetest.register_on_shutdown(function() local players = minetest.get_connected_players() for i = 1, #players do if players[i] then force_detach(players[i]) end end end) minetest.register_on_dieplayer(function(player) if player then force_detach(player) end return true end) ------------------------------------------------------------------------------- --mixed code(from this mod and lib_mount) local rotview = math.pi / 2 function dmobs.object_drive(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim, jumps) local ctrl = entity.driver:get_player_control() local dir = entity.driver:get_look_dir() local vec_forward = {x=dir.x*speed,y=-2,z=dir.z*speed} local vec_backward = {x=-dir.x*speed,y=-2,z=-dir.z*speed} local vec_stop = {x=0,y=0,z=0} local yaw = entity.driver:get_look_horizontal() if ctrl.up then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_forward) elseif ctrl.down then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_backward) elseif not ctrl.down or ctrl.up then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_stop) end if ctrl.sneak and ctrl.LMB and shoots then local pos = entity.object:get_pos() local obj = minetest.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*6,y=dir.y*6,z=dir.z*6} local yaw = entity.driver:get_look_horizontal() + rotview obj:set_yaw(yaw+math.pi/2) obj:set_velocity(vec) end --lib_mount animation local velo = entity.object:get_velocity() if velo.x == 0 and velo.y == 0 and velo.z == 0 then if stand_anim and stand_anim ~= nil and mobs_redo == true then entity:set_animation(stand_anim) end entity.object:set_pos(entity.object:get_pos()) return end if moving_anim and moving_anim ~= nil and mobs_redo == true then entity:set_animation(moving_anim) end --jumping not working -- local jumps = jumps or false -- if jumps == true and ctrl.jump then -- local vel = entity.object:get_velocity() -- vel.y = 10 -- entity.object:set_velocity(vel) -- minetest.after(1.5, function() -- local vel = entity.object:get_velocity() -- vel.y = -10 -- entity.object:set_velocity(vel) -- end) -- end end function dmobs.object_fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim) if entity and not entity.driver:get_look_dir() then return end local ctrl = entity.driver:get_player_control() local velo = entity.object:get_velocity() local dir = entity.driver:get_look_dir() local vec_forward = {x=dir.x*speed,y=dir.y*speed+2,z=dir.z*speed} local vec_backward = {x=-dir.x*speed,y=dir.y*speed+2,z=-dir.z*speed} local vec_rise = {x=velo.x,y=velo.y+0.2,z=velo.z} local vec_stop = {x=0,y=-0.2,z=0} local yaw = entity.driver:get_look_horizontal() + rotview local pos = entity.object:get_pos() local node = minetest.get_node(pos).name -- Commented condition makes dragons stuck in water, lava and so on… -- if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" or node == "default:lava_source" or node == "default:lava_flowing" then -- entity.object:set_velocity({x=velo.x*0.5, y=velo.y*0.5, z=velo.z*0.5}) -- end if ctrl.up then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_forward) elseif ctrl.down then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_backward) elseif ctrl.jump then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_rise) elseif not ctrl.down or ctrl.up or ctrl.jump then entity.object:set_yaw(yaw+math.pi+math.pi/2) entity.object:set_velocity(vec_stop) end if ctrl.aux1 and shoots and not entity.loaded then local pos = entity.object:get_pos() local obj = minetest.add_entity({x=pos.x+0+dir.x*2.5,y=pos.y+1.5+dir.y,z=pos.z+0+dir.z*2.5}, arrow) local vec = vector.multiply(dir, 12) local yaw = entity.driver:get_look_horizontal() entity.loaded = true obj:set_yaw(yaw+math.pi/2) obj:set_velocity(vec) local object = obj:get_luaentity() object.launcher = entity.driver minetest.after(1, function() entity.loaded = false end) end --lib_mount animation if velo.x == 0 and velo.y == 0 and velo.z == 0 then if stand_anim and stand_anim ~= nil and mobs_redo == true then entity:set_animation(stand_anim) end entity.object:set_pos(entity.object:get_pos()) return end if moving_anim and moving_anim ~= nil and mobs_redo == true then entity:set_animation(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