remove any conflicts with lib_mount

* backported e370819ff5
main-namespace_mobs
mckaygerhard 2023-06-05 14:25:46 -04:00
parent c5e2f9b2cb
commit 2255cdd34b
2 changed files with 8 additions and 133 deletions

133
api.lua
View File

@ -47,7 +47,7 @@ local function force_detach(player)
player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
end
function object_attach(entity, player, attach_at, eye_offset)
function mobs_doomed.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
@ -64,7 +64,7 @@ function object_attach(entity, player, attach_at, eye_offset)
entity.object:set_yaw(player:get_look_horizontal() - (math.pi/2))
end
function object_detach(entity, player, offset)
function mobs_doomed.object_detach(entity, player, offset)
entity.driver = nil
player:set_detach()
default.player_attached[player:get_player_name()] = false
@ -110,7 +110,7 @@ end)
--mixed code(from this mod and lib_mount)
local rotview = math.pi / 2
function object_drive(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim, jumps)
function mobs_doomed.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}
@ -162,7 +162,7 @@ function object_drive(entity, dtime, speed, shoots, arrow, moving_anim, stand_an
-- end
end
function object_fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
function mobs_doomed.object_fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
if entity and not entity.driver:get_look_dir() then return end
@ -249,128 +249,3 @@ 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:set_look_horizontal(player:get_look_horizontal() - (math.pi/2))
end
function lib_mount.detach(entity, player, offset)
if entity ~= nil then entity.driver = nil end
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
function lib_mount.drive(entity, dtime, moving_anim, stand_anim, can_fly)
entity.v = get_v(entity.object:get_velocity()) * get_sign(entity.v)
local ctrl = entity.driver:get_player_control()
local yaw = entity.object:get_yaw()
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:set_yaw(yaw - (1 + dtime) * 0.03)
else
entity.object:set_yaw(yaw + (1 + dtime) * 0.03)
end
elseif ctrl.right then
if entity.v < 0 then
entity.object:set_yaw(yaw + (1 + dtime) * 0.03)
else
entity.object:set_yaw(yaw - (1 + dtime) * 0.03)
end
end
local velo = entity.object:get_velocity()
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
mobs:set_animation(entity, 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
mobs: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:set_velocity({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:get_pos()
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:get_yaw(),
entity.object:get_velocity().y)
entity.object:set_pos(entity.object:get_pos())
else
p.y = p.y + 1
if is_group(p, "crumbly") then
local y = entity.object:get_velocity().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:get_yaw(), y)
entity.object:set_pos(entity.object:get_pos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(entity.object:get_velocity().y) < 1 then
local pos = entity.object:get_pos()
pos.y = math.floor(pos.y) + 0.5
entity.object:set_pos(pos)
new_velo = get_velocity(entity.v, entity.object:get_yaw(), 0)
else
new_velo = get_velocity(entity.v, entity.object:get_yaw(),
entity.object:get_velocity().y)
entity.object:set_pos(entity.object:get_pos())
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:set_velocity(new_velo)
entity.object:set_acceleration(new_acce)
end

View File

@ -5,7 +5,7 @@ end
mobs_doomed.dragon.step_custom = function(self, dtime)
if self.driver then
object_fly(self, dtime, 10, true, "mobs_doomed:fire_plyr", "walk", "stand")
mobs_doomed.object_fly(self, dtime, 10, true, "mobs_doomed:fire_plyr", "walk", "stand")
if self.state == "attack" then
self.state = nil
end
@ -19,7 +19,7 @@ mobs_doomed.dragon.ride = function(self, clicker)
local inv = clicker:get_inventory()
if self.driver and clicker == self.driver then
object_detach(self, clicker, {x=1, y=0, z=1})
mobs_doomed.object_detach(self, clicker, {x=1, y=0, z=1})
if inv:room_for_item("main", "mobs:saddle") then
inv:add_item("main", "mobs:saddle")
@ -29,7 +29,7 @@ mobs_doomed.dragon.ride = function(self, clicker)
elseif not self.driver then
if clicker:get_wielded_item():get_name() == "mobs:saddle" then
object_attach(self, clicker, {x=0, y=12, z=4}, {x=0, y=0, z=4})
mobs_doomed.object_attach(self, clicker, {x=0, y=12, z=4}, {x=0, y=0, z=4})
inv:remove_item("main", "mobs:saddle")
end
end
@ -49,7 +49,7 @@ end
mobs_doomed.dragon.do_custom = function(self, dtime)
if self.driver then
object_fly(self, dtime, 10, true, "mobs_doomed:fire_plyr", "walk", "stand")
mobs_doomed.object_fly(self, dtime, 10, true, "mobs_doomed:fire_plyr", "walk", "stand")
if self.state == "attack" then
self.state = "idle"