252 lines
8.1 KiB
Lua
252 lines
8.1 KiB
Lua
--vehicles/mounts api by D00Med, based on lib_mount(see below)
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--License of lib_mount:
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-- Minetest mod: lib_mount
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-- =======================
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-- by blert2112
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-- Based on the Boats mod by PilzAdam.
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-- -----------------------------------------------------------
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-- -----------------------------------------------------------
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-- Minetest Game mod: boats
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-- ========================
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-- by PilzAdam
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-- License of source code:
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-- -----------------------
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-- WTFPL
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--from lib_mount (required by new functions)
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local mobs_redo = false
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if mobs.mod and mobs.mod == "redo" then
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mobs_redo = true
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end
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local function is_group(pos, group)
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local nn = minetest.get_node(pos).name
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return minetest.get_item_group(nn, group) ~= 0
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end
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local function force_detach(player)
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local attached_to = player:get_attach()
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if attached_to and attached_to:get_luaentity() then
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local entity = attached_to:get_luaentity()
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if entity.driver then
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entity.driver = nil
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end
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player:set_detach()
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end
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default.player_attached[player:get_player_name()] = false
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player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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end
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function mobs_doomed.object_attach(entity, player, attach_at, eye_offset)
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eye_offset = eye_offset or {x=0, y=0, z=0}
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force_detach(player)
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entity.driver = player
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player:set_attach(entity.object, "", attach_at, {x=0, y=0, z=0})
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player:set_properties({visual_size = {x=1, y=1}})
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player:set_eye_offset(eye_offset, {x=0, y=0, z=0})
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default.player_attached[player:get_player_name()] = true
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minetest.after(0.2, function()
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default.player_set_animation(player, "sit" , 30)
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end)
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--entity.object:set_yaw(player:get_look_yaw() - math.pi / 2)
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entity.object:set_yaw(player:get_look_horizontal() - (math.pi/2))
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end
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function mobs_doomed.object_detach(entity, player, offset)
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entity.driver = nil
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player:set_detach()
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default.player_attached[player:get_player_name()] = false
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default.player_set_animation(player, "stand" , 30)
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player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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local pos = player:get_pos()
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pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
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minetest.after(0.1, function()
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player:set_pos(pos)
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end)
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end
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-------------------------------------------------------------------------------
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minetest.register_on_leaveplayer(function(player)
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if player then
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force_detach(player)
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end
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end)
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minetest.register_on_shutdown(function()
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local playerc
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local players = minetest.get_connected_players()
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for i = 1,#players do
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playerc = players[i]
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if playerc then
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force_detach(players[i])
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end
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playerc = nil
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end
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end)
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minetest.register_on_dieplayer(function(player)
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if player then
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force_detach(player)
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return true
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end
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end)
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-------------------------------------------------------------------------------
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--mixed code(from this mod and lib_mount)
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local rotview = math.pi / 2
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function mobs_doomed.object_drive(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim, jumps)
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local ctrl = entity.driver:get_player_control()
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local dir = entity.driver:get_look_dir();
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local vec_forward = {x=dir.x*speed,y=-2,z=dir.z*speed}
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local vec_backward = {x=-dir.x*speed,y=-2,z=-dir.z*speed}
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local vec_stop = {x=0,y=0,z=0}
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--local yaw = entity.driver:get_look_yaw()
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local yaw = entity.driver:get_look_horizontal()
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if ctrl.up then
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_forward)
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elseif ctrl.down then
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_backward)
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elseif not ctrl.down or ctrl.up then
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_stop)
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end
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if ctrl.sneak and ctrl.LMB and shoots then
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local pos = entity.object:get_pos()
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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)
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local vec = {x=dir.x*6,y=dir.y*6,z=dir.z*6}
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local yaw = entity.driver:get_look_horizontal() + rotview -- we have math.pi/2 but later yaw sumarized again in next line
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obj:set_yaw(yaw+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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obj:set_velocity(vec)
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end
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--lib_mount animation
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local velo = entity.object:get_velocity()
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if velo.x == 0 and velo.y == 0 and velo.z == 0 then
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if stand_anim and stand_anim ~= nil and mobs_redo == true then
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mobs:set_animation(entity, stand_anim)
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end
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entity.object:set_pos(entity.object:get_pos())
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return
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end
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if moving_anim and moving_anim ~= nil and mobs_redo == true then
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mobs:set_animation(entity, moving_anim)
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end
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--jumping not working
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-- local jumps = jumps or false
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-- if jumps == true and ctrl.jump then
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-- local vel = entity.object:get_velocity()
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-- vel.y = 10
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-- entity.object:set_velocity(vel)
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-- minetest.after(1.5, function()
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-- local vel = entity.object:get_velocity()
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-- vel.y = -10
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-- entity.object:set_velocity(vel)
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-- end)
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-- end
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end
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function mobs_doomed.object_fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
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if entity and not entity.driver:get_look_dir() then return end
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local ctrl = entity.driver:get_player_control()
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local velo = entity.object:get_velocity()
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local dir = entity.driver:get_look_dir();
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local vec_forward = {x=dir.x*speed,y=dir.y*speed+2,z=dir.z*speed}
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local vec_backward = {x=-dir.x*speed,y=dir.y*speed+2,z=-dir.z*speed}
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local vec_rise = {x=velo.x,y=velo.y+0.2,z=velo.z}
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local vec_stop = {x=0,y=-0.2,z=0}
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local yaw = entity.driver:get_look_horizontal() + rotview
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local pos = entity.object:get_pos()
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local node = minetest.get_node(pos).name
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-- Commented condition makes dragons stuck in water, lava and so on…
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-- 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
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-- entity.object:set_velocity({x=velo.x*0.5, y=velo.y*0.5, z=velo.z*0.5})
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-- end
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if ctrl.up then
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_forward)
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elseif ctrl.down then
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_backward)
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elseif ctrl.jump then
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_rise)
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elseif not ctrl.down or ctrl.up or ctrl.jump then
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entity.object:set_yaw(yaw+math.pi+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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entity.object:set_velocity(vec_stop)
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end
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if ctrl.aux1 and shoots and not entity.loaded then
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local pos = entity.object:get_pos()
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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)
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local vec = vector.multiply(dir, 12)
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--local yaw = entity.driver:get_look_yaw()
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local yaw = entity.driver:get_look_horizontal()
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entity.loaded = true
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obj:set_yaw(yaw+math.pi/2) -- check math.pi+math.pi/2 check if the order of the signs is correct
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obj:set_velocity(vec)
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local object = obj:get_luaentity()
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object.launcher = entity.driver
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minetest.after(1, function()
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entity.loaded = false
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end)
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end
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--lib_mount animation
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if velo.x == 0 and velo.y == 0 and velo.z == 0 then
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if stand_anim and stand_anim ~= nil and mobs_redo == true then
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mobs:set_animation(entity, stand_anim)
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end
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entity.object:set_pos(entity.object:get_pos())
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return
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end
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if moving_anim and moving_anim ~= nil and mobs_redo == true then
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mobs:set_animation(entity, moving_anim)
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end
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end
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--lib_mount (not required by new functions)
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local function is_group(pos, group)
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local nn = minetest.get_node(pos).name
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return minetest.get_item_group(nn, group) ~= 0
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end
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local function get_sign(i)
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i = i or 0
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if i == 0 then
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return 0
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else
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return i / math.abs(i)
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end
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end
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local function get_velocity(v, yaw, y)
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local x = -math.sin(yaw) * v
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local z = math.cos(yaw) * v
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return {x = x, y = y, z = z}
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end
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local function get_v(v)
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return math.sqrt(v.x ^ 2 + v.z ^ 2)
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end
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