api changes, small vehicle improvements
>only one function is used for most vehicles(apart from gliding and simple) >vehicles can now have two weapons >vehicles can have a 'boost' and still shoot >boosts are now controlled with the 'use' key instead of 'sneak' >The assault suit now shoots missiles in addition to bulletsbrake-improvement
parent
a7ad9aafb0
commit
8fa6e7c945
670
api.lua
670
api.lua
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@ -24,13 +24,6 @@
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--from lib_mount (required by new functions)
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local mobs_redo = false
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if minetest.get_modpath("mobs")then
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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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end
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--attach position seems broken, and eye offset will cause problems if the vehicle/mount/player is destroyed whilst driving/riding
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local function force_detach(player)
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@ -51,6 +44,7 @@ function object_attach(entity, player, attach_at, visible, eye_offset)
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force_detach(player)
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entity.driver = player
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entity.loaded = true
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entity.loaded2 = true
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player:set_attach(entity.object, "", attach_at, {x=0, y=0, z=0})
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-- this is to hide the player when the attaching doesn't work properly
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if not visible then
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@ -72,9 +66,7 @@ function object_detach(entity, player, offset)
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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_properties({
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visual_size = {x = 1, y = 1},
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})
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player:set_properties({visual_size = {x=1, y=1}})
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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:getpos()
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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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@ -108,18 +100,75 @@ end)
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timer = 0
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--New vehicle function, combines all of the others
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--basic driving, use for basic vehicles/mounts, with optional weapons
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function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, moving_anim, stand_anim, jump, jump_anim, shoot_anim, shoot_y)
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function object_drive(entity, dtime, def)
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--definition
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local speed = def.speed or 10
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local fixed = def.fixed or false
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local decell = def.decell or 0
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local shoots = def.shoots or false
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local arrow = def.arrow or nil
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local reload_time = def.reload_time or 1
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local shoot_y = def.shoot_y or 1.5
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local shoot_angle = def.shoot_angle or 0
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local infinite_arrow = def.infinite_arrow or false
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local shoots2 = def.shoots2 or false
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local arrow2 = def.arrow2 or nil
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local reload_time2 = def.reload_time2 or 1
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local shoot_y2 = def.shoot_y2 or 1.5
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local infinite_arrow2 = def.infinite_arrow2 or false
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local jump = def.jump_type or nil
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local fly = def.fly or nil
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local fly_mode = def.fly_mode or "hold"
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local rise_speed = def.rise_speed or 0.1
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local gravity = def.gravity or 1
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local boost = def.boost or false
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local boost_duration = def.boost_duration or 5
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local boost_charge = def.boost_charge or 4
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local boost_effect = def.boost_effect
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local hover_speed = def.hover_speed or 1.5
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local jump_speed = def.jump_speed or 5
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local simple_vehicle = def.simple_vehicle or false
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local is_watercraft = def.is_watercraft or false
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local swims = def.swims or false
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local driving_sound = def.driving_sound or nil
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local sound_duration = def.sound_duration or 5
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local moving_anim = def.moving_anim
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local stand_anim = def.stand_anim
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local jump_anim = def.jump_anim
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local shoot_anim = def.shoot_anim
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local shoot_anim2 = def.shoot_anim2
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--variables
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local shoot_y = shoot_y or 1.5
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local ctrl = entity.driver:get_player_control()
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local velo = entity.object:getvelocity()
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local dir = entity.driver:get_look_dir();
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--local vec_forward = {x=dir.x*speed,y=velo.y+1*-2,z=dir.z*speed}
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local vec_backward = {x=-dir.x*speed/4,y=velo.y+1*-2,z=-dir.z*speed/4}
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local vec_stop = {x=velo.x*decell,y=velo.y+1*-2,z=velo.z*decell}
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local yaw = entity.driver:get_look_yaw();
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local pos = entity.object:getpos()
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local node = minetest.get_node(pos).name
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local accell = 1
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--dummy variables
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local vec_rise = {}
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local vec_forward_simple = {}
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local inv = nil
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--definition dependant variables
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if fly then
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vec_rise = {x=velo.x, y=speed*rise_speed, z=velo.z}
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end
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if simple_vehicle then
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vec_forward_simple = {x=dir.x*speed,y=velo.y+1*-2,z=dir.z*speed}
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end
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if shoots then
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local pname = entity.driver:get_player_name();
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inv = minetest.get_inventory({type="player", name=pname});
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end
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--timer
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local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
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if absolute_speed <= speed and ctrl.up then
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@ -128,60 +177,134 @@ function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, movin
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if not ctrl.up then
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timer = 0
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end
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--timer dependant variables
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local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=velo.y+1*-2,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
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local vec_forward_hover = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=1.5,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
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local vec_forward_jump = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=4,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
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local vec_forward_hover = {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}
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local vec_forward_jump = {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}
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local vec_forward = {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}
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local boat_forward = {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}
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local vec_forward_fly = {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,z=dir.z*(speed*0.2)*math.log(timer+0.5)+4*dir.z}
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local vec_boost = {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}
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local vec_backward = {x=-dir.x*(speed/4)*accell,y=velo.y-0.5,z=-dir.z*(speed/4)*accell}
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local boat_backward = {x=-dir.x*(speed/4)*accell,y=0,z=-dir.z*(speed/4)*accell}
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local vec_stop = {x=velo.x*decell,y=velo.y-gravity,z=velo.z*decell}
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--boost reset
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if boost and not entity.boost then
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minetest.after(boost_charge, function()
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entity.boost = true
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end)
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end
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--respond to controls
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--water effects
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local pos = entity.object:getpos()
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local node = minetest.get_node(pos).name
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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" then
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--check for water
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if node == "default:river_water_source" or node == "default:water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
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entity.on_water = true
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else
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entity.on_water = false
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end
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--apply water effects
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if is_watercraft and entity.on_water == false then
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entity.object:setvelocity({x=0, y=0, z=0})
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elseif entity.on_water and not is_watercraft then
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entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
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elseif ctrl.up then
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--boost
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elseif ctrl.up and not shoots2 and ctrl.aux1 and entity.boost then
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entity.object:setyaw(yaw+math.pi+math.pi/2)
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entity.object:setvelocity(vec_boost)
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if boost_effect ~= nil then
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minetest.add_particlespawner(
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5, --amount
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1, --time
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{x=pos.x-0.5, y=pos.y, z=pos.z-0.5}, --minpos
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{x=pos.x+0.5, y=pos.y, z=pos.z+0.5}, --maxpos
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{x=-velo.x, y=-velo.y, z=-velo.z}, --minvel
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{x=-velo.x, y=-velo.y, z=-velo.z}, --maxvel
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{x=-0,y=-0,z=-0}, --minacc
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{x=0,y=1,z=0}, --maxacc
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0.1, --minexptime
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0.2, --maxexptime
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5, --minsize
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10, --maxsize
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false, --collisiondetection
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boost_effect --texture
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)
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end
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minetest.after(boost_duration, function()
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entity.nitro = false
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end)
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--animation
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if moving_anim ~= nil and not entity.moving and not hovering then
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entity.object:set_animation(move_anim, 20, 0)
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entity.moving = true
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end
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--rise
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elseif ctrl.jump and fly and fly_mode == "rise" then
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entity.object:setyaw(yaw+math.pi+math.pi/2)
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entity.object:setvelocity(vec_rise)
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--lib_mount animation
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if moving_anim ~= nil and not entity.moving then
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entity.object:set_animation(moving_anim, 20, 0)
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entity.moving = true
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end
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--hover in place
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elseif ctrl.jump and ctrl.up and fly and fly_mode == "hold" then
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entity.object:setvelocity({x=dir.x*speed, y=0, z=dir.z*speed})
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--move forward
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elseif ctrl.up and not fixed then
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entity.object:setyaw(yaw+math.pi+math.pi/2)
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if not fly and not is_watercraft then
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entity.object:setvelocity(vec_forward)
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--lib_mount animation
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elseif not fly then
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entity.object:setvelocity(boat_forward)
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else
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entity.object:setvelocity(vec_forward_fly)
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end
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--animation
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if moving_anim ~= nil and not entity.moving and not hovering then
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entity.object:set_animation(moving_anim, 20, 0)
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entity.moving = true
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end
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elseif ctrl.down then
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--move backward
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elseif ctrl.down and not fixed then
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entity.object:setyaw(yaw+math.pi+math.pi/2)
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if not is_watercraft then
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entity.object:setvelocity(vec_backward)
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--lib_mount animation
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else
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entity.object:setvelocity(boat_backward)
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end
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--animation
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if moving_anim ~= nil and not entity.moving and not hovering then
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entity.object:set_animation(moving_anim, 20, 0)
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entity.moving = true
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end
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--stop
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elseif not ctrl.down or ctrl.up then
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entity.object:setyaw(yaw+math.pi+math.pi/2)
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entity.object:setvelocity(vec_stop)
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--lib_mount animation
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--animation
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if moving_anim ~= nil and entity.moving and not hovering then
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entity.object:set_animation(stand_anim, 20, 0)
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entity.moving = false
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end
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end
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--shoot weapons
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if ctrl.sneak and shoots and entity.loaded then
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local pname = entity.driver:get_player_name();
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local inv = minetest.get_inventory({type="player", name=pname});
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if inv:contains_item("main", arrow.."_item") or arrow == "vehicles:water" then
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if inv:contains_item("main", arrow.."_item") or infinite_arrow then
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local remov = inv:remove_item("main", arrow.."_item")
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entity.loaded = false
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local pos = entity.object:getpos()
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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)
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local vec = {x=dir.x*14,y=dir.y*14,z=dir.z*14}
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local yaw = entity.driver:get_look_yaw();
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local vec = {x=dir.x*14,y=dir.y*14+shoot_angle,z=dir.z*14}
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obj:setyaw(yaw+math.pi/2)
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obj:setvelocity(vec)
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local object = obj:get_luaentity()
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object.launcher = entity.driver
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--lib_mount animation
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if shoot_anim ~= nil and entity.object:get_animation().range ~= shoot_anim then
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entity.object:set_animation(shoot_anim, 20, 0)
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end
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minetest.after(reload, function()
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minetest.after(reload_time, function()
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entity.loaded = true
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if stand_anim ~= nil and shoot_anim ~= nil then
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entity.object:set_animation(stand_anim, 20, 0)
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@ -190,9 +313,32 @@ function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, movin
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end
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end
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if ctrl.aux1 and shoots2 and entity.loaded2 then
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if inv:contains_item("main", arrow2.."_item") or infinite_arrow2 then
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local remov = inv:remove_item("main", arrow2.."_item")
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entity.loaded2 = false
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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)
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local vec = {x=dir.x*14,y=dir.y*14+shoot_angle,z=dir.z*14}
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obj:setyaw(yaw+math.pi/2)
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obj:setvelocity(vec)
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local object = obj:get_luaentity()
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object.launcher = entity.driver
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--lib_mount animation
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if shoot_anim2 ~= nil and entity.object:get_animation().range ~= shoot_anim2 then
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entity.object:set_animation(shoot_anim2, 20, 0)
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end
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minetest.after(reload_time2, function()
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entity.loaded2 = true
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if stand_anim ~= nil and shoot_anim2 ~= nil then
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entity.object:set_animation(stand_anim, 20, 0)
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end
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end)
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end
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end
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--jump(hover) without moving forward
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if jump == "hover" and ctrl.jump and not entity.jumpcharge then
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if not ctrl.up then
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local vec_hover = {x=velo.x+0,y=1,z=velo.z+0}
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local vec_hover = {x=velo.x+0,y=hover_speed,z=velo.z+0}
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entity.object:setvelocity(vec_hover)
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else
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entity.object:setvelocity(vec_forward_hover)
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hovering = false
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end)
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end
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--jump (jump) without moving forward
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if jump == "jump" and ctrl.jump and not entity.jumpcharge then
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if not ctrl.up then
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local vec_jump = {x=velo.x+0,y=4,z=velo.z+0}
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local vec_jump = {x=velo.x+0,y=jump_speed,z=velo.z+0}
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entity.object:setvelocity(vec_jump)
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else
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entity.object:setvelocity(vec_forward_hover)
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hovering = false
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end)
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end
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--play sound
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if entity.sound_ready then
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minetest.sound_play(driving_sound,
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{gain = 4, max_hear_distance = 3, loop = false})
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entity.sound_ready = false
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minetest.after(sound_duration, function()
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entity.sound_ready = true
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end)
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end
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end
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--simplified in an attempt to reduce lag
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function object_drive_simple(entity, dtime, speed, decell)
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local ctrl = entity.driver:get_player_control()
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local velo = entity.object:getvelocity()
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@ -252,261 +408,6 @@ function object_drive_simple(entity, dtime, speed, decell)
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end
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end
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--same as above but with improvements for cars and nitro/boost
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function object_drive_car(entity, dtime, speed, decell, nitro_duration, move_anim, stand_anim)
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local ctrl = entity.driver:get_player_control()
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local velo = entity.object:getvelocity()
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local dir = entity.driver:get_look_dir()
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--speed indicator
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--minetest.chat_send_player(entity.driver:get_player_name(), ""..velocity.."")
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--timer
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local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
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if absolute_speed <= speed and ctrl.up then
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timer = timer + 1*dtime
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end
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if not ctrl.up then
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timer = 0
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end
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--stuff left behind for future
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--local xaccell = math.abs(math.atan(velo.x))
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--local zaccell = math.abs(math.atan(velo.z))
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local accell = 1
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--vectors
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local vec_forward = {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}
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--local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=velo.y-0.5,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
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--local vec_forward = {x=dir.x*speed*accell,y=velo.y-0.5,z=dir.z*speed*accell}
|
||||
--local vec_nitro = {x=dir.x*(speed*1.5)*accell,y=velo.y-0.5,z=dir.z*(speed*1.5)*accell}
|
||||
local vec_nitro = {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}
|
||||
local vec_backward = {x=-dir.x*(speed/4)*accell,y=velo.y-0.5,z=-dir.z*(speed/4)*accell}
|
||||
local vec_stop = {x=velo.x*decell,y=velo.y-1,z=velo.z*decell}
|
||||
|
||||
--face the right way
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
--if ctrl.up or ctrl.down then
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
--end
|
||||
if not entity.nitro then
|
||||
minetest.after(4, function()
|
||||
entity.nitro = true
|
||||
end)
|
||||
end
|
||||
--respond to controls
|
||||
--water effects
|
||||
local pos = entity.object:getpos()
|
||||
local node = minetest.get_node(pos).name
|
||||
if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
|
||||
entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
|
||||
elseif ctrl.up and ctrl.sneak and entity.nitro then
|
||||
entity.object:setvelocity(vec_nitro)
|
||||
local pos = entity.object:getpos()
|
||||
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
|
||||
"vehicles_nitro.png" --texture
|
||||
)
|
||||
minetest.after(nitro_duration, function()
|
||||
entity.nitro = false
|
||||
end)
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving then
|
||||
entity.object:set_animation(move_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif ctrl.up then
|
||||
entity.object:setvelocity(vec_forward)
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving then
|
||||
entity.object:set_animation(move_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif ctrl.down then
|
||||
entity.object:setvelocity(vec_backward)
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving then
|
||||
entity.object:set_animation(move_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif not ctrl.down or ctrl.up then
|
||||
entity.object:setvelocity(vec_stop)
|
||||
--lib_mount animation
|
||||
if stand_anim ~= nil and entity.moving then
|
||||
entity.object:set_animation(stand_anim, 20, 0)
|
||||
entity.moving = false
|
||||
end
|
||||
end
|
||||
--play engine sound
|
||||
if entity.sound_ready then
|
||||
minetest.sound_play("engine",
|
||||
{gain = 4, max_hear_distance = 3, loop = false})
|
||||
entity.sound_ready = false
|
||||
minetest.after(11, function()
|
||||
entity.sound_ready = true
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
--for boats and watercraft
|
||||
function object_float(entity, dtime, speed, decell)
|
||||
local ctrl = entity.driver:get_player_control()
|
||||
local velo = entity.object:getvelocity()
|
||||
local dir = entity.driver:get_look_dir()
|
||||
local pos = entity.object:getpos()
|
||||
local vec_forward = {x=dir.x*speed,y=velo.y,z=dir.z*speed}
|
||||
local vec_backward = {x=-dir.x*speed,y=velo.y,z=-dir.z*speed}
|
||||
local vec_stop = {x=velo.x*decell,y=velo.y,z=velo.z*decell}
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
if minetest.get_node(pos).name == "default:river_water_source" or minetest.get_node(pos).name == "default:water_source" then
|
||||
entity.floating = true
|
||||
else entity.floating = false
|
||||
end
|
||||
if ctrl.up and entity.floating then
|
||||
entity.object:setvelocity(vec_forward)
|
||||
elseif ctrl.down and entity.floating then
|
||||
entity.object:setvelocity(vec_backward)
|
||||
elseif not ctrl.down or ctrl.up then
|
||||
entity.object:setvelocity(vec_stop)
|
||||
end
|
||||
end
|
||||
|
||||
--attempts to improve object_drive_car
|
||||
|
||||
|
||||
--stationary object, useful for gun turrets etc.
|
||||
function object_turret(entity, dtime, height, arrow, shoot_interval)
|
||||
local ctrl = entity.driver:get_player_control()
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
if ctrl.sneak and entity.loaded then
|
||||
local pname = entity.driver:get_player_name();
|
||||
local inv = minetest.get_inventory({type="player", name=pname});
|
||||
if inv:contains_item("main", arrow.."_item") then
|
||||
local remov = inv:remove_item("main", arrow.."_item")
|
||||
entity.loaded = false
|
||||
local pos = entity.object:getpos()
|
||||
local dir = entity.driver:get_look_dir();
|
||||
local obj = minetest.env:add_entity({x=pos.x+dir.x*1.2,y=pos.y+height,z=pos.z+dir.z*1.2}, arrow)
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
local vec = {x=dir.x*12, y=dir.y*12, z=dir.z*12}
|
||||
obj:setyaw(yaw+math.pi/2)
|
||||
obj:setvelocity(vec)
|
||||
local object = obj:get_luaentity()
|
||||
object.launcher = entity.driver
|
||||
minetest.after(shoot_interval, function()
|
||||
entity.loaded = true
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--basic flying, with optional weapons
|
||||
function object_fly(entity, dtime, speed, accel, decell, shoots, arrow, reload, moving_anim, stand_anim, mode2)
|
||||
local mode2 = mode2 or "hold"
|
||||
local ctrl = entity.driver:get_player_control()
|
||||
local dir = entity.driver:get_look_dir();
|
||||
local velo = entity.object:getvelocity()
|
||||
local vec_forward = {x=dir.x*speed,y=(dir.y*speed)/4+math.abs(velo.z+velo.x)/10,z=dir.z*speed}
|
||||
local vec_rise = {x=entity.object:getvelocity().x, y=speed*accel, z=entity.object:getvelocity().z}
|
||||
local acc_forward = {x=dir.x*accel/2,y=dir.y*accel/2+3,z=dir.z*accel/2}
|
||||
--local vec_backward = {x=-dir.x*speed,y=dir.y*speed+3,z=-dir.z*speed}
|
||||
--local acc_backward = {x=dir.x*accel/2,y=dir.y*accel/2+3,z=dir.z*accel/2}
|
||||
local vec_stop = {x=velo.x*decell, y=velo.y, z=velo.z*decell}
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
--pitch doesn't work/exist
|
||||
--local pitch = entity.driver:get_look_pitch();
|
||||
|
||||
-- --timer
|
||||
-- local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
|
||||
-- if absolute_speed <= speed and ctrl.up then
|
||||
-- timer = timer + 1*dtime
|
||||
-- end
|
||||
-- if not ctrl.up then
|
||||
-- timer = 0
|
||||
-- end
|
||||
-- --timer dependant variables
|
||||
-- local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=dir.y*speed/4*math.atan(0.5*timer-2)+8*dir.y,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
|
||||
|
||||
--water effects
|
||||
local pos = entity.object:getpos()
|
||||
local node = minetest.get_node(pos).name
|
||||
if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
|
||||
entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
|
||||
elseif ctrl.up then
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
--entity.object:setpitch(pitch+math.pi+math.pi/2)
|
||||
entity.object:setvelocity(vec_forward)
|
||||
entity.object:setacceleration(acc_forward)
|
||||
--elseif ctrl.down then
|
||||
--entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
--entity.object:setpitch(pitch+math.pi+math.pi/2)
|
||||
--entity.object:setvelocity(vec_backward)
|
||||
--entity.object:setacceleration(acc_backward)
|
||||
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving then
|
||||
entity.object:set_animation(moving_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif ctrl.jump and mode2 == "rise" then
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
entity.object:setvelocity(vec_rise)
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving then
|
||||
entity.object:set_animation(moving_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif not ctrl.up and not ctrl.jump then
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
entity.object:setvelocity(vec_stop)
|
||||
entity.object:setacceleration({x=0, y=-4.5, z=0})
|
||||
--lib_mount animation
|
||||
if stand_anim ~= nil and entity.moving then
|
||||
entity.object:set_animation(stand_anim, 20, 0)
|
||||
entity.moving = false
|
||||
end
|
||||
end
|
||||
if ctrl.jump and ctrl.up and mode2 == "hold" then
|
||||
entity.object:setvelocity({x=dir.x*speed, y=0, z=dir.z*speed})
|
||||
elseif not ctrl.jump and not ctrl.up then
|
||||
entity.object:setvelocity({x=velo.x*decell, y=-1, z=velo.z*decell})
|
||||
end
|
||||
if ctrl.sneak and shoots and entity.loaded then
|
||||
local pname = entity.driver:get_player_name();
|
||||
local inv = minetest.get_inventory({type="player", name=pname});
|
||||
if inv:contains_item("main", arrow.."_item") then
|
||||
local remov = inv:remove_item("main", arrow.."_item")
|
||||
entity.loaded = false
|
||||
local pos = entity.object:getpos()
|
||||
local obj = minetest.env: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*9,y=dir.y*9,z=dir.z*9}
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
obj:setyaw(yaw+math.pi/2)
|
||||
obj:setvelocity(vec)
|
||||
local object = obj:get_luaentity()
|
||||
object.launcher = entity.driver
|
||||
minetest.after(reload, function()
|
||||
entity.loaded = true
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--gliding
|
||||
function 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();
|
||||
|
@ -541,174 +442,9 @@ function object_glide(entity, dtime, speed, decell, gravity, moving_anim, stand_
|
|||
end
|
||||
end
|
||||
end
|
||||
--lib_mount animation
|
||||
-- if velo.x == 0 and velo.y == 0 and velo.z == 0 then
|
||||
-- if stand_anim and stand_anim ~= nilthen then
|
||||
-- set_animation(entity, stand_anim)
|
||||
-- end
|
||||
-- return
|
||||
-- end
|
||||
-- if moving_anim and moving_anim ~= nil then
|
||||
-- set_animation(entity, 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
|
||||
|
||||
-- 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:setyaw(player:get_look_yaw() - math.pi / 2)
|
||||
-- end
|
||||
|
||||
-- function lib_mount.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: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
|
||||
|
||||
-- function lib_mount.drive(entity, dtime, moving_anim, stand_anim, can_fly)
|
||||
-- entity.v = get_v(entity.object:getvelocity()) * get_sign(entity.v)
|
||||
|
||||
-- local ctrl = entity.driver:get_player_control()
|
||||
-- local yaw = entity.object:getyaw()
|
||||
-- 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:setyaw(yaw - (1 + dtime) * 0.03)
|
||||
-- else
|
||||
-- entity.object:setyaw(yaw + (1 + dtime) * 0.03)
|
||||
-- end
|
||||
-- elseif ctrl.right then
|
||||
-- if entity.v < 0 then
|
||||
-- entity.object:setyaw(yaw + (1 + dtime) * 0.03)
|
||||
-- else
|
||||
-- entity.object:setyaw(yaw - (1 + dtime) * 0.03)
|
||||
-- end
|
||||
-- end
|
||||
|
||||
-- local velo = entity.object:getvelocity()
|
||||
-- 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
|
||||
-- set_animation(entity, stand_anim)
|
||||
-- end
|
||||
-- entity.object:setpos(entity.object:getpos())
|
||||
-- return
|
||||
-- end
|
||||
-- if moving_anim and moving_anim ~= nil and mobs_redo == true then
|
||||
-- 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:setvelocity({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:getpos()
|
||||
-- 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:getyaw(),
|
||||
-- entity.object:getvelocity().y)
|
||||
-- entity.object:setpos(entity.object:getpos())
|
||||
-- else
|
||||
-- p.y = p.y + 1
|
||||
-- if is_group(p, "crumbly") then
|
||||
-- local y = entity.object:getvelocity().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:getyaw(), y)
|
||||
-- entity.object:setpos(entity.object:getpos())
|
||||
-- else
|
||||
-- new_acce = {x = 0, y = 0, z = 0}
|
||||
-- if math.abs(entity.object:getvelocity().y) < 1 then
|
||||
-- local pos = entity.object:getpos()
|
||||
-- pos.y = math.floor(pos.y) + 0.5
|
||||
-- entity.object:setpos(pos)
|
||||
-- new_velo = get_velocity(entity.v, entity.object:getyaw(), 0)
|
||||
-- else
|
||||
-- new_velo = get_velocity(entity.v, entity.object:getyaw(),
|
||||
-- entity.object:getvelocity().y)
|
||||
-- entity.object:setpos(entity.object:getpos())
|
||||
-- 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:setvelocity(new_velo)
|
||||
-- entity.object:setacceleration(new_acce)
|
||||
-- end
|
||||
|
||||
--other stuff
|
||||
|
||||
|
||||
--spawner
|
||||
|
||||
function register_vehicle_spawner(vehicle, desc, texture, is_boat)
|
||||
minetest.register_craftitem(vehicle.."_spawner", {
|
||||
|
@ -775,20 +511,4 @@ function explode(ent, radius)
|
|||
texture = "vehicles_explosion.png"
|
||||
})
|
||||
end)
|
||||
end
|
||||
|
||||
--out of date, left behind in case it is needed again
|
||||
function vehicle_drop(ent, player, name)
|
||||
if ent.owner == player then
|
||||
local pos = ent.object:getpos()
|
||||
minetest.env:add_item(pos, name.."_spawner")
|
||||
ent.object:remove()
|
||||
end
|
||||
end
|
||||
|
||||
function destroy(ent, player, name)
|
||||
if ent.object:get_hp() == 0 and ent.owner == player then
|
||||
local pos = ent.object:getpos()
|
||||
minetest.env:add_item(pos, "vehicles:tank_spawner")
|
||||
end
|
||||
end
|
|
@ -0,0 +1,792 @@
|
|||
--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 minetest.get_modpath("mobs")then
|
||||
if mobs.mod and mobs.mod == "redo" then
|
||||
mobs_redo = true
|
||||
end
|
||||
end
|
||||
|
||||
--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 object_attach(entity, player, attach_at, visible, eye_offset)
|
||||
force_detach(player)
|
||||
entity.driver = player
|
||||
entity.loaded = 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 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
|
||||
|
||||
|
||||
--basic driving, use for basic vehicles/mounts, with optional weapons
|
||||
function object_drive(entity, dtime, speed, decell, shoots, arrow, reload, moving_anim, stand_anim, jump, jump_anim, shoot_anim, shoot_y)
|
||||
--variables
|
||||
local shoot_y = shoot_y or 1.5
|
||||
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/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();
|
||||
--timer
|
||||
local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
|
||||
if absolute_speed <= speed and ctrl.up then
|
||||
timer = timer + 1*dtime
|
||||
end
|
||||
if not ctrl.up then
|
||||
timer = 0
|
||||
end
|
||||
--timer dependant variables
|
||||
local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=velo.y+1*-2,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
|
||||
local vec_forward_hover = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=1.5,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
|
||||
local vec_forward_jump = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=4,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
|
||||
|
||||
--respond to controls
|
||||
--water effects
|
||||
local pos = entity.object:getpos()
|
||||
local node = minetest.get_node(pos).name
|
||||
if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
|
||||
entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
|
||||
elseif ctrl.up then
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
entity.object:setvelocity(vec_forward)
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving and not hovering then
|
||||
entity.object:set_animation(moving_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif ctrl.down then
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
entity.object:setvelocity(vec_backward)
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving and not hovering then
|
||||
entity.object:set_animation(moving_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif not ctrl.down or ctrl.up then
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
entity.object:setvelocity(vec_stop)
|
||||
--lib_mount 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
|
||||
if ctrl.sneak and shoots and entity.loaded then
|
||||
local pname = entity.driver:get_player_name();
|
||||
local inv = minetest.get_inventory({type="player", name=pname});
|
||||
if inv:contains_item("main", arrow.."_item") or arrow == "vehicles:water" then
|
||||
local remov = inv:remove_item("main", arrow.."_item")
|
||||
entity.loaded = false
|
||||
local pos = entity.object:getpos()
|
||||
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,z=dir.z*14}
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
obj:setyaw(yaw+math.pi/2)
|
||||
obj:setvelocity(vec)
|
||||
local object = obj:get_luaentity()
|
||||
object.launcher = entity.driver
|
||||
if shoot_anim ~= nil and entity.object:get_animation().range ~= shoot_anim then
|
||||
entity.object:set_animation(shoot_anim, 20, 0)
|
||||
end
|
||||
minetest.after(reload, function()
|
||||
entity.loaded = true
|
||||
if stand_anim ~= nil and shoot_anim ~= nil then
|
||||
entity.object:set_animation(stand_anim, 20, 0)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
if jump == "hover" and ctrl.jump and not entity.jumpcharge then
|
||||
if not ctrl.up then
|
||||
local vec_hover = {x=velo.x+0,y=1,z=velo.z+0}
|
||||
entity.object:setvelocity(vec_hover)
|
||||
else
|
||||
entity.object:setvelocity(vec_forward_hover)
|
||||
end
|
||||
hovering = true
|
||||
if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then
|
||||
entity.object:set_animation(jump_anim, 20, 0)
|
||||
end
|
||||
minetest.after(5, function()
|
||||
entity.jumpcharge = true
|
||||
end)
|
||||
minetest.after(10, function()
|
||||
entity.jumpcharge = false
|
||||
hovering = false
|
||||
end)
|
||||
end
|
||||
|
||||
if jump == "jump" and ctrl.jump and not entity.jumpcharge then
|
||||
if not ctrl.up then
|
||||
local vec_jump = {x=velo.x+0,y=4,z=velo.z+0}
|
||||
entity.object:setvelocity(vec_jump)
|
||||
else
|
||||
entity.object:setvelocity(vec_forward_hover)
|
||||
end
|
||||
hovering = true
|
||||
if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then
|
||||
entity.object:set_animation(jump_anim, 20, 0)
|
||||
end
|
||||
minetest.after(0.5, function()
|
||||
entity.jumpcharge = true
|
||||
end)
|
||||
minetest.after(1, function()
|
||||
entity.jumpcharge = false
|
||||
hovering = false
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--simplified in an attempt to reduce lag
|
||||
function 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
|
||||
|
||||
|
||||
--same as above but with improvements for cars and nitro/boost
|
||||
function object_drive_car(entity, dtime, speed, decell, nitro_duration, move_anim, stand_anim)
|
||||
local ctrl = entity.driver:get_player_control()
|
||||
local velo = entity.object:getvelocity()
|
||||
local dir = entity.driver:get_look_dir()
|
||||
--speed indicator
|
||||
--minetest.chat_send_player(entity.driver:get_player_name(), ""..velocity.."")
|
||||
|
||||
--timer
|
||||
local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
|
||||
if absolute_speed <= speed and ctrl.up then
|
||||
timer = timer + 1*dtime
|
||||
end
|
||||
if not ctrl.up then
|
||||
timer = 0
|
||||
end
|
||||
|
||||
--stuff left behind for future
|
||||
--local xaccell = math.abs(math.atan(velo.x))
|
||||
--local zaccell = math.abs(math.atan(velo.z))
|
||||
local accell = 1
|
||||
|
||||
--vectors
|
||||
local vec_forward = {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}
|
||||
--local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=velo.y-0.5,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
|
||||
--local vec_forward = {x=dir.x*speed*accell,y=velo.y-0.5,z=dir.z*speed*accell}
|
||||
--local vec_nitro = {x=dir.x*(speed*1.5)*accell,y=velo.y-0.5,z=dir.z*(speed*1.5)*accell}
|
||||
local vec_nitro = {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}
|
||||
local vec_backward = {x=-dir.x*(speed/4)*accell,y=velo.y-0.5,z=-dir.z*(speed/4)*accell}
|
||||
local vec_stop = {x=velo.x*decell,y=velo.y-1,z=velo.z*decell}
|
||||
|
||||
--face the right way
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
--if ctrl.up or ctrl.down then
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
--end
|
||||
if not entity.nitro then
|
||||
minetest.after(4, function()
|
||||
entity.nitro = true
|
||||
end)
|
||||
end
|
||||
--respond to controls
|
||||
--water effects
|
||||
local pos = entity.object:getpos()
|
||||
local node = minetest.get_node(pos).name
|
||||
if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
|
||||
entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
|
||||
elseif ctrl.up and ctrl.sneak and entity.nitro then
|
||||
entity.object:setvelocity(vec_nitro)
|
||||
local pos = entity.object:getpos()
|
||||
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
|
||||
"vehicles_nitro.png" --texture
|
||||
)
|
||||
minetest.after(nitro_duration, function()
|
||||
entity.nitro = false
|
||||
end)
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving then
|
||||
entity.object:set_animation(move_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif ctrl.up then
|
||||
entity.object:setvelocity(vec_forward)
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving then
|
||||
entity.object:set_animation(move_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif ctrl.down then
|
||||
entity.object:setvelocity(vec_backward)
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving then
|
||||
entity.object:set_animation(move_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif not ctrl.down or ctrl.up then
|
||||
entity.object:setvelocity(vec_stop)
|
||||
--lib_mount animation
|
||||
if stand_anim ~= nil and entity.moving then
|
||||
entity.object:set_animation(stand_anim, 20, 0)
|
||||
entity.moving = false
|
||||
end
|
||||
end
|
||||
--play engine sound
|
||||
if entity.sound_ready then
|
||||
minetest.sound_play("engine",
|
||||
{gain = 4, max_hear_distance = 3, loop = false})
|
||||
entity.sound_ready = false
|
||||
minetest.after(11, function()
|
||||
entity.sound_ready = true
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
--for boats and watercraft
|
||||
function object_float(entity, dtime, speed, decell)
|
||||
local ctrl = entity.driver:get_player_control()
|
||||
local velo = entity.object:getvelocity()
|
||||
local dir = entity.driver:get_look_dir()
|
||||
local pos = entity.object:getpos()
|
||||
local vec_forward = {x=dir.x*speed,y=velo.y,z=dir.z*speed}
|
||||
local vec_backward = {x=-dir.x*speed,y=velo.y,z=-dir.z*speed}
|
||||
local vec_stop = {x=velo.x*decell,y=velo.y,z=velo.z*decell}
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
if minetest.get_node(pos).name == "default:river_water_source" or minetest.get_node(pos).name == "default:water_source" then
|
||||
entity.floating = true
|
||||
else entity.floating = false
|
||||
end
|
||||
if ctrl.up and entity.floating then
|
||||
entity.object:setvelocity(vec_forward)
|
||||
elseif ctrl.down and entity.floating then
|
||||
entity.object:setvelocity(vec_backward)
|
||||
elseif not ctrl.down or ctrl.up then
|
||||
entity.object:setvelocity(vec_stop)
|
||||
end
|
||||
end
|
||||
|
||||
--attempts to improve object_drive_car
|
||||
|
||||
|
||||
--stationary object, useful for gun turrets etc.
|
||||
function object_turret(entity, dtime, height, arrow, shoot_interval)
|
||||
local ctrl = entity.driver:get_player_control()
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
if ctrl.sneak and entity.loaded then
|
||||
local pname = entity.driver:get_player_name();
|
||||
local inv = minetest.get_inventory({type="player", name=pname});
|
||||
if inv:contains_item("main", arrow.."_item") then
|
||||
local remov = inv:remove_item("main", arrow.."_item")
|
||||
entity.loaded = false
|
||||
local pos = entity.object:getpos()
|
||||
local dir = entity.driver:get_look_dir();
|
||||
local obj = minetest.env:add_entity({x=pos.x+dir.x*1.2,y=pos.y+height,z=pos.z+dir.z*1.2}, arrow)
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
local vec = {x=dir.x*12, y=dir.y*12, z=dir.z*12}
|
||||
obj:setyaw(yaw+math.pi/2)
|
||||
obj:setvelocity(vec)
|
||||
local object = obj:get_luaentity()
|
||||
object.launcher = entity.driver
|
||||
minetest.after(shoot_interval, function()
|
||||
entity.loaded = true
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--basic flying, with optional weapons
|
||||
function object_fly(entity, dtime, speed, accel, decell, shoots, arrow, reload, moving_anim, stand_anim, mode2)
|
||||
local mode2 = mode2 or "hold"
|
||||
local ctrl = entity.driver:get_player_control()
|
||||
local dir = entity.driver:get_look_dir();
|
||||
local velo = entity.object:getvelocity()
|
||||
local vec_forward = {x=dir.x*speed,y=(dir.y*speed)/4+math.abs(velo.z+velo.x)/10,z=dir.z*speed}
|
||||
local vec_rise = {x=entity.object:getvelocity().x, y=speed*accel, z=entity.object:getvelocity().z}
|
||||
local acc_forward = {x=dir.x*accel/2,y=dir.y*accel/2+3,z=dir.z*accel/2}
|
||||
--local vec_backward = {x=-dir.x*speed,y=dir.y*speed+3,z=-dir.z*speed}
|
||||
--local acc_backward = {x=dir.x*accel/2,y=dir.y*accel/2+3,z=dir.z*accel/2}
|
||||
local vec_stop = {x=velo.x*decell, y=velo.y, z=velo.z*decell}
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
--pitch doesn't work/exist
|
||||
--local pitch = entity.driver:get_look_pitch();
|
||||
|
||||
-- --timer
|
||||
-- local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2))
|
||||
-- if absolute_speed <= speed and ctrl.up then
|
||||
-- timer = timer + 1*dtime
|
||||
-- end
|
||||
-- if not ctrl.up then
|
||||
-- timer = 0
|
||||
-- end
|
||||
-- --timer dependant variables
|
||||
-- local vec_forward = {x=dir.x*speed/4*math.atan(0.5*timer-2)+8*dir.x,y=dir.y*speed/4*math.atan(0.5*timer-2)+8*dir.y,z=dir.z*speed/4*math.atan(0.5*timer-2)+8*dir.z}
|
||||
|
||||
--water effects
|
||||
local pos = entity.object:getpos()
|
||||
local node = minetest.get_node(pos).name
|
||||
if node == "default:water_source" or node == "default:river_water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" then
|
||||
entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9})
|
||||
elseif ctrl.up then
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
--entity.object:setpitch(pitch+math.pi+math.pi/2)
|
||||
entity.object:setvelocity(vec_forward)
|
||||
entity.object:setacceleration(acc_forward)
|
||||
--elseif ctrl.down then
|
||||
--entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
--entity.object:setpitch(pitch+math.pi+math.pi/2)
|
||||
--entity.object:setvelocity(vec_backward)
|
||||
--entity.object:setacceleration(acc_backward)
|
||||
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving then
|
||||
entity.object:set_animation(moving_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif ctrl.jump and mode2 == "rise" then
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
entity.object:setvelocity(vec_rise)
|
||||
--lib_mount animation
|
||||
if moving_anim ~= nil and not entity.moving then
|
||||
entity.object:set_animation(moving_anim, 20, 0)
|
||||
entity.moving = true
|
||||
end
|
||||
elseif not ctrl.up and not ctrl.jump then
|
||||
entity.object:setyaw(yaw+math.pi+math.pi/2)
|
||||
entity.object:setvelocity(vec_stop)
|
||||
entity.object:setacceleration({x=0, y=-4.5, z=0})
|
||||
--lib_mount animation
|
||||
if stand_anim ~= nil and entity.moving then
|
||||
entity.object:set_animation(stand_anim, 20, 0)
|
||||
entity.moving = false
|
||||
end
|
||||
end
|
||||
if ctrl.jump and ctrl.up and mode2 == "hold" then
|
||||
entity.object:setvelocity({x=dir.x*speed, y=0, z=dir.z*speed})
|
||||
elseif not ctrl.jump and not ctrl.up then
|
||||
entity.object:setvelocity({x=velo.x*decell, y=-1, z=velo.z*decell})
|
||||
end
|
||||
if ctrl.sneak and shoots and entity.loaded then
|
||||
local pname = entity.driver:get_player_name();
|
||||
local inv = minetest.get_inventory({type="player", name=pname});
|
||||
if inv:contains_item("main", arrow.."_item") then
|
||||
local remov = inv:remove_item("main", arrow.."_item")
|
||||
entity.loaded = false
|
||||
local pos = entity.object:getpos()
|
||||
local obj = minetest.env: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*9,y=dir.y*9,z=dir.z*9}
|
||||
local yaw = entity.driver:get_look_yaw();
|
||||
obj:setyaw(yaw+math.pi/2)
|
||||
obj:setvelocity(vec)
|
||||
local object = obj:get_luaentity()
|
||||
object.launcher = entity.driver
|
||||
minetest.after(reload, function()
|
||||
entity.loaded = true
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--gliding
|
||||
function 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
|
||||
--lib_mount animation
|
||||
-- if velo.x == 0 and velo.y == 0 and velo.z == 0 then
|
||||
-- if stand_anim and stand_anim ~= nilthen then
|
||||
-- set_animation(entity, stand_anim)
|
||||
-- end
|
||||
-- return
|
||||
-- end
|
||||
-- if moving_anim and moving_anim ~= nil then
|
||||
-- set_animation(entity, 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
|
||||
|
||||
-- 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:setyaw(player:get_look_yaw() - math.pi / 2)
|
||||
-- end
|
||||
|
||||
-- function lib_mount.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: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
|
||||
|
||||
-- function lib_mount.drive(entity, dtime, moving_anim, stand_anim, can_fly)
|
||||
-- entity.v = get_v(entity.object:getvelocity()) * get_sign(entity.v)
|
||||
|
||||
-- local ctrl = entity.driver:get_player_control()
|
||||
-- local yaw = entity.object:getyaw()
|
||||
-- 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:setyaw(yaw - (1 + dtime) * 0.03)
|
||||
-- else
|
||||
-- entity.object:setyaw(yaw + (1 + dtime) * 0.03)
|
||||
-- end
|
||||
-- elseif ctrl.right then
|
||||
-- if entity.v < 0 then
|
||||
-- entity.object:setyaw(yaw + (1 + dtime) * 0.03)
|
||||
-- else
|
||||
-- entity.object:setyaw(yaw - (1 + dtime) * 0.03)
|
||||
-- end
|
||||
-- end
|
||||
|
||||
-- local velo = entity.object:getvelocity()
|
||||
-- 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
|
||||
-- set_animation(entity, stand_anim)
|
||||
-- end
|
||||
-- entity.object:setpos(entity.object:getpos())
|
||||
-- return
|
||||
-- end
|
||||
-- if moving_anim and moving_anim ~= nil and mobs_redo == true then
|
||||
-- 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:setvelocity({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:getpos()
|
||||
-- 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:getyaw(),
|
||||
-- entity.object:getvelocity().y)
|
||||
-- entity.object:setpos(entity.object:getpos())
|
||||
-- else
|
||||
-- p.y = p.y + 1
|
||||
-- if is_group(p, "crumbly") then
|
||||
-- local y = entity.object:getvelocity().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:getyaw(), y)
|
||||
-- entity.object:setpos(entity.object:getpos())
|
||||
-- else
|
||||
-- new_acce = {x = 0, y = 0, z = 0}
|
||||
-- if math.abs(entity.object:getvelocity().y) < 1 then
|
||||
-- local pos = entity.object:getpos()
|
||||
-- pos.y = math.floor(pos.y) + 0.5
|
||||
-- entity.object:setpos(pos)
|
||||
-- new_velo = get_velocity(entity.v, entity.object:getyaw(), 0)
|
||||
-- else
|
||||
-- new_velo = get_velocity(entity.v, entity.object:getyaw(),
|
||||
-- entity.object:getvelocity().y)
|
||||
-- entity.object:setpos(entity.object:getpos())
|
||||
-- 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:setvelocity(new_velo)
|
||||
-- entity.object:setacceleration(new_acce)
|
||||
-- end
|
||||
|
||||
--other stuff
|
||||
|
||||
|
||||
|
||||
function register_vehicle_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
|
||||
|
||||
--explodinate
|
||||
|
||||
function explode(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
|
||||
|
||||
--out of date, left behind in case it is needed again
|
||||
function vehicle_drop(ent, player, name)
|
||||
if ent.owner == player then
|
||||
local pos = ent.object:getpos()
|
||||
minetest.env:add_item(pos, name.."_spawner")
|
||||
ent.object:remove()
|
||||
end
|
||||
end
|
||||
|
||||
function destroy(ent, player, name)
|
||||
if ent.object:get_hp() == 0 and ent.owner == player then
|
||||
local pos = ent.object:getpos()
|
||||
minetest.env:add_item(pos, "vehicles:tank_spawner")
|
||||
end
|
||||
end
|
|
@ -1,5 +1,4 @@
|
|||
default
|
||||
tnt
|
||||
dye
|
||||
mobs?
|
||||
stairs?
|
|
@ -1 +1,2 @@
|
|||
a mod that adds cars, planes, and other vehicles
|
||||
A mod that adds an api for cars, planes, and other vehicles.
|
||||
Several vehicles are included in the mod.
|
264
init.lua
264
init.lua
|
@ -18,6 +18,9 @@ dofile(minetest.get_modpath("vehicles").."/api.lua")
|
|||
|
||||
local step = 1.1
|
||||
|
||||
local enable_built_in = true
|
||||
|
||||
if enable_built_in then
|
||||
minetest.register_entity("vehicles:missile", {
|
||||
visual = "mesh",
|
||||
mesh = "missile.b3d",
|
||||
|
@ -308,7 +311,16 @@ minetest.register_entity("vehicles:tank", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive(self, dtime, 6, 0.5, true, "vehicles:missile_2", 1, {x=1, y=1}, {x=1, y=1}, false, nil, {x=1, y=1})
|
||||
object_drive(self, dtime, {
|
||||
speed = 6,
|
||||
decell = 0.5,
|
||||
shoots = true,
|
||||
arrow = "vehicles:missile_2",
|
||||
reload_time = 1,
|
||||
moving_anim = {x=1, y=1},
|
||||
stand_anim = {x=1, y=1},
|
||||
shoot_anim = {x=1, y=1},
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -350,7 +362,13 @@ minetest.register_entity("vehicles:turret", {
|
|||
on_step = function(self, dtime)
|
||||
self.object:setvelocity({x=0, y=-1, z=0})
|
||||
if self.driver then
|
||||
object_turret(self, dtime, 1.5, "vehicles:bullet", 0.2)
|
||||
object_drive(self, dtime, {
|
||||
fixed = true,
|
||||
shoot_y = 1.5,
|
||||
arrow = "vehicles:bullet",
|
||||
shoots = true,
|
||||
reload_time = 0.2,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -394,7 +412,24 @@ minetest.register_entity("vehicles:assaultsuit", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive(self, dtime, 6, 0.5, true, "vehicles:bullet", 0.2, {x=120, y=140}, {x=1, y=1}, "hover", {x=60, y=70}, {x=40, y=51}, 3.5)
|
||||
object_drive(self, dtime, {
|
||||
speed = 6,
|
||||
decell = 0.5,
|
||||
shoots = true,
|
||||
arrow = "vehicles:bullet",
|
||||
reload_time = 0.2,
|
||||
shoots2 = true,
|
||||
arrow2 = "vehicles:missile_2",
|
||||
reload_time2 = 1,
|
||||
moving_anim = {x=120, y=140},
|
||||
stand_anim = {x=1, y=1},
|
||||
jump = "hover",
|
||||
jump_anim = {x=60, y=70},
|
||||
shoot_anim = {x=40, y=51},
|
||||
shoot_anim2 = {x=40, y=51},
|
||||
shoot_y = 3.5,
|
||||
shoot_y2 = 4,
|
||||
})
|
||||
self.standing = false
|
||||
return false
|
||||
else
|
||||
|
@ -442,7 +477,16 @@ minetest.register_entity("vehicles:firetruck", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive(self, dtime, 7, 0.5, true, "vehicles:water", 0.2, nil, nil, false)
|
||||
object_drive(self, dtime, {
|
||||
speed = 7,
|
||||
decell = 0.5,
|
||||
shoots = true,
|
||||
arrow = "vehicles:water",
|
||||
infinite_arrow = true,
|
||||
reload_time = 0.2,
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -499,7 +543,15 @@ minetest.register_entity("vehicles:geep", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 14, 0.6, 6)
|
||||
object_drive(self, dtime, {
|
||||
speed = 14,
|
||||
decell = 0.6,
|
||||
boost = true,
|
||||
boost_duration = 6,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
sound_duration = 11,
|
||||
driving_sound = "engine"
|
||||
})
|
||||
local pos = self.object:getpos()
|
||||
minetest.add_particlespawner(
|
||||
15, --amount
|
||||
|
@ -574,7 +626,14 @@ minetest.register_entity("vehicles:ambulance", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 13, 0.6, 0, {x=1, y=3}, {x=1, y=1})
|
||||
object_drive(self, dtime, {
|
||||
speed = 13,
|
||||
decell = 0.6,
|
||||
moving_anim = {x=1, y=3},
|
||||
stand_anim = {x=1, y=1},
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
if not self.siren_ready then
|
||||
minetest.sound_play("ambulance",
|
||||
{gain = 0.1, max_hear_distance = 3, loop = false})
|
||||
|
@ -639,7 +698,15 @@ minetest.register_entity("vehicles:ute", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 14, 0.6, 6)
|
||||
object_drive(self, dtime, {
|
||||
speed = 14,
|
||||
decell = 0.6,
|
||||
boost = true,
|
||||
boost_duration = 6,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
local pos = self.object:getpos()
|
||||
minetest.add_particlespawner(
|
||||
15, --amount
|
||||
|
@ -713,7 +780,15 @@ minetest.register_entity("vehicles:ute2", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 14, 0.6, 6)
|
||||
object_drive(self, dtime, {
|
||||
speed = 14,
|
||||
decell = 0.6,
|
||||
boost = true,
|
||||
boost_duration = 6,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -764,7 +839,15 @@ minetest.register_entity("vehicles:astonmaaton", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 14, 0.8, 5)
|
||||
object_drive(self, dtime, {
|
||||
speed = 14,
|
||||
decell = 0.8,
|
||||
boost = true,
|
||||
boost_duration = 5,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -815,7 +898,15 @@ minetest.register_entity("vehicles:nizzan", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 14, 0.8, 5)
|
||||
object_drive(self, dtime, {
|
||||
speed = 14,
|
||||
decell = 0.8,
|
||||
boost = true,
|
||||
boost_duration = 5,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
local pos = self.object:getpos()
|
||||
minetest.add_particlespawner(
|
||||
15, --amount
|
||||
|
@ -883,7 +974,15 @@ minetest.register_entity("vehicles:nizzan2", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 14, 0.8, 5)
|
||||
object_drive(self, dtime, {
|
||||
speed = 14,
|
||||
decell = 0.8,
|
||||
boost = true,
|
||||
boost_duration = 5,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
local pos = self.object:getpos()
|
||||
minetest.add_particlespawner(
|
||||
15, --amount
|
||||
|
@ -951,7 +1050,15 @@ minetest.register_entity("vehicles:lambogoni", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 15, 0.8, 4)
|
||||
object_drive(self, dtime, {
|
||||
speed = 15,
|
||||
decell = 0.8,
|
||||
boost = true,
|
||||
boost_duration = 4,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -1002,7 +1109,15 @@ minetest.register_entity("vehicles:lambogoni2", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 15, 0.8, 4)
|
||||
object_drive(self, dtime, {
|
||||
speed = 15,
|
||||
decell = 0.8,
|
||||
boost = true,
|
||||
boost_duration = 4,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -1053,7 +1168,15 @@ minetest.register_entity("vehicles:masda", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 15, 0.95, 4)
|
||||
object_drive(self, dtime, {
|
||||
speed = 15,
|
||||
decell = 0.95,
|
||||
boost = true,
|
||||
boost_duration = 4,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -1104,7 +1227,15 @@ minetest.register_entity("vehicles:policecar", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 16, 0.95, 8)
|
||||
object_drive(self, dtime, {
|
||||
speed = 16,
|
||||
decell = 0.95,
|
||||
boost = true,
|
||||
boost_duration = 8,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -1155,7 +1286,15 @@ minetest.register_entity("vehicles:musting", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 15, 0.95, 4)
|
||||
object_drive(self, dtime, {
|
||||
speed = 15,
|
||||
decell = 0.85,
|
||||
boost = true,
|
||||
boost_duration = 4,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -1206,7 +1345,15 @@ minetest.register_entity("vehicles:musting2", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 15, 0.85, 4)
|
||||
object_drive(self, dtime, {
|
||||
speed = 15,
|
||||
decell = 0.85,
|
||||
boost = true,
|
||||
boost_duration = 4,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -1268,7 +1415,15 @@ minetest.register_entity("vehicles:fewawi", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 15, 0.95, 4)
|
||||
object_drive(self, dtime, {
|
||||
speed = 15,
|
||||
decell = 0.95,
|
||||
boost = true,
|
||||
boost_duration = 4,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -1330,7 +1485,15 @@ minetest.register_entity("vehicles:fewawi2", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 15, 0.95, 4)
|
||||
object_drive(self, dtime, {
|
||||
speed = 15,
|
||||
decell = 0.95,
|
||||
boost = true,
|
||||
boost_duration = 4,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -1381,7 +1544,15 @@ minetest.register_entity("vehicles:pooshe", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 15, 0.95, 4)
|
||||
object_drive(self, dtime, {
|
||||
speed = 15,
|
||||
decell = 0.95,
|
||||
boost = true,
|
||||
boost_duration = 4,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -1432,7 +1603,15 @@ minetest.register_entity("vehicles:pooshe2", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 15, 0.95, 4)
|
||||
object_drive(self, dtime, {
|
||||
speed = 15,
|
||||
decell = 0.95,
|
||||
boost = true,
|
||||
boost_duration = 4,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -1483,7 +1662,15 @@ minetest.register_entity("vehicles:masda2", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_drive_car(self, dtime, 15, 0.85, 4)
|
||||
object_drive(self, dtime, {
|
||||
speed = 15,
|
||||
decell = 0.85,
|
||||
boost = true,
|
||||
boost_duration = 4,
|
||||
boost_effect = "vehicles_nitro.png",
|
||||
driving_sound = "engine",
|
||||
sound_duration = 11,
|
||||
})
|
||||
return false
|
||||
end
|
||||
return true
|
||||
|
@ -1525,8 +1712,15 @@ minetest.register_entity("vehicles:boat", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_float(self, dtime, 10, 0.85)
|
||||
object_drive(self, dtime, {
|
||||
speed = 10,
|
||||
decell = 0.85,
|
||||
is_watercraft = true,
|
||||
gravity = 0,
|
||||
})
|
||||
return false
|
||||
else
|
||||
self.object:setvelocity({x=0, y=0, z=0})
|
||||
end
|
||||
return true
|
||||
end,
|
||||
|
@ -1534,7 +1728,6 @@ minetest.register_entity("vehicles:boat", {
|
|||
|
||||
register_vehicle_spawner("vehicles:boat", "Speedboat", "vehicles_boat_inv.png", true)
|
||||
|
||||
|
||||
minetest.register_entity("vehicles:jet", {
|
||||
visual = "mesh",
|
||||
mesh = "jet.b3d",
|
||||
|
@ -1572,7 +1765,17 @@ minetest.register_entity("vehicles:jet", {
|
|||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.driver then
|
||||
object_fly(self, dtime, 14, 0.2, 0.95, true, "vehicles:missile_2", 1, {x=10, y=10}, {x=1, y=1}, "rise")
|
||||
object_drive(self, dtime, {
|
||||
speed = 14,
|
||||
decell = 0.95,
|
||||
shoot = true,
|
||||
arrow = "vehicles:missile_2",
|
||||
reload_time = 1,
|
||||
moving_anim = {x=10, y=10},
|
||||
stand_anim = {x=1, y=1},
|
||||
fly = true,
|
||||
fly_mode = "rise",
|
||||
})
|
||||
return false
|
||||
end
|
||||
self.object:setvelocity({x=0, y=-1, z=0})
|
||||
|
@ -1618,7 +1821,12 @@ minetest.register_entity("vehicles:plane", {
|
|||
self.object:set_animation({x=1, y=1}, 5, 0)
|
||||
end
|
||||
if self.driver then
|
||||
object_fly(self, dtime, 10, 0.1, 0.95, false, nil, nil, nil, nil)
|
||||
object_drive(self, dtime, {
|
||||
speed = 10,
|
||||
decell = 0.95,
|
||||
fly = true,
|
||||
fly_mode = "hold",
|
||||
})
|
||||
if not self.anim then
|
||||
self.object:set_animation({x=1, y=9}, 20, 0)
|
||||
self.anim = true
|
||||
|
@ -1679,7 +1887,7 @@ minetest.register_tool("vehicles:backpack", {
|
|||
if obj.driver and placer == obj.driver then
|
||||
object_detach(entity, placer, {x=1, y=0, z=1})
|
||||
elseif not obj.driver then
|
||||
object_attach(entity, placer, {x=0, y=0, z=0}, false, {x=0, y=2, z=0})
|
||||
object_attach(entity, placer, {x=0, y=0, z=0}, true, {x=0, y=2, z=0})
|
||||
end
|
||||
item:take_item()
|
||||
return item
|
||||
|
@ -2462,4 +2670,4 @@ minetest.register_node("vehicles:tyres", {
|
|||
})
|
||||
end
|
||||
|
||||
|
||||
end
|
|
@ -3,7 +3,7 @@
|
|||
License for Code
|
||||
----------------
|
||||
|
||||
Copyright (C) 2016 D00Med <heiselong@gmx.com>
|
||||
Copyright (C) 2016-2017 D00Med <heiselong@gmx.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
|
|
Loading…
Reference in New Issue