--[[ An API framework for mounting objects. Copyright (C) 2016 blert2112 and contributors Copyright (C) 2019-2021 David Leal (halfpacho@gmail.com) and contributors This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA --]] lib_mount = { passengers = {} } local crash_threshold = 6.5 -- ignored if enable_crash is disabled ------------------------------------------------------------------------------ local mobs_redo = false if minetest.get_modpath("mobs") then if mobs.mod and mobs.mod == "redo" then mobs_redo = true end end -- -- Helper 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 node_is(pos) local node = minetest.get_node(pos) if node.name == "air" then return "air" end if minetest.get_item_group(node.name, "liquid") ~= 0 then return "liquid" end if minetest.get_item_group(node.name, "walkable") ~= 0 then return "walkable" end return "other" 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 local function force_detach(player) local attached_to = player:get_attach() if attached_to then local entity = attached_to:get_luaentity() if entity.driver and entity.driver == player then entity.driver = nil elseif entity.passenger and entity.passenger == player then entity.passenger = nil lib_mount.passengers[player] = nil elseif entity.passenger2 and entity.passenger2 == player then entity.passenger2 = nil lib_mount.passengers[player] = nil elseif entity.passenger3 and entity.passenger3 == player then entity.passenger3 = nil lib_mount.passengers[player] = nil end player:set_detach() player_api.player_attached[player:get_player_name()] = false player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0}) 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) ------------------------------------------------------------------------------- function lib_mount.attach(entity, player, is_passenger, passenger_number) local attach_at, eye_offset = {}, {} if not is_passenger then passenger_number = nil end if not entity.player_rotation then entity.player_rotation = {x=0, y=0, z=0} end local rot_view = 0 if entity.player_rotation.y == 90 then rot_view = math.pi/2 end if is_passenger == true and passenger_number == 1 then if not entity.passenger_attach_at then entity.passenger_attach_at = {x=0, y=0, z=0} end if not entity.passenger_eye_offset then entity.passenger_eye_offset = {x=0, y=0, z=0} end attach_at = entity.passenger_attach_at eye_offset = entity.passenger_eye_offset entity.passenger = player lib_mount.passengers[entity.passenger] = player elseif is_passenger == true and passenger_number == 2 then if not entity.passenger2_attach_at then entity.passenger2_attach_at = {x=0, y=0, z=0} end if not entity.passenger2_eye_offset then entity.passenger2_eye_offset = {x=0, y=0, z=0} end attach_at = entity.passenger2_attach_at eye_offset = entity.passenger2_eye_offset entity.passenger2 = player lib_mount.passengers[entity.passenger2] = player elseif is_passenger == true and passenger_number == 3 then if not entity.passenger3_attach_at then entity.passenger3_attach_at = {x=0, y=0, z=0} end if not entity.passenger3_eye_offset then entity.passenger3_eye_offset = {x=0, y=0, z=0} end attach_at = entity.passenger3_attach_at eye_offset = entity.passenger3_eye_offset entity.passenger3 = player lib_mount.passengers[entity.passenger3] = player else if not entity.driver_attach_at then entity.driver_attach_at = {x=0, y=0, z=0} end if not entity.driver_eye_offset then entity.driver_eye_offset = {x=0, y=0, z=0} end attach_at = entity.driver_attach_at eye_offset = entity.driver_eye_offset entity.driver = player end force_detach(player) player:set_attach(entity.object, "", attach_at, entity.player_rotation) player_api.player_attached[player:get_player_name()] = true player:set_eye_offset(eye_offset, {x=0, y=0, z=0}) minetest.after(0.2, function() player_api.set_animation(player, "sit", 30) end) player:set_look_horizontal(entity.object:get_yaw() - rot_view) end function lib_mount.detach(player, offset) force_detach(player) player_api.set_animation(player, "stand", 30) local pos = player:get_pos() pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} minetest.after(0.1, function() player:set_pos(pos) end) end local aux_timer = 0 function lib_mount.drive(entity, dtime, is_mob, moving_anim, stand_anim, jump_height, can_fly, can_go_down, can_go_up, enable_crash) -- Sanity checks if entity.driver and not entity.driver:get_attach() then entity.driver = nil end if entity.passenger and not entity.passenger:get_attach() then entity.passenger = nil end if entity.passenger2 and not entity.passenger2:get_attach() then entity.passenger2 = nil end if entity.passenger3 and not entity.passenger3:get_attach() then entity.passenger3 = nil end aux_timer = aux_timer + dtime if can_fly and can_fly == true then jump_height = 0 end local rot_steer, rot_view = math.pi/2, 0 if entity.player_rotation.y == 90 then rot_steer, rot_view = 0, math.pi/2 end local acce_y = 0 local velo = entity.object:get_velocity() entity.v = get_v(velo) * get_sign(entity.v) -- process controls if entity.driver then local ctrl = entity.driver:get_player_control() if ctrl.aux1 then if aux_timer >= 0.2 then entity.mouselook = not entity.mouselook aux_timer = 0 end end if ctrl.up then if get_sign(entity.v) >= 0 then entity.v = entity.v + entity.accel/10 else entity.v = entity.v + entity.braking/10 end elseif ctrl.down then if entity.max_speed_reverse == 0 and entity.v == 0 then return end if get_sign(entity.v) < 0 then entity.v = entity.v - entity.accel/10 else entity.v = entity.v - entity.braking/10 end end if entity.mouselook then if ctrl.left then entity.object:set_yaw(entity.object:get_yaw()+get_sign(entity.v)*math.rad(1+dtime)*entity.turn_spd) elseif ctrl.right then entity.object:set_yaw(entity.object:get_yaw()-get_sign(entity.v)*math.rad(1+dtime)*entity.turn_spd) end else entity.object:set_yaw(entity.driver:get_look_yaw() - rot_steer) end if ctrl.jump then if jump_height > 0 and velo.y == 0 then velo.y = velo.y + (jump_height * 3) + 1 acce_y = acce_y + (acce_y * 3) + 1 end if can_go_down and can_go_up and can_fly and can_fly == true then velo.y = velo.y + 1 acce_y = acce_y + 1 end end if ctrl.sneak then if can_go_down and can_go_up and can_fly and can_fly == true then velo.y = velo.y - 1 acce_y = acce_y - 1 end end end -- if not moving then set animation and return if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then if is_mob and mobs_redo == true then if stand_anim and stand_anim ~= nil then set_animation(entity, stand_anim) end end return end -- set animation if is_mob and mobs_redo == true then if moving_anim and moving_anim ~= nil then set_animation(entity, moving_anim) end end -- Stop! local s = get_sign(entity.v) entity.v = entity.v - 0.02 * s if s ~= get_sign(entity.v) then entity.object:set_velocity({x=0, y=0, z=0}) entity.v = 0 return end -- enforce speed limit forward and reverse local max_spd = entity.max_speed_reverse if get_sign(entity.v) >= 0 then max_spd = entity.max_speed_forward end if math.abs(entity.v) > max_spd then entity.v = entity.v - get_sign(entity.v) end -- Set position, velocity and acceleration local p = entity.object:get_pos() local new_velo = {x=0, y=0, z=0} local new_acce = {x=0, y=-9.8, z=0} p.y = p.y - 0.5 local ni = node_is(p) local v = entity.v if ni == "air" then if can_fly == true then new_acce.y = 0 end elseif ni == "liquid" then if entity.terrain_type == 2 or entity.terrain_type == 3 then new_acce.y = 0 p.y = p.y + 1 if node_is(p) == "liquid" then if velo.y >= 5 then velo.y = 5 elseif velo.y < 0 then new_acce.y = 20 else new_acce.y = 5 end else if math.abs(velo.y) < 1 then local pos = entity.object:get_pos() pos.y = math.floor(pos.y) + 0.5 entity.object:set_pos(pos) velo.y = 0 end end else v = v*0.25 end -- elseif ni == "walkable" then -- v = 0 -- new_acce.y = 1 end new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y) new_acce.y = new_acce.y + acce_y entity.object:set_velocity(new_velo) entity.object:set_acceleration(new_acce) -- CRASH! if enable_crash then local intensity = entity.v2 - v if intensity >= crash_threshold then if is_mob then entity.object:set_hp(entity.object:get_hp() - intensity) else if entity.driver then local drvr = entity.driver lib_mount.detach(drvr, {x=0, y=0, z=0}) drvr:set_velocity(new_velo) drvr:set_hp(drvr:get_hp() - intensity) end if entity.passenger then local pass = entity.passenger lib_mount.detach(pass, {x=0, y=0, z=0}) pass:set_velocity(new_velo) pass:set_hp(pass:get_hp() - intensity) end if entity.passenger2 then local pass = entity.passenger2 lib_mount.detach(pass, {x=0, y=0, z=0}) pass:set_velocity(new_velo) pass:set_hp(pass:get_hp() - intensity) end if entity.passenger3 then local pass = entity.passenger3 lib_mount.detach(pass, {x=0, y=0, z=0}) pass:set_velocity(new_velo) pass:set_hp(pass:get_hp() - intensity) end local pos = entity.object:get_pos() ------------------ -- Handle drops -- ------------------ -- `entity.drop_on_destory` is table which stores all the items that will be dropped on destroy. -- It will drop one of those items, from `1` to the length, or the end of the table. local i = math.random(1, #entity.drop_on_destroy) local j = math.random(2, #entity.drop_on_destroy) minetest.add_item(pos, entity.drop_on_destroy[i]) if i ~= j then minetest.add_item(pos, entity.drop_on_destroy[j]) end entity.removed = true -- delay remove to ensure player is detached minetest.after(0.1, function() entity.object:remove() end) end end end entity.v2 = v end