minetest-mm/mods/lib_mount/init.lua
2024-12-19 12:55:40 +01:00

557 lines
15 KiB
Lua

--[[
An API framework for mounting objects.
Copyright (C) 2016 blert2112 and contributors
Copyright (C) 2019-2023 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 vector.new(x, y, z)
end
local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
local function ensure_passengers_exists(entity)
if entity.passengers ~= nil then
return
end
entity.passengers = {}
if entity.passenger ~= nil or
entity.passenger_attach_at ~= nil or
entity.passenger_eye_offset ~= nil then
table.insert(entity.passengers,{
player=entity.passenger,
attach_at=entity.passenger_attach_at,
eye_offset=entity.passenger_eye_offset
})
else
return
end
if entity.passenger2 ~= nil or
entity.passenger2_attach_at ~= nil or
entity.passenger2_eye_offset ~= nil then
table.insert(entity.passengers,{
player=entity.passenger2,
attach_at=entity.passenger2_attach_at,
eye_offset=entity.passenger2_eye_offset
})
else
return
end
if entity.passenger3 ~= nil or
entity.passenger3_attach_at ~= nil or
entity.passenger3_eye_offset ~= nil then
table.insert(entity.passengers,{
player=entity.passenger3,
attach_at=entity.passenger3_attach_at,
eye_offset=entity.passenger3_eye_offset
})
end
end
-- Copies the specified passenger to the older api. Note that this is one-directional.
-- If something changed in the old api before this is called it is lost.
-- In code you control be sure to always use the newer API and to call this function on every change.
-- If you would like to improove preformance (memory & CPU) by not updating the old API, set
-- entity.new_api to true. This will return from the funciton instead of doing anything.
local function old_copy_passenger(entity,index,player,attach,eye)
if entity.new_api then
return
end
ensure_passengers_exists(entity)
if index==1 then -- Don't forget! Lua indexes start at 1
if player then
entity.passenger = entity.passengers[index].player
end
if attach then
entity.passenger_attach_at = entity.passengers[index].attach_at
end
if eye then
entity.passenger_eye_offset = entity.passengers[index].eye_offset
end
elseif index==2 then
if player then
entity.passenger2 = entity.passengers[index].player
end
if attach then
entity.passenger2_attach_at = entity.passengers[index].attach_at
end
if eye then
entity.passenger2_eye_offset = entity.passengers[index].eye_offset
end
elseif index==3 then
if player then
entity.passenger3 = entity.passengers[index].player
end
if attach then
entity.passenger3_attach_at = entity.passengers[index].attach_at
end
if eye then
entity.passenger3_eye_offset = entity.passengers[index].eye_offset
end
end
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
else
ensure_passengers_exists(entity)
for i,passenger in ipairs(entity.passengers) do
if passenger.player == player then -- If it's nil it won't match
entity.passengers[i].player = nil -- This maintains the behavior where you could have passenger 1 leave but passenger 2 is still there, and they don't move
lib_mount.passengers[player] = nil
-- Legacy support
old_copy_passenger(entity,i,true,false,false)
break -- No need to continue looping. We found them.
end
end
end
player:set_detach()
player_api.player_attached[player:get_player_name()] = false
player:set_eye_offset(vector.new(0,0,0), vector.new(0,0,0))
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 = vector.new(0,0,0)
end
if is_passenger == true then
-- Legacy support
ensure_passengers_exists(entity)
local attach_updated=false
if not entity.passengers[passenger_number].attach_at then
entity.passengers[passenger_number].attach_at = vector.new(0,0,0)
attach_updated=true
end
local eye_updated=false
if not entity.passengers[passenger_number].eye_offset then
entity.passengers[passenger_number].eye_offset = vector.new(0,0,0)
eye_updated=true
end
attach_at = entity.passengers[passenger_number].attach_at
eye_offset = entity.passengers[passenger_number].eye_offset
entity.passengers[passenger_number].player = player
lib_mount.passengers[player] = player
-- Legacy support
old_copy_passenger(entity,passenger_number,true,attach_updated,eye_updated)
else
if not entity.driver_attach_at then
entity.driver_attach_at = vector.new(0,0,0)
end
if not entity.driver_eye_offset then
entity.driver_eye_offset = vector.new(0,0,0)
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, vector.new(0,0,0))
minetest.after(0.2, function()
player_api.set_animation(player, "sit", 30)
end)
player:set_look_horizontal(entity.object:get_yaw() + math.rad(entity.player_rotation.y or 90))
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, moveresult)
-- Sanity checks
if entity.driver and not entity.driver:get_attach() then entity.driver = nil end
-- Legacy support
ensure_passengers_exists(entity)
for i,passenger in ipairs(entity.passengers) do
if passenger.player and not passenger.player:get_attach() then
entity.passengers[i].player = nil
-- Legacy support
old_copy_passenger(entity,i,true,false,false)
end
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 -- luacheck: ignore
if entity.player_rotation.y == 90 then
rot_steer, rot_view = 0, math.pi/2 -- luacheck: ignore
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
if minetest.settings:get_bool("lib_mount.limited_turn_speed") then
-- WIP and may contain bugs.
local yaw = entity.object:get_yaw()
local yaw_delta = entity.driver:get_look_horizontal() - yaw + math.rad(entity.player_rotation.y or 90)
if yaw_delta > math.pi then
yaw_delta = yaw_delta - math.pi * 2
elseif yaw_delta < - math.pi then
yaw_delta = yaw_delta + math.pi * 2
end
local yaw_sign = get_sign(yaw_delta)
if yaw_sign == 0 then
yaw_sign = 1
end
yaw_delta = math.abs(yaw_delta)
if yaw_delta > math.pi / 2 then
yaw_delta = math.pi / 2
end
local yaw_speed = yaw_delta * entity.turn_spd
yaw_speed = yaw_speed * dtime
entity.object:set_yaw(yaw + yaw_sign*yaw_speed)
else
entity.object:set_yaw(entity.driver:get_look_horizontal() + math.rad(entity.player_rotation.y or 90))
end
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_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_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(vector.new(0,0,0))
entity.v = 0
return
end
-- Stop! (upwards and downwards; applies only if `can_fly` is enabled)
if can_fly == true then
local s2 = get_sign(velo.y)
local s3 = get_sign(acce_y)
velo.y = velo.y - 0.02 * s2
acce_y = acce_y - 0.02 * s3
if s2 ~= get_sign(velo.y) then
entity.object:set_velocity(vector.new(0,0,0))
velo.y = 0
return
end
if s3 ~= get_sign(acce_y) then
entity.object:set_velocity(vector.new(0,0,0))
acce_y = 0 -- luacheck: ignore
return
end
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
-- Enforce speed limit when going upwards or downwards (applies only if `can_fly` is enabled)
if can_fly == true then
local max_spd_flying = entity.max_speed_downwards
if get_sign(velo.y) >= 0 or get_sign(acce_y) >= 0 then
max_spd_flying = entity.max_speed_upwards
end
if math.abs(velo.y) > max_spd_flying then
velo.y = velo.y - get_sign(velo.y)
end
if velo.y > max_spd_flying then -- This check is to prevent exceeding the maximum speed; but the above check also prevents that.
velo.y = velo.y - get_sign(velo.y)
end
if math.abs(acce_y) > max_spd_flying then
acce_y = acce_y - get_sign(acce_y)
end
end
-- Set position, velocity and acceleration
local p = entity.object:get_pos()
local new_velo = vector.new(0,0,0)
local new_acce = vector.new(0,-9.8,0)
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
acce_y = acce_y - get_sign(acce_y) -- When going down, this will prevent from exceeding the maximum speed.
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, vector.new(0,0,0))
drvr:set_velocity(new_velo)
drvr:set_hp(drvr:get_hp() - intensity)
end
ensure_passengers_exists(entity)-- Legacy support
for _,passenger in ipairs(entity.passengers) do
if passenger.player then
local pass = passenger.player
lib_mount.detach(pass, vector.new(0,0,0)) -- This function already copies to old API
pass:set_velocity(new_velo)
pass:set_hp(pass:get_hp() - intensity)
end
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
-- Print after the mod was loaded successfully
local load_message = "[MOD] Library Mount loaded!"
if minetest.log then
minetest.log("info", load_message) -- Aims at state of the MT software art
else
print(load_message) -- Aims at legacy MT software used in the field
end