474 lines
13 KiB
Lua
474 lines
13 KiB
Lua
--[[
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An API framework for mounting objects.
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Copyright (C) 2016 blert2112 and contributors
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Copyright (C) 2019-2021 David Leal (halfpacho@gmail.com) and contributors
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301
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USA
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--]]
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lib_mount = {
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passengers = {}
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}
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local crash_threshold = 6.5 -- ignored if enable_crash is disabled
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------------------------------------------------------------------------------
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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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--
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-- Helper functions
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--
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--local function is_group(pos, group)
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-- local nn = minetest.get_node(pos).name
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-- return minetest.get_item_group(nn, group) ~= 0
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--end
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local function node_is(pos)
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local node = minetest.get_node(pos)
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if node.name == "air" then
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return "air"
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end
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if minetest.get_item_group(node.name, "liquid") ~= 0 then
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return "liquid"
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end
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if minetest.get_item_group(node.name, "walkable") ~= 0 then
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return "walkable"
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end
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return "other"
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end
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local function get_sign(i)
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i = i or 0
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if i == 0 then
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return 0
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else
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return i / math.abs(i)
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end
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end
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local function get_velocity(v, yaw, y)
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local x = -math.sin(yaw) * v
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local z = math.cos(yaw) * v
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return {x = x, y = y, z = z}
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end
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local function get_v(v)
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return math.sqrt(v.x ^ 2 + v.z ^ 2)
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end
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local function force_detach(player)
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local attached_to = player:get_attach()
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if attached_to then
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local entity = attached_to:get_luaentity()
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if entity.driver and entity.driver == player then
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entity.driver = nil
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elseif entity.passenger and entity.passenger == player then
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entity.passenger = nil
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lib_mount.passengers[player] = nil
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elseif entity.passenger2 and entity.passenger2 == player then
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entity.passenger2 = nil
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lib_mount.passengers[player] = nil
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elseif entity.passenger3 and entity.passenger3 == player then
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entity.passenger3 = nil
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lib_mount.passengers[player] = nil
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end
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player:set_detach()
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player_api.player_attached[player:get_player_name()] = false
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player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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end
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end
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-------------------------------------------------------------------------------
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minetest.register_on_leaveplayer(function(player)
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force_detach(player)
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end)
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minetest.register_on_shutdown(function()
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local players = minetest.get_connected_players()
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for i = 1,#players do
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force_detach(players[i])
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end
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end)
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minetest.register_on_dieplayer(function(player)
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force_detach(player)
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return true
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end)
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-------------------------------------------------------------------------------
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function lib_mount.attach(entity, player, is_passenger, passenger_number)
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local attach_at, eye_offset = {}, {}
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if not is_passenger then
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passenger_number = nil
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end
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if not entity.player_rotation then
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entity.player_rotation = {x=0, y=0, z=0}
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end
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local rot_view = 0
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if entity.player_rotation.y == 90 then
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rot_view = math.pi/2
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end
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if is_passenger == true and passenger_number == 1 then
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if not entity.passenger_attach_at then
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entity.passenger_attach_at = {x=0, y=0, z=0}
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end
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if not entity.passenger_eye_offset then
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entity.passenger_eye_offset = {x=0, y=0, z=0}
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end
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attach_at = entity.passenger_attach_at
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eye_offset = entity.passenger_eye_offset
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entity.passenger = player
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lib_mount.passengers[entity.passenger] = player
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elseif is_passenger == true and passenger_number == 2 then
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if not entity.passenger2_attach_at then
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entity.passenger2_attach_at = {x=0, y=0, z=0}
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end
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if not entity.passenger2_eye_offset then
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entity.passenger2_eye_offset = {x=0, y=0, z=0}
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end
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attach_at = entity.passenger2_attach_at
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eye_offset = entity.passenger2_eye_offset
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entity.passenger2 = player
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lib_mount.passengers[entity.passenger2] = player
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elseif is_passenger == true and passenger_number == 3 then
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if not entity.passenger3_attach_at then
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entity.passenger3_attach_at = {x=0, y=0, z=0}
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end
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if not entity.passenger3_eye_offset then
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entity.passenger3_eye_offset = {x=0, y=0, z=0}
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end
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attach_at = entity.passenger3_attach_at
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eye_offset = entity.passenger3_eye_offset
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entity.passenger3 = player
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lib_mount.passengers[entity.passenger3] = player
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else
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if not entity.driver_attach_at then
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entity.driver_attach_at = {x=0, y=0, z=0}
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end
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if not entity.driver_eye_offset then
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entity.driver_eye_offset = {x=0, y=0, z=0}
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end
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attach_at = entity.driver_attach_at
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eye_offset = entity.driver_eye_offset
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entity.driver = player
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end
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force_detach(player)
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player:set_attach(entity.object, "", attach_at, entity.player_rotation)
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player_api.player_attached[player:get_player_name()] = true
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player:set_eye_offset(eye_offset, {x=0, y=0, z=0})
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minetest.after(0.2, function()
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player_api.set_animation(player, "sit", 30)
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end)
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player:set_look_horizontal(entity.object:get_yaw() - rot_view)
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end
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function lib_mount.detach(player, offset)
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force_detach(player)
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player_api.set_animation(player, "stand", 30)
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local pos = player:get_pos()
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pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
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minetest.after(0.1, function()
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player:set_pos(pos)
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end)
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end
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local aux_timer = 0
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function lib_mount.drive(entity, dtime, is_mob, moving_anim, stand_anim, jump_height, can_fly, can_go_down, can_go_up, enable_crash)
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-- Sanity checks
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if entity.driver and not entity.driver:get_attach() then entity.driver = nil end
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if entity.passenger and not entity.passenger:get_attach() then
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entity.passenger = nil
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end
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if entity.passenger2 and not entity.passenger2:get_attach() then
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entity.passenger2 = nil
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end
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if entity.passenger3 and not entity.passenger3:get_attach() then
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entity.passenger3 = nil
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end
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aux_timer = aux_timer + dtime
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if can_fly and can_fly == true then
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jump_height = 0
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end
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local rot_steer, rot_view = math.pi/2, 0
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if entity.player_rotation.y == 90 then
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rot_steer, rot_view = 0, math.pi/2
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end
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local acce_y = 0
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local velo = entity.object:get_velocity()
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entity.v = get_v(velo) * get_sign(entity.v)
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-- process controls
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if entity.driver then
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local ctrl = entity.driver:get_player_control()
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if ctrl.aux1 then
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if aux_timer >= 0.2 then
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entity.mouselook = not entity.mouselook
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aux_timer = 0
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end
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end
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if ctrl.up then
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if get_sign(entity.v) >= 0 then
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entity.v = entity.v + entity.accel/10
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else
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entity.v = entity.v + entity.braking/10
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end
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elseif ctrl.down then
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if entity.max_speed_reverse == 0 and entity.v == 0 then return end
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if get_sign(entity.v) < 0 then
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entity.v = entity.v - entity.accel/10
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else
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entity.v = entity.v - entity.braking/10
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end
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end
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if entity.mouselook then
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if ctrl.left then
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entity.object:set_yaw(entity.object:get_yaw()+get_sign(entity.v)*math.rad(1+dtime)*entity.turn_spd)
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elseif ctrl.right then
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entity.object:set_yaw(entity.object:get_yaw()-get_sign(entity.v)*math.rad(1+dtime)*entity.turn_spd)
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end
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else
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entity.object:set_yaw(entity.driver:get_look_yaw() - rot_steer)
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end
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if ctrl.jump then
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if jump_height > 0 and velo.y == 0 then
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velo.y = velo.y + (jump_height * 3) + 1
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acce_y = acce_y + (acce_y * 3) + 1
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end
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if can_go_up and can_fly and can_fly == true then
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velo.y = velo.y + 1
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acce_y = acce_y + 1
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end
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end
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if ctrl.sneak then
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if can_go_down and can_fly and can_fly == true then
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velo.y = velo.y - 1
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acce_y = acce_y - 1
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end
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end
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end
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-- if not moving then set animation and return
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if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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if is_mob and mobs_redo == true then
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if stand_anim and stand_anim ~= nil then
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set_animation(entity, stand_anim)
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end
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end
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return
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end
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-- set animation
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if is_mob and mobs_redo == true then
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if moving_anim and moving_anim ~= nil then
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set_animation(entity, moving_anim)
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end
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end
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-- Stop!
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local s = get_sign(entity.v)
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entity.v = entity.v - 0.02 * s
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if s ~= get_sign(entity.v) then
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entity.object:set_velocity({x=0, y=0, z=0})
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entity.v = 0
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return
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end
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-- Stop! (upwards and downwards; applies only if `can_fly` is enabled)
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if can_fly == true then
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local s2 = get_sign(velo.y)
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local s3 = get_sign(acce_y)
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velo.y = velo.y - 0.02 * s2
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acce_y = acce_y - 0.02 * s3
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if s2 ~= get_sign(velo.y) then
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entity.object:set_velocity({x=0, y=0, z=0})
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velo.y = 0
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return
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end
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if s3 ~= get_sign(acce_y) then
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entity.object:set_velocity({x=0, y=0, z=0})
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acce_y = 0 -- luacheck: ignore
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return
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end
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end
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-- enforce speed limit forward and reverse
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local max_spd = entity.max_speed_reverse
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if get_sign(entity.v) >= 0 then
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max_spd = entity.max_speed_forward
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end
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if math.abs(entity.v) > max_spd then
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entity.v = entity.v - get_sign(entity.v)
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end
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-- Enforce speed limit when going upwards or downwards (applies only if `can_fly` is enabled)
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if can_fly == true then
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local max_spd_flying = entity.max_speed_downwards
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if get_sign(velo.y) >= 0 or get_sign(acce_y) >= 0 then
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max_spd_flying = entity.max_speed_upwards
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end
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if math.abs(velo.y) > max_spd_flying then
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velo.y = velo.y - get_sign(velo.y)
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end
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if velo.y > max_spd_flying then -- This check is to prevent exceeding the maximum speed; but the above check also prevents that.
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velo.y = velo.y - get_sign(velo.y)
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end
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if math.abs(acce_y) > max_spd_flying then
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acce_y = acce_y - get_sign(acce_y)
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end
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end
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-- Set position, velocity and acceleration
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local p = entity.object:get_pos()
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local new_velo = {x=0, y=0, z=0}
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local new_acce = {x=0, y=-9.8, z=0}
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p.y = p.y - 0.5
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local ni = node_is(p)
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local v = entity.v
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if ni == "air" then
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if can_fly == true then
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new_acce.y = 0
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acce_y = acce_y - get_sign(acce_y) -- When going down, this will prevent from exceeding the maximum speed.
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end
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elseif ni == "liquid" then
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if entity.terrain_type == 2 or entity.terrain_type == 3 then
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new_acce.y = 0
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p.y = p.y + 1
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if node_is(p) == "liquid" then
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if velo.y >= 5 then
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velo.y = 5
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elseif velo.y < 0 then
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new_acce.y = 20
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else
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new_acce.y = 5
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end
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else
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if math.abs(velo.y) < 1 then
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local pos = entity.object:get_pos()
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pos.y = math.floor(pos.y) + 0.5
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entity.object:set_pos(pos)
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velo.y = 0
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end
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end
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else
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v = v*0.25
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end
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-- elseif ni == "walkable" then
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-- v = 0
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-- new_acce.y = 1
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end
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new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
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new_acce.y = new_acce.y + acce_y
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entity.object:set_velocity(new_velo)
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entity.object:set_acceleration(new_acce)
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-- CRASH!
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if enable_crash then
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local intensity = entity.v2 - v
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if intensity >= crash_threshold then
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if is_mob then
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entity.object:set_hp(entity.object:get_hp() - intensity)
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else
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if entity.driver then
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local drvr = entity.driver
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lib_mount.detach(drvr, {x=0, y=0, z=0})
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drvr:set_velocity(new_velo)
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drvr:set_hp(drvr:get_hp() - intensity)
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end
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if entity.passenger then
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local pass = entity.passenger
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lib_mount.detach(pass, {x=0, y=0, z=0})
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pass:set_velocity(new_velo)
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pass:set_hp(pass:get_hp() - intensity)
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end
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if entity.passenger2 then
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local pass = entity.passenger2
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lib_mount.detach(pass, {x=0, y=0, z=0})
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pass:set_velocity(new_velo)
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pass:set_hp(pass:get_hp() - intensity)
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end
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if entity.passenger3 then
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local pass = entity.passenger3
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lib_mount.detach(pass, {x=0, y=0, z=0})
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pass:set_velocity(new_velo)
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pass:set_hp(pass:get_hp() - intensity)
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end
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local pos = entity.object:get_pos()
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------------------
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-- Handle drops --
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------------------
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-- `entity.drop_on_destory` is table which stores all the items that will be dropped on destroy.
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-- It will drop one of those items, from `1` to the length, or the end of the table.
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local i = math.random(1, #entity.drop_on_destroy)
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local j = math.random(2, #entity.drop_on_destroy)
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minetest.add_item(pos, entity.drop_on_destroy[i])
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if i ~= j then
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minetest.add_item(pos, entity.drop_on_destroy[j])
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end
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entity.removed = true
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-- delay remove to ensure player is detached
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minetest.after(0.1, function()
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entity.object:remove()
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end)
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end
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end
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end
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entity.v2 = v
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end
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