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https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-12-05 01:03:44 +01:00
272 lines
7.6 KiB
Lua
272 lines
7.6 KiB
Lua
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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-- based on lib_mount by Blert2112 (edited by TenPlus1)
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local enable_crash = false
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local crash_threshold = 6.5 -- ignored if enable_crash=false
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local GRAVITY = -9.8
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local node_ok = mcl_mobs.node_ok
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local sign = math.sign -- minetest extension
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local function node_is(pos)
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local node = node_ok(pos)
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if node.name == "air" then return "air" end
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local ndef = minetest.registered_nodes[node.name]
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if not ndef then return "other" end -- unknown/ignore
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if ndef.groups.lava then return "lava" end
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if ndef.groups.liquid then return "liquid" end
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if ndef.walkable then return "walkable" end
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return "other"
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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 not attached_to then return end
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local entity = attached_to:get_luaentity()
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if entity.driver and entity.driver == player then entity.driver = nil end
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player:set_detach()
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mcl_player.player_attached[player:get_player_name()] = false
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player:set_eye_offset(vector.zero(), vector.zero())
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mcl_player.player_set_animation(player, "stand" , 30)
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player:set_properties({visual_size = {x = 1, y = 1} })
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end
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minetest.register_on_leaveplayer(force_detach)
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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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function mcl_mobs.attach(entity, player)
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entity.player_rotation = entity.player_rotation or vector.zero()
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entity.driver_attach_at = entity.driver_attach_at or vector.zero()
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entity.driver_eye_offset = entity.driver_eye_offset or vector.zero()
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entity.driver_scale = entity.driver_scale or {x = 1, y = 1}
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local rot_view = entity.player_rotation.y == 90 and math.pi/2 or 0
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local attach_at = entity.driver_attach_at
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local eye_offset = entity.driver_eye_offset
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entity.driver = player
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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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mcl_player.player_attached[player:get_player_name()] = true
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player:set_eye_offset(eye_offset, vector.zero())
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player:set_properties({ visual_size = entity.driver_scale })
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minetest.after(0.2, function(name)
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local player = minetest.get_player_by_name(name)
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if player then
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mcl_player.player_set_animation(player, "sit_mount" , 30)
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end
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end, player:get_player_name())
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player:set_look_horizontal(entity.object:get_yaw() - rot_view)
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end
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function mcl_mobs.detach(player, offset)
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force_detach(player)
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mcl_player.player_set_animation(player, "stand" , 30)
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player:add_velocity(vector.new(math.random()*12-6,math.random()*3+5,math.random()*12-6)) --throw the rider off
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end
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function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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local velo = entity.object:get_velocity()
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local v = math.sqrt(velo.x * velo.x + velo.y * velo.y)
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local acce_y = GRAVITY
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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.up then -- forward
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v = v + entity.accel * 0.1 * entity.run_velocity * 0.385
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elseif ctrl.down then -- backwards
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if entity.max_speed_reverse == 0 and v == 0 then return end
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v = v - entity.accel * 0.1 * entity.run_velocity * 0.385
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end
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entity:set_yaw(entity.driver:get_look_horizontal() - entity.rotate, 2)
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if can_fly then
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-- FIXME: use acce_y instead?
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-- fly up
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if ctrl.jump then
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velo.y = math.min(velo.y + 1, entity.accel)
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elseif velo.y > 0.1 then
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velo.y = velo.y - 0.1
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elseif velo.y > 0 then
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velo.y = 0
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end
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-- fly down
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if ctrl.sneak then
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velo.y = math.max(velo.y - 1, -entity.accel)
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elseif velo.y < -0.1 then
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velo.y = velo.y + 0.1
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elseif velo.y < 0 then
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velo.y = 0
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end
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else
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-- jump
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if ctrl.jump then
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if velo.y == 0 then
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velo.y = velo.y + entity.jump_height
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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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end
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if math.abs(v) < 0.02 then -- stop
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entity.object:set_velocity(vector.zero())
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v = 0
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else
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v = v - 0.02 * sign(v) -- slow down
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end
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-- if not moving then set animation and return
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if v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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entity:set_animation(stand_anim)
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return
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else
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entity:set_animation(moving_anim)
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end
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-- enforce speed limit forward and reverse
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v = math.max(-entity.max_speed_reverse, math.min(v, entity.max_speed_forward))
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-- Set position, velocity and acceleration
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local p = entity.object:get_pos()
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p.y = p.y - 0.5
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local ni = node_is(p)
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if ni == "air" then
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if can_fly then acce_y = acce_y - GRAVITY end
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elseif ni == "liquid" or ni == "lava" then
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if ni == "lava" and entity.lava_damage ~= 0 then
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entity.lava_counter = (entity.lava_counter or 0) + dtime
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if entity.lava_counter > 1 then
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minetest.sound_play("default_punch", {
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object = entity.object,
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max_hear_distance = 5
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}, true)
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entity.object:punch(entity.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = entity.lava_damage}
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}, nil)
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entity.lava_counter = 0
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end
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end
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if entity.terrain_type == 2
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or entity.terrain_type == 3 then
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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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acce_y = 20
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else
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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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end
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local rot_view = entity.player_rotation.y == 90 and math.pi/2 or 0
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local new_yaw = entity.object:get_yaw() - rot_view
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local new_velo = vector.new(-math.sin(new_yaw) * v, velo.y, math.cos(new_yaw) * v)
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entity.object:set_velocity(new_velo)
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entity.object:set_acceleration(vector.new(0, acce_y, 0))
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if enable_crash then
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if v >= crash_threshold then
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entity.object:punch(entity.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = v}
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}, nil)
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end
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end
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end
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-- directional flying routine by D00Med (edited by TenPlus1)
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function mcl_mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
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local ctrl = entity.driver:get_player_control()
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local velo = entity.object:get_velocity()
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local dir = entity.driver:get_look_dir()
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local yaw = entity.driver:get_look_horizontal()
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if ctrl.up then
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entity.object:set_velocity(vector.new(dir.x * speed, dir.y * speed + 2, dir.z * speed))
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elseif ctrl.down then
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entity.object:set_velocity(vector.new(-dir.x * speed, dir.y * speed + 2, -dir.z * speed))
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elseif not ctrl.down or ctrl.up or ctrl.jump then
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entity.object:set_velocity(vector.new(0, -2, 0))
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end
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entity:set_yaw(yaw - entity.rotate, 2)
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-- firing arrows
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if ctrl.LMB and ctrl.sneak and shoots then
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local pos = entity.object:get_pos()
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local obj = minetest.add_entity(vector.offset(pos, dir.x * 2.5, 1.5 + dir.y, dir.z * 2.5), arrow)
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local ent = obj:get_luaentity()
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if ent then
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ent.switch = 1 -- for mob specific arrows
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ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
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local vec = vector.new(dir.x * 6, dir.y * 6, dir.z * 6)
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local yaw = entity.driver:get_look_horizontal()
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obj:set_yaw(yaw)
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obj:set_velocity(vec)
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else
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obj:remove()
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end
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end
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-- change animation if stopped
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if velo.x == 0 and velo.y == 0 and velo.z == 0 then
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entity:set_animation(stand_anim)
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else
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entity:set_animation(moving_anim)
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end
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end
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mcl_mobs.mob_class.drive = mcl_mobs.drive
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mcl_mobs.mob_class.fly = mcl_mobs.fly
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mcl_mobs.mob_class.attach = mcl_mobs.attach
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function mob_class:on_detach_child(child)
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if self.detach_child and self.detach_child(self, child) then return end
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if self.driver == child then self.driver = nil end
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end
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