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https://git.minetest.land/MineClone2/MineClone2.git
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86e3446407
Previously, horses would continue to move even after the movement key was released. This was because mcl_mobs.drive was returning before stopping the horse. This commit makes mcl_mobs.drive stop the horse before returning. Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4580 Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com> Co-authored-by: THE-NERD2 <pdp9729@gmail.com> Co-committed-by: THE-NERD2 <pdp9729@gmail.com>
464 lines
9.6 KiB
Lua
464 lines
9.6 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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-- 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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------------------------------------------------------------------------------
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--
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-- Helper functions
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--
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local node_ok = function(pos, fallback)
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fallback = fallback or mcl_mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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if node and minetest.registered_nodes[node.name] then
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return node
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end
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return {name = fallback}
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end
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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
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return "air"
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end
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if minetest.get_item_group(node.name, "lava") ~= 0 then
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return "lava"
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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.registered_nodes[node.name].walkable == true 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 * v.x + v.z * v.z)
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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
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return
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end
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local entity = attached_to:get_luaentity()
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if entity.driver
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and entity.driver == player then
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entity.driver = nil
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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({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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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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-------------------------------------------------------------------------------
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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 mcl_mobs.attach(entity, player)
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local attach_at, eye_offset
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entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0}
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entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0}
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entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0}
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entity.driver_scale = entity.driver_scale or {x = 1, y = 1}
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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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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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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, {x = 0, y = 0, z = 0})
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player:set_properties({
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visual_size = {
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x = entity.driver_scale.x,
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y = entity.driver_scale.y
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}
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})
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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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--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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player:add_velocity(vector.new(math.random(-6,6),math.random(5,8),math.random(-6,6))) --throw the rider off
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--[[
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minetest.after(0.1, function(name, pos)
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local player = minetest.get_player_by_name(name)
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if player then
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player:set_pos(pos)
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end
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end, player:get_player_name(), pos)
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]]--
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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 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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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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-- move forwards
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if ctrl.up then
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entity.v = entity.v + entity.accel / 10 * entity.run_velocity / 2.6
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-- move backwards
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elseif ctrl.down then
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if entity.max_speed_reverse == 0 and entity.v == 0 then
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return
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end
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entity.v = entity.v - entity.accel / 10
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end
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-- fix mob rotation
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entity.object:set_yaw(entity.driver:get_look_horizontal() - entity.rotate)
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if can_fly then
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-- fly up
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if ctrl.jump then
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velo.y = velo.y + 1
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if velo.y > entity.accel then velo.y = entity.accel end
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elseif velo.y > 0 then
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velo.y = velo.y - 0.1
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if velo.y < 0 then velo.y = 0 end
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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 = velo.y - 1
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if velo.y < -entity.accel then velo.y = -entity.accel end
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elseif velo.y < 0 then
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velo.y = velo.y + 0.1
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if velo.y > 0 then velo.y = 0 end
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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 + (acce_y * 3) + 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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-- 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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-- 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 stand_anim then
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mcl_mobs:set_animation(entity, stand_anim)
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end
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return
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end
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-- set moving animation
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if moving_anim then
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mcl_mobs:set_animation(entity, moving_anim)
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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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-- Set position, velocity and acceleration
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local p = entity.object:get_pos()
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local new_velo
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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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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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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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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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entity.object:punch(entity.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = intensity}
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}, nil)
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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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-- 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() + 1.57 -- offset fix between old and new commands
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if ctrl.up then
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entity.object:set_velocity({
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x = dir.x * speed,
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y = dir.y * speed + 2,
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z = dir.z * speed
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})
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elseif ctrl.down then
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entity.object:set_velocity({
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x = -dir.x * speed,
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y = dir.y * speed + 2,
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z = -dir.z * speed
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})
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elseif not ctrl.down or ctrl.up or ctrl.jump then
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entity.object:set_velocity({x = 0, y = -2, z = 0})
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end
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entity.object:set_yaw(yaw + math.pi + math.pi / 2 - entity.rotate)
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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({
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x = pos.x + 0 + dir.x * 2.5,
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y = pos.y + 1.5 + dir.y,
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z = pos.z + 0 + 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 = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
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local yaw = entity.driver:get_look_horizontal()
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obj:set_yaw(yaw + math.pi / 2)
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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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mcl_mobs:set_animation(entity, stand_anim)
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else
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-- moving animation
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mcl_mobs:set_animation(entity, 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 then
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if self.detach_child(self, child) then
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return
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end
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end
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if self.driver == child then
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self.driver = nil
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end
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end
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