Fix minetest.after crashes in mcl_mobs
[MineClone/MineClone2.git] / mods / ENTITIES / mcl_mobs / mount.lua
blobb12c074da718ba99d081450f04baa6cfd758a113
2 -- lib_mount by Blert2112 (edited by TenPlus1)
4 local enable_crash = false
5 local crash_threshold = 6.5 -- ignored if enable_crash=false
7 ------------------------------------------------------------------------------
9 --
10 -- Helper functions
13 local node_ok = function(pos, fallback)
15 fallback = fallback or mobs.fallback_node
17 local node = minetest.get_node_or_nil(pos)
19 if node and minetest.registered_nodes[node.name] then
20 return node
21 end
23 return {name = fallback}
24 end
27 local function node_is(pos)
29 local node = node_ok(pos)
31 if node.name == "air" then
32 return "air"
33 end
35 if minetest.get_item_group(node.name, "lava") ~= 0 then
36 return "lava"
37 end
39 if minetest.get_item_group(node.name, "liquid") ~= 0 then
40 return "liquid"
41 end
43 if minetest.registered_nodes[node.name].walkable == true then
44 return "walkable"
45 end
47 return "other"
48 end
51 local function get_sign(i)
53 i = i or 0
55 if i == 0 then
56 return 0
57 else
58 return i / math.abs(i)
59 end
60 end
63 local function get_velocity(v, yaw, y)
65 local x = -math.sin(yaw) * v
66 local z = math.cos(yaw) * v
68 return {x = x, y = y, z = z}
69 end
72 local function get_v(v)
73 return math.sqrt(v.x * v.x + v.z * v.z)
74 end
77 local function force_detach(player)
79 local attached_to = player:get_attach()
81 if not attached_to then
82 return
83 end
85 local entity = attached_to:get_luaentity()
87 if entity.driver
88 and entity.driver == player then
90 entity.driver = nil
91 end
93 player:set_detach()
94 mcl_player.player_attached[player:get_player_name()] = false
95 player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
96 mcl_player.player_set_animation(player, "stand" , 30)
97 player:set_properties({visual_size = {x = 1, y = 1} })
99 end
101 -------------------------------------------------------------------------------
104 minetest.register_on_leaveplayer(function(player)
105 force_detach(player)
106 end)
108 minetest.register_on_shutdown(function()
109 local players = minetest.get_connected_players()
110 for i = 1, #players do
111 force_detach(players[i])
113 end)
115 minetest.register_on_dieplayer(function(player)
116 force_detach(player)
117 return true
118 end)
120 -------------------------------------------------------------------------------
122 function mobs.attach(entity, player)
124 local attach_at, eye_offset = {}, {}
126 entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0}
127 entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0}
128 entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0}
129 entity.driver_scale = entity.driver_scale or {x = 1, y = 1}
131 local rot_view = 0
133 if entity.player_rotation.y == 90 then
134 rot_view = math.pi/2
137 attach_at = entity.driver_attach_at
138 eye_offset = entity.driver_eye_offset
139 entity.driver = player
141 force_detach(player)
143 player:set_attach(entity.object, "", attach_at, entity.player_rotation)
144 mcl_player.player_attached[player:get_player_name()] = true
145 player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0})
147 player:set_properties({
148 visual_size = {
149 x = entity.driver_scale.x,
150 y = entity.driver_scale.y
154 minetest.after(0.2, function(player)
155 if player:is_player() then
156 mcl_player.player_set_animation(player, "sit" , 30)
158 end, player)
160 player:set_look_horizontal(entity.object:get_yaw() - rot_view)
164 function mobs.detach(player, offset)
166 force_detach(player)
168 mcl_player.player_set_animation(player, "stand" , 30)
170 local pos = player:get_pos()
172 pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
174 minetest.after(0.1, function(player, pos)
175 if player:is_player() then
176 player:set_pos(pos)
178 end, player, pos)
182 function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
184 local rot_steer, rot_view = math.pi/2, 0
186 if entity.player_rotation.y == 90 then
187 rot_steer, rot_view = 0, math.pi/2
190 local acce_y = 0
191 local velo = entity.object:getvelocity()
193 entity.v = get_v(velo) * get_sign(entity.v)
195 -- process controls
196 if entity.driver then
198 local ctrl = entity.driver:get_player_control()
200 -- move forwards
201 if ctrl.up then
203 entity.v = entity.v + entity.accel / 10
205 -- move backwards
206 elseif ctrl.down then
208 if entity.max_speed_reverse == 0 and entity.v == 0 then
209 return
212 entity.v = entity.v - entity.accel / 10
215 -- fix mob rotation
216 entity.object:setyaw(entity.driver:get_look_horizontal() - entity.rotate)
218 if can_fly then
220 -- fly up
221 if ctrl.jump then
222 velo.y = velo.y + 1
223 if velo.y > entity.accel then velo.y = entity.accel end
225 elseif velo.y > 0 then
226 velo.y = velo.y - 0.1
227 if velo.y < 0 then velo.y = 0 end
230 -- fly down
231 if ctrl.sneak then
232 velo.y = velo.y - 1
233 if velo.y < -entity.accel then velo.y = -entity.accel end
235 elseif velo.y < 0 then
236 velo.y = velo.y + 0.1
237 if velo.y > 0 then velo.y = 0 end
240 else
242 -- jump
243 if ctrl.jump then
245 if velo.y == 0 then
246 velo.y = velo.y + entity.jump_height
247 acce_y = acce_y + (acce_y * 3) + 1
254 -- if not moving then set animation and return
255 if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
257 if stand_anim then
258 mobs:set_animation(entity, stand_anim)
261 return
264 -- set moving animation
265 if moving_anim then
266 mobs:set_animation(entity, moving_anim)
269 -- Stop!
270 local s = get_sign(entity.v)
272 entity.v = entity.v - 0.02 * s
274 if s ~= get_sign(entity.v) then
276 entity.object:setvelocity({x = 0, y = 0, z = 0})
277 entity.v = 0
278 return
281 -- enforce speed limit forward and reverse
282 local max_spd = entity.max_speed_reverse
284 if get_sign(entity.v) >= 0 then
285 max_spd = entity.max_speed_forward
288 if math.abs(entity.v) > max_spd then
289 entity.v = entity.v - get_sign(entity.v)
292 -- Set position, velocity and acceleration
293 local p = entity.object:get_pos()
294 local new_velo = {x = 0, y = 0, z = 0}
295 local new_acce = {x = 0, y = -9.8, z = 0}
297 p.y = p.y - 0.5
299 local ni = node_is(p)
300 local v = entity.v
302 if ni == "air" then
304 if can_fly == true then
305 new_acce.y = 0
308 elseif ni == "liquid" or ni == "lava" then
310 if ni == "lava" and entity.lava_damage ~= 0 then
312 entity.lava_counter = (entity.lava_counter or 0) + dtime
314 if entity.lava_counter > 1 then
316 minetest.sound_play("default_punch", {
317 object = entity.object,
318 max_hear_distance = 5
321 entity.object:punch(entity.object, 1.0, {
322 full_punch_interval = 1.0,
323 damage_groups = {fleshy = entity.lava_damage}
324 }, nil)
326 entity.lava_counter = 0
330 if entity.terrain_type == 2
331 or entity.terrain_type == 3 then
333 new_acce.y = 0
334 p.y = p.y + 1
336 if node_is(p) == "liquid" then
338 if velo.y >= 5 then
339 velo.y = 5
340 elseif velo.y < 0 then
341 new_acce.y = 20
342 else
343 new_acce.y = 5
345 else
346 if math.abs(velo.y) < 1 then
347 local pos = entity.object:get_pos()
348 pos.y = math.floor(pos.y) + 0.5
349 entity.object:setpos(pos)
350 velo.y = 0
353 else
354 v = v * 0.25
358 new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
359 new_acce.y = new_acce.y + acce_y
361 entity.object:setvelocity(new_velo)
362 entity.object:setacceleration(new_acce)
364 -- CRASH!
365 if enable_crash then
367 local intensity = entity.v2 - v
369 if intensity >= crash_threshold then
371 entity.object:punch(entity.object, 1.0, {
372 full_punch_interval = 1.0,
373 damage_groups = {fleshy = intensity}
374 }, nil)
379 entity.v2 = v
383 -- directional flying routine by D00Med (edited by TenPlus1)
385 function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
387 local ctrl = entity.driver:get_player_control()
388 local velo = entity.object:getvelocity()
389 local dir = entity.driver:get_look_dir()
390 local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands
391 local rot_steer, rot_view = math.pi / 2, 0
393 if entity.player_rotation.y == 90 then
394 rot_steer, rot_view = 0, math.pi / 2
397 if ctrl.up then
398 entity.object:setvelocity({
399 x = dir.x * speed,
400 y = dir.y * speed + 2,
401 z = dir.z * speed
404 elseif ctrl.down then
405 entity.object:setvelocity({
406 x = -dir.x * speed,
407 y = dir.y * speed + 2,
408 z = -dir.z * speed
411 elseif not ctrl.down or ctrl.up or ctrl.jump then
412 entity.object:setvelocity({x = 0, y = -2, z = 0})
415 entity.object:setyaw(yaw + math.pi + math.pi / 2 - entity.rotate)
417 -- firing arrows
418 if ctrl.LMB and ctrl.sneak and shoots then
420 local pos = entity.object:get_pos()
421 local obj = minetest.add_entity({
422 x = pos.x + 0 + dir.x * 2.5,
423 y = pos.y + 1.5 + dir.y,
424 z = pos.z + 0 + dir.z * 2.5}, arrow)
426 local ent = obj:get_luaentity()
427 if ent then
428 ent.switch = 1 -- for mob specific arrows
429 ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
430 local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
431 local yaw = entity.driver:get_look_horizontal()
432 obj:setyaw(yaw + math.pi / 2)
433 obj:setvelocity(vec)
434 else
435 obj:remove()
439 -- change animation if stopped
440 if velo.x == 0 and velo.y == 0 and velo.z == 0 then
442 mobs:set_animation(entity, stand_anim)
443 else
444 -- moving animation
445 mobs:set_animation(entity, moving_anim)