Update global API.md wrt MRM
[MineClone/MineClone2.git] / mods / ENTITIES / mobs / mount.lua
blob09df15870af6e005c9933ff01eb0e476f0ead158
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()
155 mcl_player.player_set_animation(player, "sit" , 30)
156 end)
158 --player:set_look_yaw(entity.object:get_yaw() - rot_view)
159 player:set_look_horizontal(entity.object:get_yaw() - rot_view)
163 function mobs.detach(player, offset)
165 force_detach(player)
167 mcl_player.player_set_animation(player, "stand" , 30)
169 local pos = player:get_pos()
171 pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
173 minetest.after(0.1, function()
174 player:setpos(pos)
175 end)
179 function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
181 local rot_steer, rot_view = math.pi/2, 0
183 if entity.player_rotation.y == 90 then
184 rot_steer, rot_view = 0, math.pi/2
187 local acce_y = 0
188 local velo = entity.object:getvelocity()
190 entity.v = get_v(velo) * get_sign(entity.v)
192 -- process controls
193 if entity.driver then
195 --print ("---velo", get_v(velo))
197 local ctrl = entity.driver:get_player_control()
199 -- move forwards
200 if ctrl.up then
202 entity.v = entity.v + entity.accel / 10
204 -- move backwards
205 elseif ctrl.down then
207 if entity.max_speed_reverse == 0 and entity.v == 0 then
208 return
211 entity.v = entity.v - entity.accel / 10
214 -- fix mob rotation
215 entity.object:setyaw(entity.driver:get_look_horizontal() - entity.rotate)
217 if can_fly then
219 -- fly up
220 if ctrl.jump then
221 velo.y = velo.y + 1
222 if velo.y > entity.accel then velo.y = entity.accel end
224 elseif velo.y > 0 then
225 velo.y = velo.y - 0.1
226 if velo.y < 0 then velo.y = 0 end
229 -- fly down
230 if ctrl.sneak then
231 velo.y = velo.y - 1
232 if velo.y < -entity.accel then velo.y = -entity.accel end
234 elseif velo.y < 0 then
235 velo.y = velo.y + 0.1
236 if velo.y > 0 then velo.y = 0 end
239 else
241 -- jump
242 if ctrl.jump then
244 if velo.y == 0 then
245 velo.y = velo.y + entity.jump_height
246 acce_y = acce_y + (acce_y * 3) + 1
253 -- if not moving then set animation and return
254 if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
256 if stand_anim then
257 mobs:set_animation(entity, stand_anim)
260 return
263 -- set moving animation
264 if moving_anim then
265 mobs:set_animation(entity, moving_anim)
268 -- Stop!
269 local s = get_sign(entity.v)
271 entity.v = entity.v - 0.02 * s
273 if s ~= get_sign(entity.v) then
275 entity.object:setvelocity({x = 0, y = 0, z = 0})
276 entity.v = 0
277 return
280 -- enforce speed limit forward and reverse
281 local max_spd = entity.max_speed_reverse
283 if get_sign(entity.v) >= 0 then
284 max_spd = entity.max_speed_forward
287 if math.abs(entity.v) > max_spd then
288 entity.v = entity.v - get_sign(entity.v)
291 -- Set position, velocity and acceleration
292 local p = entity.object:get_pos()
293 local new_velo = {x = 0, y = 0, z = 0}
294 local new_acce = {x = 0, y = -9.8, z = 0}
296 p.y = p.y - 0.5
298 local ni = node_is(p)
299 local v = entity.v
301 if ni == "air" then
303 if can_fly == true then
304 new_acce.y = 0
307 elseif ni == "liquid" or ni == "lava" then
309 if ni == "lava" and entity.lava_damage ~= 0 then
311 entity.lava_counter = (entity.lava_counter or 0) + dtime
313 if entity.lava_counter > 1 then
315 minetest.sound_play("default_punch", {
316 object = entity.object,
317 max_hear_distance = 5
320 entity.object:punch(entity.object, 1.0, {
321 full_punch_interval = 1.0,
322 damage_groups = {fleshy = entity.lava_damage}
323 }, nil)
325 entity.lava_counter = 0
329 if entity.terrain_type == 2
330 or entity.terrain_type == 3 then
332 new_acce.y = 0
333 p.y = p.y + 1
335 if node_is(p) == "liquid" then
337 if velo.y >= 5 then
338 velo.y = 5
339 elseif velo.y < 0 then
340 new_acce.y = 20
341 else
342 new_acce.y = 5
344 else
345 if math.abs(velo.y) < 1 then
346 local pos = entity.object:get_pos()
347 pos.y = math.floor(pos.y) + 0.5
348 entity.object:setpos(pos)
349 velo.y = 0
352 else
353 v = v * 0.25
357 new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
358 new_acce.y = new_acce.y + acce_y
360 entity.object:setvelocity(new_velo)
361 entity.object:setacceleration(new_acce)
363 -- CRASH!
364 if enable_crash then
366 local intensity = entity.v2 - v
368 if intensity >= crash_threshold then
370 --print("----------- crash", intensity)
372 entity.object:punch(entity.object, 1.0, {
373 full_punch_interval = 1.0,
374 damage_groups = {fleshy = intensity}
375 }, nil)
380 entity.v2 = v
384 -- directional flying routine by D00Med (edited by TenPlus1)
386 function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
388 local ctrl = entity.driver:get_player_control()
389 local velo = entity.object:getvelocity()
390 local dir = entity.driver:get_look_dir()
391 local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands
392 local rot_steer, rot_view = math.pi / 2, 0
394 if entity.player_rotation.y == 90 then
395 rot_steer, rot_view = 0, math.pi / 2
398 if ctrl.up then
399 entity.object:setvelocity({
400 x = dir.x * speed,
401 y = dir.y * speed + 2,
402 z = dir.z * speed
405 elseif ctrl.down then
406 entity.object:setvelocity({
407 x = -dir.x * speed,
408 y = dir.y * speed + 2,
409 z = -dir.z * speed
412 elseif not ctrl.down or ctrl.up or ctrl.jump then
413 entity.object:setvelocity({x = 0, y = -2, z = 0})
416 entity.object:setyaw(yaw + math.pi + math.pi / 2 - entity.rotate)
418 -- firing arrows
419 if ctrl.LMB and ctrl.sneak and shoots then
421 local pos = entity.object:get_pos()
422 local obj = minetest.add_entity({
423 x = pos.x + 0 + dir.x * 2.5,
424 y = pos.y + 1.5 + dir.y,
425 z = pos.z + 0 + dir.z * 2.5}, arrow)
427 local ent = obj:get_luaentity()
428 if ent then
429 ent.switch = 1 -- for mob specific arrows
430 ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
431 local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
432 local yaw = entity.driver:get_look_horizontal()
433 obj:setyaw(yaw + math.pi / 2)
434 obj:setvelocity(vec)
435 else
436 obj:remove()
440 -- change animation if stopped
441 if velo.x == 0 and velo.y == 0 and velo.z == 0 then
443 mobs:set_animation(entity, stand_anim)
444 else
445 -- moving animation
446 mobs:set_animation(entity, moving_anim)