Initial commit (version 0.1-test)
This commit is contained in:
514
mods/mobs_redo/mount.lua
Normal file
514
mods/mobs_redo/mount.lua
Normal file
@@ -0,0 +1,514 @@
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-- lib_mount by Blert2112 (edited by TenPlus1)
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local is_50 = minetest.get_modpath("player_api") -- 5.x compatibility
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local abs, cos, floor, sin, sqrt, pi =
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math.abs, math.cos, math.floor, math.sin, math.sqrt, math.pi
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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 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 / 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 = -sin(yaw) * v
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local z = 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 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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if not player then return end
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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 and 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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local name = player:get_player_name()
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if is_50 then
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player_api.player_attached[name] = false
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player_api.set_animation(player, "stand", 30)
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else
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default.player_attached[name] = false
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default.player_set_animation(player, "stand", 30)
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end
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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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(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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-- Just for correct detaching
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local function find_free_pos(pos)
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local check = {
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{x = 1, y = 0, z = 0},
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{x = 1, y = 1, z = 0},
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{x = -1, y = 0, z = 0},
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{x = -1, y = 1, z = 0},
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{x = 0, y = 0, z = 1},
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{x = 0, y = 1, z = 1},
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{x = 0, y = 0, z = -1},
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{x = 0, y = 1, z = -1}
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}
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for _, c in pairs(check) do
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local npos = {x = pos.x + c.x, y = pos.y + c.y, z = pos.z + c.z}
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local node = minetest.get_node_or_nil(npos)
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if node and node.name then
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local def = minetest.registered_nodes[node.name]
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if def and not def.walkable and
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def.liquidtype == "none" then
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return npos
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end
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end
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end
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return pos
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end
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function mobs.attach(entity, player)
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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 = pi / 2
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end
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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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if is_50 then
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player_api.player_attached[player:get_player_name()] = true
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else
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default.player_attached[player:get_player_name()] = true
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end
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player:set_attach(entity.object, "", attach_at, entity.player_rotation)
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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()
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if player and player:is_player() then
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if is_50 then
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player_api.set_animation(player, "sit", 30)
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else
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default.player_set_animation(player, "sit", 30)
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end
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end
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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 mobs.detach(player)
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force_detach(player)
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minetest.after(0.1, function()
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if player and player:is_player() then
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local pos = find_free_pos(player:get_pos())
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pos.y = pos.y + 0.5
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player:set_pos(pos)
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end
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end)
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end
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function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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local yaw = entity.object:get_yaw() or 0
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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 = 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() ; if not velo then return end
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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 * dtime
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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 * dtime
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end
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-- mob rotation
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local horz
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if entity.alt_turn == true then
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horz = yaw
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if ctrl.left then
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horz = horz + 0.05
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elseif ctrl.right then
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horz = horz - 0.05
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end
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else
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horz = entity.driver:get_look_horizontal() or 0
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end
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entity.object:set_yaw(horz - 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 - dtime
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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 + dtime
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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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-- 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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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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mobs:set_animation(entity, moving_anim)
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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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-- enforce speed limit forward and reverse
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if entity.v > entity.max_speed_forward then
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entity.v = entity.max_speed_forward
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elseif entity.v < -entity.max_speed_reverse then
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entity.v = -entity.max_speed_reverse
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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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if not p then return end
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local new_acce = {x = 0, y = entity.fall_speed, 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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local terrain_type = entity.terrain_type
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if terrain_type == 2 or 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 abs(velo.y) < 1 then
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local pos = entity.object:get_pos()
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if not pos then return end
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pos.y = 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 new_velo = get_velocity(v, 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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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 mobs.fly(entity, _, speed, shoots, arrow, moving_anim, stand_anim)
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local ctrl = entity.driver:get_player_control() ; if not ctrl then return end
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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
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if not ctrl or not velo then return end
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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 + pi + 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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yaw = entity.driver:get_look_horizontal()
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obj:set_yaw(yaw + 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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mobs:set_animation(entity, stand_anim)
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else
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-- moving animation
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mobs:set_animation(entity, moving_anim)
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end
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end
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