techage_modpack_ru_upd/ta4_paraglider/init.lua
2022-09-24 11:01:30 +02:00

205 lines
5.3 KiB
Lua

--
-- Paraglider mod for repixture
-- By m492
-- Modified for Techage by joe7575
--
--
local S = minetest.get_translator("ta4_paraglider")
local function set_player_yaw(self, player, yaw)
local offs = (yaw - self.yaw) % (2 * math.pi)
if offs > math.pi then
offs = offs - (2 * math.pi)
elseif offs < -math.pi then
offs = offs + (2 * math.pi)
end
self.yaw = self.yaw + offs
player:set_look_horizontal(self.yaw)
end
minetest.register_tool(
"ta4_paraglider:paraglider", {
description = S("Paraglider"),
inventory_image = "ta4_paraglider_inventory.png",
wield_image = "ta4_paraglider_inventory.png",
stack_max = 1,
on_activate = function(self)
self.object:set_armor_groups({immortal=1})
end,
on_use = function(itemstack, player, pointed_thing)
local name = player:get_player_name()
local pos = player:get_pos()
local node_under = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
if default.player_attached[name] then
return
end
-- Player physics acces control, according to:
-- https://github.com/joe7575/techage_modepack/blob/master/player_physics_design_pattern.md
local pmeta = player:get_meta()
if pmeta:get_int("player_physics_locked") ~= 0 then
return
end
pmeta:set_int("player_physics_locked", 1)
if node_under.name == "air" then
-- Spawn paraglider
pos.y = pos.y + 3
local obj = minetest.add_entity(pos, "ta4_paraglider:entity")
obj:set_velocity(
{
x = 0,
y = math.min(0, player:get_player_velocity().y),
z = 0
})
player:set_attach(obj, "", {x = 0, y = -8, z = 0}, {x = 0, y = 0, z = 0})
obj:set_yaw(player:get_look_horizontal())
local entity = obj:get_luaentity()
entity.attached = name
entity.yaw = player:get_look_horizontal()
default.player_attached[player:get_player_name()] = true
itemstack:add_wear(65536/30)
return itemstack
else
minetest.chat_send_player(name,
minetest.colorize("#FFFF00", S("First jump from a hill and then use the paraglider")))
pmeta:set_int("player_physics_locked", 0)
end
end,
})
minetest.register_entity(
"ta4_paraglider:entity",
{
visual = "mesh",
mesh = "ta4_paraglider.b3d",
textures = {"ta4_paraglider_mesh.png"},
physical = false,
pointable = false,
automatic_face_movement_dir = -90,
attached = nil,
on_step = function(self, dtime)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
local node_under = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
if self.attached ~= nil then
local player = minetest.get_player_by_name(self.attached)
if player then
local controls = player:get_player_control()
local hspeed = 5.0
local vspeed = -1
self.idle = (self.idle or 1) - 1
if controls.up then
vspeed = -3
hspeed = 8
player:set_look_vertical(math.tan(-vspeed / hspeed))
set_player_yaw(self, player, yaw)
self.idle = 1
elseif controls.down then
vspeed = -0.25
hspeed = 2
player:set_look_vertical(math.tan(-vspeed / hspeed))
set_player_yaw(self, player, yaw)
self.idle = 1
end
if controls.right then
yaw = yaw - math.pi / 60
vspeed = -2
hspeed = 4
player:set_look_vertical(math.tan(-vspeed / hspeed))
set_player_yaw(self, player, yaw)
self.idle = 1
elseif controls.left then
yaw = yaw + math.pi / 60
vspeed = -2
hspeed = 4
player:set_look_vertical(math.tan(-vspeed / hspeed))
set_player_yaw(self, player, yaw)
self.idle = 1
end
if self.idle == 0 then
player:set_look_vertical(math.tan(-vspeed / hspeed))
set_player_yaw(self, player, yaw)
end
self.object:set_yaw(yaw)
local vel = vector.multiply(minetest.yaw_to_dir(yaw), hspeed)
vel.y = vspeed
self.object:set_velocity(vel)
if node_under.name ~= "air" then
default.player_attached[self.attached] = false
local player = minetest.get_player_by_name(self.attached)
player:get_meta():set_int("player_physics_locked", 0)
end
end
else
self.object:remove()
return
end
if node_under.name ~= "air" then
if self.attached ~= nil then
default.player_attached[self.attached] = false
self.object:set_detach()
local player = minetest.get_player_by_name(self.attached)
if player then
player:get_meta():set_int("player_physics_locked", 0)
end
end
self.object:remove()
end
end
})
local function restore_player(player)
local name = player:get_player_name()
if name and default.player_attached[name] then
default.player_attached[name] = false
player:get_meta():set_int("player_physics_locked", 0)
end
end
minetest.register_on_joinplayer(function(player)
restore_player(player)
end)
minetest.register_on_respawnplayer(function(player)
player:get_meta():set_int("player_physics_locked", 0)
end)
minetest.register_on_leaveplayer(function(player)
restore_player(player)
end)
minetest.register_on_dieplayer(function(player)
player:get_meta():set_int("player_physics_locked", 0)
end)
minetest.register_craft({
output = "ta4_paraglider:paraglider",
recipe = {
{"", "techage:canister_epoxy", ""},
{"wool:green", "techage:ta4_carbon_fiber", "wool:black"},
{"", "", ""}
},
replacements = {
{"techage:canister_epoxy", "techage:ta3_canister_empty"},
},
})