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232 lines
5.5 KiB
Lua
Executable File
232 lines
5.5 KiB
Lua
Executable File
--[[
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--=================
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--======================================
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LazyJ's Fork of Splizard's "Snow" Mod
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by LazyJ
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version: Umpteen and 7/5ths something or another.
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2014_04_12
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--======================================
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--=================
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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THE LIST OF CHANGES I'VE MADE
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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* The HUD message that displayed when a player sat on the sled would not go away after the player
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got off the sled. I spent hours on trial-and-error while reading the lua_api.txt and scrounging
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the Internet for a needle-in-the-haystack solution as to why the hud_remove wasn't working.
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Turns out Splizard's code was mostly correct, just not assembled in the right order.
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The key to the solution was found in the code of leetelate's scuba mod:
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http://forum.minetest.net/viewtopic.php?id=7175
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* Changed the wording of the HUD message for clarity.
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~~~~~~
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TODO
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~~~~~~
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* Figure out why the player avatars remain in a seated position, even after getting off the sled,
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if they flew while on the sled. 'default.player_set_animation', where is a better explanation
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for this and what are it's available options?
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* Go through, clean-up my notes and get them better sorted. Some are in the code, some are
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scattered in my note-taking program. This "Oh, I'll just make a little tweak here and a
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little tweak there" project has evolved into something much bigger and more complex
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than I originally planned. :p ~ LazyJ
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* find out why the sled disappears after rightclicking it ~ HybridDog
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--]]
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--=============================================================
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-- CODE STUFF
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--=============================================================
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--
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-- Helper functions
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--
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vector.zero = vector.zero or {x=0, y=0, z=0}
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local function table_find(t, v)
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for i = 1,#t do
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if t[i] == v then
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return true
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end
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end
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return false
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end
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local function is_water(pos)
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return minetest.get_item_group(minetest.get_node(pos).name, "water") ~= 0
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end
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--
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-- Sled entity
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--
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local sled = {
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physical = true,
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collisionbox = {-0.6,-0.25,-0.6, 0.6,0.3,0.6},
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visual = "mesh",
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mesh = "sled.x",
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textures = {"sled.png"},
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}
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local players_sled = {}
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local function join_sled(self, player)
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local pos = self.object:getpos()
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player:setpos(pos)
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local name = player:get_player_name()
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players_sled[name] = true
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default.player_attached[name] = true
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default.player_set_animation(player, "sit" , 30)
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self.driver = name
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self.object:set_attach(player, "", {x=0,y=-9,z=0}, {x=0,y=90,z=0})
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self.object:setyaw(player:get_look_yaw())-- - math.pi/2)
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end
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local function leave_sled(self, player)
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local name = player:get_player_name()
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players_sled[name] = false
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self.driver = nil
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self.object:set_detach()
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default.player_attached[name] = false
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default.player_set_animation(player, "stand" , 30)
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player:set_physics_override({
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speed = 1,
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jump = 1,
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})
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player:hud_remove(self.HUD) -- And here is part 2. ~ LazyJ
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self.object:remove()
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--Give the sled back again
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player:get_inventory():add_item("main", "snow:sled")
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end
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function sled:on_rightclick(player)
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if self.driver
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or not snow.sleds then
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return
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end
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join_sled(self, player)
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player:set_physics_override({
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speed = 2, -- multiplier to default value
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jump = 0, -- multiplier to default value
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})
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-- Here is part 1 of the fix. ~ LazyJ
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self.HUD = player:hud_add({
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hud_elem_type = "text",
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position = {x=0.5, y=0.89},
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name = "sled",
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scale = {x=2, y=2},
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text = "You are on the sled! Press the sneak key to get off the sled.", -- LazyJ
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direction = 0,
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})
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-- End part 1
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end
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function sled:on_activate(staticdata, dtime_s)
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self.object:set_armor_groups({immortal=1})
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self.object:setacceleration({x=0, y=-10, z=0})
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if staticdata then
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self.v = tonumber(staticdata)
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end
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end
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function sled:get_staticdata()
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return tostring(self.v)
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end
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function sled:on_punch(puncher)
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self.object:remove()
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if puncher
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and puncher:is_player() then
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puncher:get_inventory():add_item("main", "snow:sled")
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end
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end
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local driveable_nodes = {"default:snow","default:snowblock","default:ice","default:dirt_with_snow", "group:icemaker"}
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local function accelerating_possible(pos)
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if is_water(pos) then
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return false
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end
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if table_find(driveable_nodes, minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name) then
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return true
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end
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return false
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end
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local timer = 0
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function sled:on_step(dtime)
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if not self.driver then
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return
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end
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timer = timer+dtime
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if timer < 1 then
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return
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end
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timer = 0
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local player = minetest.get_player_by_name(self.driver)
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if not player then
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return
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end
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if player:get_player_control().sneak
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or not accelerating_possible(vector.round(self.object:getpos())) then
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leave_sled(self, player)
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end
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end
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minetest.register_entity("snow:sled", sled)
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minetest.register_craftitem("snow:sled", {
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description = "Sled",
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inventory_image = "snow_sled.png",
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wield_image = "snow_sled.png",
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wield_scale = {x=2, y=2, z=1},
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liquids_pointable = true,
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stack_max = 1,
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on_use = function(itemstack, placer)
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if players_sled[placer:get_player_name()] then
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return
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end
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local pos = placer:getpos()
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if accelerating_possible(vector.round(pos)) then
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pos.y = pos.y+0.5
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--Get on the sled and remove it from inventory.
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minetest.add_entity(pos, "snow:sled"):right_click(placer)
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itemstack:take_item(); return itemstack
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end
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end,
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})
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minetest.register_craft({
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output = "snow:sled",
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recipe = {
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{"", "", ""},
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{"group:stick", "", ""},
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{"group:wood", "group:wood", "group:wood"},
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},
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})
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minetest.register_craft({
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output = "snow:sled",
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recipe = {
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{"", "", ""},
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{"", "", "group:stick"},
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{"group:wood", "group:wood", "group:wood"},
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},
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})
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