Initial commit

This commit is contained in:
Rares Bozga
2025-11-29 22:53:32 +02:00
parent e9fa13dbd3
commit 461e95114c
157 changed files with 7597 additions and 1 deletions

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vehicles_config:
debug: false
type: data
vehicles:
mx5:
name: <&6>MX5
material: diamond_horse_armor
custom-model-data: 1
driver-offset: 0,-1.25,0
passengers:
- 0,-1.25,1
acceleration: 0.03
max-speed: 2.25
turn-speed-percentage: 0.01

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vehicle_relative_location:
debug: false
type: procedure
definitions: location|relative
script:
- define relative <[relative].split[,]>
- define location <[location].forward_flat[<[relative].get[1]>]>
- define location <[location].above[<[relative].get[2]>]>
- define location <[location].left[<[relative].get[3]>]>
- determine <[location]>
vehicle_create:
debug: false
type: task
definitions: vehicle_id|owner|location
script:
- define location <[location].with_pitch[0]>
#
- define vehicle_id <[vehicle_id].to_lowercase>
- define vehicle <map[]>
- define vehicle_data <script[vehicles_config].data_key[vehicles].get[<[vehicle_id]>]>
- define vehicle <[vehicle].with[id].as[<[vehicle_id]>]>
- define vehicle <[vehicle].with[owner].as[<[owner]>]>
- define vehicle <[vehicle].with[acceleration].as[<[vehicle_data].get[acceleration]>]>
- define vehicle <[vehicle].with[max_speed].as[<[vehicle_data].get[max-speed]>]>
- define vehicle <[vehicle].with[turn_speed_percentage].as[<[vehicle_data].get[turn-speed-percentage]>]>
#
- define vehicle_item <item[<[vehicle_data].get[material]>[custom_model_data=<[vehicle_data].get[custom-model-data]>]]>
- define vehicle <[vehicle].with[name].as[<[vehicle_data].get[name].parsed>]>
- define vehicle <[vehicle].with[item].as[<[vehicle_item]>]>
#
- spawn armor_stand <[location]> persistent reason:custom save:model
- define model_entity <entry[model].spawned_entity>
- adjust <[model_entity]> invulnerable:true
- adjust <[model_entity]> visible:false
- adjust <[model_entity]> equipment:<map[].with[helmet].as[<[vehicle_item]>]>
- flag <[model_entity]> vehicles:model
- define vehicle <[vehicle].with[model_entity].as[<[model_entity]>]>
#
- define driver_offset <[vehicle_data].get[driver-offset]>
- define driver_location <proc[vehicle_relative_location].context[<[location]>|<[driver_offset]>]>
- spawn armor_stand <[driver_location]> persistent reason:custom save:driver
- define driver_entity <entry[driver].spawned_entity>
- adjust <[driver_entity]> invulnerable:true
- adjust <[driver_entity]> visible:false
- adjust <[driver_entity]> gravity:false
- flag <[driver_entity]> vehicles:driver
- flag <[driver_entity]> vehicles_data:<[model_entity]>
- define vehicle <[vehicle].with[driver_entity].as[<[driver_entity]>]>
- define vehicle <[vehicle].with[driver_offset].as[<[driver_offset]>]>
#
- define passenger_entities <map[]>
- foreach <[vehicle_data].get[passengers]> as:passenger_offset:
- define passenger_location <proc[vehicle_relative_location].context[<[location]>|<[passenger_offset]>]>
- spawn armor_stand <[location].add[<[passenger_offset]>]> persistent reason:custom save:passenger<[loop_index]>
- define passenger_entity <entry[passenger<[loop_index]>].spawned_entity>
- adjust <[passenger_entity]> invulnerable:true
- adjust <[passenger_entity]> visible:false
- adjust <[passenger_entity]> gravity:false
- flag <[passenger_entity]> vehicles:passenger
- flag <[passenger_entity]> vehicles_data:<[model_entity]>
- define passenger_entities <[passenger_entities].with[<[passenger_entity]>].as[<[passenger_offset]>]>
- define vehicle <[vehicle].with[passenger_entities].as[<[passenger_entities]>]>
#
- flag <[model_entity]> vehicles_data:<[vehicle]>
- flag <[model_entity]> vehicles_last_location:<[model_entity].location.add[0,1,0]>
- flag server vehicles:<server.flag[vehicles].if_null[<list[]>].include[<[model_entity]>]>
- determine <[model_entity]>
vehicle_destroy:
debug: false
type: task
definitions: vehicle_entity
script:
- define vehicle <[vehicle_entity].flag[vehicles_data].if_null[null]>
- if <[vehicle]> == null:
- debug error "Vehicle entity <[vehicle_entity]> is not a vehicle!"
- stop
- remove <[vehicle].get[driver_entity]>
- remove <[vehicle].get[passenger_entities].keys>
- remove <[vehicle_entity]>
vehicle_find_snap_location:
debug: false
type: procedure
definitions: next_location
script:
- if <[next_location].above[0.15].material.is_solid>:
- if !<[next_location].above.material.is_solid>:
- determine <[next_location].above[0.5]>
- else:
- determine collide
- determine null
vehicle_pickup:
debug: false
type: task
definitions: vehicle_entity
script:
- define owner <[vehicle_entity].flag[vehicles_data].get[owner]>
- define item <[vehicle_entity].flag[vehicles_data].get[item]>
- adjust def:item display:<[vehicle_entity].flag[vehicles_data].get[name]>
- flag <[item]> vehicles:<[vehicle_entity].flag[vehicles_data].get[id]>
- if <[owner].inventory.can_fit[<[item]>]>:
- give <[item]> player:<[owner]>
- run vehicle_destroy def.vehicle_entity:<[vehicle_entity]>
- flag <[owner]> vehicles:!
- if <[owner].is_online>:
- narrate targets:<[owner]> format:formats_prefix "Picked up previous vehicle!"
- else:
- if <[owner].is_online>:
- narrate "<&c>You don't have enough space in your inventory to pick up the vehicle!"
- else:
# praying there's nothing there... will special-flag just in case
- flag <[owner]> vehicles_i_need_help:<player.inventory.map_slots.get[18]>
- inventory set slot:18 origin:<[item]> player:<[owner]>
- run vehicle_destroy def.vehicle_entity:<[vehicle_entity]>
- flag <[owner]> vehicles:!

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vehicles_world:
debug: false
type: world
events:
# cleanup lost vehicles
after server start:
- flag server vehicles:!
- foreach <server.worlds> as:world:
- foreach <[world].entities> as:entity:
- if <[entity].has_flag[vehicles]>:
- run vehicle_pickup def.vehicle_entity:<[entity]>
on player quits:
- if <player.has_flag[vehicles]>:
- define vehicle <player.flag[vehicles]>
- run vehicle_pickup def.vehicle_entity:<[vehicle]>
# vehicle tick
on tick:
- ratelimit server 1t
- define remove <list[]>
- foreach <server.flag[vehicles].if_null[<list[]>]> as:vehicle:
- if !<[vehicle].is_spawned>:
- define remove <[remove].include[<[vehicle]>]>
- foreach next
- run vehicle_world_parallel_loop def.vehicle:<[vehicle]>
- flag server vehicles:<server.flag[vehicles].if_null[<list[]>].exclude[<[remove]>]>
# vehicle safety
on armor_stand damaged:
- if <context.entity.has_flag[vehicles]>:
- determine cancelled
# add passenger on click or pickup vehicle
on player right clicks armor_stand bukkit_priority:lowest:
- if !<context.entity.has_flag[vehicles]>:
- stop
- determine cancelled passively
- if <context.entity.has_passenger>:
- stop
- if <context.entity.flag[vehicles]> == model:
- define driver_entity <context.entity.flag[vehicles_data].get[driver_entity]>
- if <[driver_entity].has_passenger>:
- stop
- if <context.entity.flag[vehicles_data].get[owner]> != <player> && !<player.is_op>:
- stop
- if <player.is_sneaking>:
- run vehicle_pickup def.vehicle_entity:<context.entity>
- else:
- adjust <[driver_entity]> passenger:<player>
- else if <context.entity.flag[vehicles]> == driver:
- define model_entity <context.entity.flag[vehicles_data]>
- if <context.entity.has_passenger>:
- stop
- if <[model_entity].flag[vehicles_data].get[owner]> != <player> && !<player.is_op>:
- stop
- if <player.is_sneaking>:
- run vehicle_pickup def.vehicle_entity:<[model_entity]>
- else:
- adjust <context.entity> passenger:<player>
- else if <context.entity.flag[vehicles]> == passenger:
- adjust <context.entity> passenger:<player>
# vehicle control
on player steers armor_stand:
- if <context.entity.flag[vehicles].if_null[null]> != driver:
- stop
- define vehicle <context.entity.flag[vehicles_data]>
- flag <[vehicle]> vehicles_player_input:<map[].with[forward].as[<context.forward>].with[sideways].as[<context.sideways>]>
# place vehicle down
on player right clicks block:
- if <player.item_in_hand.has_flag[vehicles]>:
- determine cancelled passively
- if <player.has_flag[vehicles]>:
- narrate "<&c>You have spawned a vehicle already. Want to pick it up?"
- define vehicle <player.flag[vehicles]>
- clickable save:pickup until:1m usages:1:
- run vehicle_pickup def.vehicle_entity:<[vehicle]>
- narrate <&e><underline><element[Pick up].on_click[<entry[pickup].command>]>
- stop
- ~run vehicle_create def.vehicle_id:<player.item_in_hand.flag[vehicles]> def.owner:<player> def.location:<player.location> save:result
- define vehicle <entry[result].created_queue.determination.get[1]>
- flag <player> vehicles:<[vehicle]>
- if <player.gamemode> != creative:
- take iteminhand
vehicle_world_parallel_loop:
debug: false
type: task
definitions: vehicle
script:
- if !<[vehicle].flag[vehicles_data].get[driver_entity].has_passenger>:
- flag <[vehicle]> vehicles_player_input:!
- define vehicles_player_input <[vehicle].flag[vehicles_player_input].if_null[null]>
- define forward <[vehicles_player_input].get[forward].if_null[0]>
- define sideways <[vehicles_player_input].get[sideways].if_null[0]>
- if <[forward]> != 0:
- define speed <[vehicle].flag[vehicles_speed].if_null[0]>
- define speed <[speed].add[<[vehicle].flag[vehicles_data].get[acceleration].mul[<[forward]>]>]>
- define max <[vehicle].flag[vehicles_data].get[max_speed]>
- if <[speed]> < <[max].mul[-1].div[3]>:
- define speed <[max].mul[-1].div[3]>
- if <[speed]> > <[max]>:
- define speed <[max]>
- flag <[vehicle]> vehicles_speed:<[speed]>
- if <[sideways]> != 0:
- define speed <[vehicle].flag[vehicles_speed].if_null[0]>
- if <[speed].abs> > 0.1:
- define max_speed <[vehicle].flag[vehicles_data].get[max_speed]>
- define speed_turn_coefficient <[speed].div[<[max_speed]>].mul[0.25].add[0.85]>
- define turn_speed <[vehicle].flag[vehicles_data].get[turn_speed_percentage].mul[360].mul[<[speed_turn_coefficient]>]>
- define turn_speed <[turn_speed].mul[<[sideways]>].mul[-1].mul[<tern[<[speed].is_less_than[0]>].pass[-1].fail[1]>]>
- rotate <[vehicle]> duration:1t yaw:<[turn_speed]>
- define speed <[vehicle].flag[vehicles_speed].if_null[0]>
- if <[speed].abs> < 0.1:
- define speed 0
- else:
- define speed <[speed].div[1.015]>
- if <[speed]> >= 0:
- define ray_cast_location <[vehicle].location.above[0.5].ray_trace[range=<[speed].abs>].if_null[null]>
- else:
- define backwards <[vehicle].location.direction.vector.mul[-1]>
- define ray_cast_location <[vehicle].location.with_pitch[<[backwards].pitch>].with_yaw[<[backwards].yaw>].above[0.5].ray_trace[range=<[speed].abs>].if_null[null]>
- if <[ray_cast_location]> != null:
- define new_location <[ray_cast_location].with_pitch[<[vehicle].location.pitch>].with_yaw[<[vehicle].location.yaw>]>
- define speed <[speed].div[1.075]>
- else:
- define new_location <[vehicle].location.forward_flat[<[speed]>]>
- define snap <proc[vehicle_find_snap_location].context[<[new_location]>]>
- if <[snap]> != null:
- if <[snap]> == collide:
- define new_location <[vehicle].location>
- define speed <[speed].div[1.1]>
- else:
- define new_location <[snap]>
- if !<[new_location].below[0.25].material.is_solid>:
- define new_location <[new_location].add[0,-<element[<[vehicle].location.y.sub[<[vehicle].location.below[0.15].y.round_down>]>].min[0.25].sub[0.001]>,0]>
- if <[vehicle].flag[vehicles_speed].if_null[0]> != 0:
- if <[speed].abs> > 0:
- teleport <[vehicle]> <[new_location]> cause:plugin offthread_repeat:8
- flag <[vehicle]> vehicles_speed:<[speed]>
- if <[vehicle].flag[vehicles_data].get[driver_entity].has_passenger>:
- playsound <[new_location]> custom sound:vehicle.engine pitch:<element[0.5].add[<[speed].abs.mul[32].mod[24].round_down.div[18]>]>
- if <[vehicle].flag[vehicles_last_location]> == <[new_location]>:
- stop
- define driver_entity <[vehicle].flag[vehicles_data].get[driver_entity]>
- define driver_offset <[vehicle].flag[vehicles_data].get[driver_offset]>
- teleport <[driver_entity]> <proc[vehicle_relative_location].context[<[new_location]>|<[driver_offset]>]> cause:plugin offthread_repeat:8
- foreach <[vehicle].flag[vehicles_data].get[passenger_entities]> key:passenger_entity as:passenger_offset:
- teleport <[passenger_entity]> <proc[vehicle_relative_location].context[<[new_location]>|<[passenger_offset]>]> cause:plugin offthread_repeat:8
- flag <[vehicle]> vehicles_last_location:<[vehicle].location>