asianviking

fly

Oct 30th, 2019
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  1. --- This script allows the player to fly, as if they were in creative mode. Be warned, this isn't perfect, and lag may
  2. --- result in your death.
  3.  
  4. --- Firstly we want to ensure that we have a neural interface and wrap it.
  5. local modules = peripheral.find("neuralInterface")
  6. if not modules then
  7. error("Must have a neural interface", 0)
  8. end
  9.  
  10. --- - We require a sensor and introspection module in order to gather information about the player
  11. --- - The sensor is used to determine where the ground is relative to the player, meaning we can slow the player
  12. --- before they hit the floor.
  13. --- - The kinetic augment is (obviously) used to launch the player.
  14. if not modules.hasModule("plethora:sensor") then error("Must have a sensor", 0) end
  15. if not modules.hasModule("plethora:scanner") then error("Must have a scanner", 0) end
  16. if not modules.hasModule("plethora:introspection") then error("Must have an introspection module", 0) end
  17. if not modules.hasModule("plethora:kinetic", 0) then error("Must have a kinetic agument", 0) end
  18.  
  19. --- We run several loop at once, to ensure that various components do not delay each other.
  20. local meta = {}
  21. local hover = false
  22. parallel.waitForAny(
  23. --- This loop just pulls user input. It handles a couple of function keys, as well as
  24. --- setting the "hover" field to true/false.
  25. function()
  26. while true do
  27. local event, key = os.pullEvent()
  28. if event == "key" and key == keys.o then
  29. -- The O key launches you high into the air.
  30. modules.launch(0, -90, 3)
  31. elseif event == "key" and key == keys.p then
  32. -- The P key launches you a little into the air.
  33. modules.launch(0, -90, 1)
  34. elseif event == "key" and key == keys.l then
  35. -- The l key launches you in whatever direction you are looking.
  36. modules.launch(meta.yaw, meta.pitch, 3)
  37. elseif event == "key" and key == keys.k then
  38. -- Holding the K key enables "hover" mode. We disable it when it is released.
  39. if not hover then
  40. hover = true
  41. os.queueEvent("hover")
  42. end
  43. elseif event == "key_up" and key == keys.k then
  44. hover = false
  45. end
  46. end
  47. end,
  48. --- Continuously update the metadata. We do this in a separate loop to ensure this doesn't delay
  49. --- other functions
  50. function()
  51. while true do
  52. meta = modules.getMetaOwner()
  53. end
  54. end,
  55. --- If we are hovering then attempt to catapult us back into air, with sufficient velocity to
  56. --- just counteract gravity.
  57. function()
  58. while true do
  59. if hover then
  60. -- We calculate the required motion we need to take
  61. local mY = meta.motionY
  62. mY = (mY - 0.138) / 0.8
  63.  
  64. -- If it is sufficiently large then we fire ourselves in that direction.
  65. if mY > 0.5 or mY < 0 then
  66. local sign = 1
  67. if mY < 0 then sign = -1 end
  68. modules.launch(0, 90 * sign, math.min(4, math.abs(mY)))
  69. else
  70. sleep(0)
  71. end
  72. else
  73. os.pullEvent("hover")
  74. end
  75. end
  76. end,
  77. --- If we can detect a block below us, and we're falling sufficiently fast, then attempt to slow our fall. This
  78. ---needs to react as fast as possible, so we can't call many peripheral methods here.
  79. function()
  80. while true do
  81. local blocks = modules.scan()
  82. for y = 0, -8, -1 do
  83. -- Scan from the current block downwards
  84. local block = blocks[1 + (8 + (8 + y)*17 + 8*17^2)]
  85. if block.name ~= "minecraft:air" then
  86. if meta.motionY < -0.3 then
  87. -- If we're moving slowly, then launch ourselves up
  88. modules.launch(0, -90, math.min(4, meta.motionY / -0.5))
  89. end
  90. break
  91. end
  92. end
  93. end
  94. end
  95. )
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