852 lines
33 KiB
Lua
Executable File
852 lines
33 KiB
Lua
Executable File
local car_entity = {
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hp_max = 80,
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--physical = true, -- let's see if i can deal with this
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physical = false, -- nope
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collisionbox = {-0.5, -0.1, -0.5, 0.5, 0.8, 0.5},
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--collisionbox = {-0.6, 0.0, -1.85, 1.4, 1.5, 1.25},
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visual = "mesh",
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--mesh = "cars_car.b3d",
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mesh = "car_001.obj",
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visual_size = {x=1, y=1},
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--textures = {"cars_car.png"},
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textures = {"textur_grey.png"},
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--seats = {false, false},
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--automatic_rotate = true,
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fuel = 0,
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driver = nil,
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passenger = nil,
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punched = false, -- used to re-send velocity and position
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punch_direction = true,
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control_left = nil,
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control_right = nil,
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control_up = nil,
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control_turbo = nil,
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control_timer_right = 0, -- prevent accidental consequtive left or right turns
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control_timer_left = 0,
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attached_items = {},
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old_pos = nil, --rounded
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next_pos = nil, --rounded
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old_direction = nil,
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full_stop = false, --when car stopped and dont hawe any reason to move
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-- sound refresh interval = 1.0sec
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rail_sound = function(self, dtime)
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if not self.sound_ttl then
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self.sound_ttl = 1.0
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return
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elseif self.sound_ttl > 0 then
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self.sound_ttl = self.sound_ttl - dtime
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return
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end
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self.sound_ttl = 1.0
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if self.sound_handle then
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local handle = self.sound_handle
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self.sound_handle = nil
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minetest.after(0.2, minetest.sound_stop, handle)
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end
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local vel = self.object:get_velocity()
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local speed = vector.length(vel)
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if speed > 3 then
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self.sound_handle = minetest.sound_play(
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"cars_car_moving", {
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object = self.object,
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gain = (speed / cars.speed_max) / 2,
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loop = true,
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})
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end
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end,
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--set yaw using vector
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set_yaw = function(self, v)
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if v.x == 0 and v.z == 0 then
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return --keep old jaw
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end
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local yaw = vector_yaw(v)
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self.object:set_yaw(yaw)
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end,
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--get yaw as a vector
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get_yaw = function(self)
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local yaw = self.object:get_yaw()
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local v = yaw_vector(yaw)
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v = vector.normalize(v)
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return v
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end,
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--set velocity
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set_velocity = function(self, v)
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if not v then
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v = {x=0, y=0, z=0}
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end
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self.object:set_velocity(v)
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end,
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--align car position on railroad
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precize_on_rail = function(self, pos, tolerance)
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local v = self.object:get_velocity()
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local aligned_pos = table.copy(pos)
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if self.old_direction.x == 0 and math.abs(self.old_pos.x-pos.x)>(tolerance+1) then
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aligned_pos.x = self.old_pos.x
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self.object:set_pos(aligned_pos)
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elseif self.old_direction.z == 0 and math.abs(self.old_pos.z-pos.z)>(tolerance+1) then
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aligned_pos.z = self.old_pos.z
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self.object:set_pos(aligned_pos)
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elseif self.old_direction.y == 0 and math.abs(self.old_pos.y-pos.y)>tolerance then
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aligned_pos.y = self.old_pos.y
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self.object:set_pos(aligned_pos)
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end
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end,
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-- rounded to 1 direction vector betvin start and end positions
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precize_direction = function(self, pos1, pos2)
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local dir = {x=0, y=0, z=0}
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if pos1.x == pos2.x then
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dir.z = math.sign(pos2.z - pos1.z)
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elseif pos1.z == pos2.z then
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dir.x = math.sign(pos2.x - pos1.x)
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elseif math.abs(pos2.x - pos1.x) < math.abs(pos2.z - pos1.z) then
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dir.z = math.sign(pos2.z - pos1.z)
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else
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dir.x = math.sign(pos2.x - pos1.x)
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end
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if math.abs(pos2.y - pos1.y) > 0 then
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dir.y = math.sign(pos2.y - pos1.y)
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end
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return dir
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end,
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--position, relative to
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--x-FRONT/BACK, z-LEFT/RIGHT
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get_pos_relative = function(self, rel_pos, position, direction)
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local pos = position
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if pos == nil then
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pos = self.object:get_pos()
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end
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if not rel_pos then
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return pos
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elseif rel_pos.x == 0 and rel_pos.z == 0 then
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return {x=pos.x, y=pos.y+rel_pos.y, z=pos.z}
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end
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local dir = direction
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if dir == nil then
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local yaw = self.object:get_yaw()
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dir = {x=0, y=0, z=0}
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yaw = yaw + math.pi/2
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dir.x = math.cos(yaw)
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dir.z = math.sin(yaw)
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dir = vector.normalize(dir)
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end
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if --NORD
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dir.x > 0 and
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dir.z <= math.abs(dir.x)
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then
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return {x=pos.x+rel_pos.x, y=pos.y+rel_pos.y, z=pos.z+rel_pos.z}
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elseif --EAST
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dir.z < 0 and
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dir.x <= math.abs(dir.z)
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then
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return {x=pos.x+rel_pos.z, y=pos.y+rel_pos.y, z=pos.z-rel_pos.x}
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elseif --WEST
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dir.z > 0 and
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dir.x <= math.abs(dir.z)
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then
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return {x=pos.x-rel_pos.z, y=pos.y+rel_pos.y, z=pos.z+rel_pos.x}
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elseif --SOUTH
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dir.x < 0 and
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dir.z <= math.abs(dir.x)
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then
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return {x=pos.x-rel_pos.x, y=pos.y+rel_pos.y, z=pos.z-rel_pos.z}
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end
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minetest.log("warning", "Object direction not set")
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return pos --should not be reached
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end,
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--check if position can be used as road
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check_road = function(self, pos)
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local r0 = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name
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local r1 = minetest.get_node(pos).name
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local r2 = minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name
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if
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r0 == 'asphalt:asphalt' or
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minetest.get_item_group(r0, "cracky") > 0 or
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minetest.get_item_group(r0, "choppy") > 0 or
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minetest.get_item_group(r0, "crumbly") > 0
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then
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if
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r1 == 'ignore' or
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minetest.get_item_group(r1, "cracky") > 0 or
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minetest.get_item_group(r2, "cracky") > 0 or
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minetest.get_item_group(r1, "crumbly") > 0 or
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minetest.get_item_group(r2, "crumbly") > 0 or
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minetest.get_item_group(r1, "choppy") > 0 or
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minetest.get_item_group(r2, "choppy") > 0 or
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minetest.get_item_group(r1, "water") > 0 or
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minetest.get_item_group(r1, "lava") > 0
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then
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return false
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else
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return true
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end
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else
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return false
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end
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end,
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--calculate next acceptable car position
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get_next_rail_pos = function(self, pos, dir)
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local n_pos = nil
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if self.control_left then
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if self:check_road(self:get_pos_relative({x=0, y=0, z=1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=0, z=1}, pos, dir); --left
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elseif self:check_road(self:get_pos_relative({x=0, y=-1, z=1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=-1, z=1}, pos, dir); --left down
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elseif self:check_road(self:get_pos_relative({x=0, y=1, z=1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=1, z=1}, pos, dir); --left up
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elseif self:check_road(self:get_pos_relative({x=1, y=1, z=0}, pos, dir)) then
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n_pos = self:get_pos_relative({x=1, y=0, z=0}, pos, dir); --front
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elseif self:check_road(self:get_pos_relative({x=1, y=1, z=0}, pos, dir)) then
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n_pos = self:get_pos_relative({x=1, y=1, z=0}, pos, dir); --up
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elseif self:check_road(self:get_pos_relative({x=1, y=-1, z=0}, pos, dir)) then
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n_pos = self:get_pos_relative({x=1, y=-1, z=0}, pos, dir); --down
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elseif self:check_road(self:get_pos_relative({x=0, y=0, z=-1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=0, z=-1}, pos, dir); --right
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elseif self:check_road(self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir); --right down
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elseif self:check_road(self:get_pos_relative({x=0, y=1, z=-1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=1, z=-1}, pos, dir); --right up
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else
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n_pos = nil
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end
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elseif self.control_right then
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if self:check_road(self:get_pos_relative({x=0, y=0, z=-1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=0, z=-1}, pos, dir); --right
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elseif self:check_road(self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir); --right down
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elseif self:check_road(self:get_pos_relative({x=0, y=1, z=-1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=1, z=-1}, pos, dir); --right up
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elseif self:check_road(self:get_pos_relative({x=1, y=0, z=0}, pos, dir)) then
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n_pos = self:get_pos_relative({x=1, y=0, z=0}, pos, dir); --front
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elseif self:check_road(self:get_pos_relative({x=1, y=1, z=0}, pos, dir)) then
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n_pos = self:get_pos_relative({x=1, y=1, z=0}, pos, dir); --up
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elseif self:check_road(self:get_pos_relative({x=1, y=-1, z=0}, pos, dir)) then
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n_pos = self:get_pos_relative({x=1, y=-1, z=0}, pos, dir); --down
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elseif self:check_road(self:get_pos_relative({x=0, y=0, z=1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=0, z=1}, pos, dir); --left
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elseif self:check_road(self:get_pos_relative({x=0, y=-1, z=1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=-1, z=1}, pos, dir); --left down
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elseif self:check_road(self:get_pos_relative({x=0, y=1, z=1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=1, z=1}, pos, dir); --left up
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else
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n_pos = nil
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end
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-- elseif self.control_up then
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-- if self:check_road(self:get_pos_relative({x=1, y=0, z=0}, pos, dir)) then
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-- n_pos = self:get_pos_relative({x=1, y=0, z=0}, pos, dir); --front
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-- elseif self:check_road(self:get_pos_relative({x=1, y=1, z=0}, pos, dir)) then
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-- n_pos = self:get_pos_relative({x=1, y=1, z=0}, pos, dir); --up
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-- elseif self:check_road(self:get_pos_relative({x=1, y=-1, z=0}, pos, dir)) then
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-- n_pos = self:get_pos_relative({x=1, y=-1, z=0}, pos, dir); --down
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-- elseif self:check_road(self:get_pos_relative({x=0, y=0, z=1}, pos, dir)) then
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-- n_pos = self:get_pos_relative({x=0, y=0, z=1}, pos, dir); --left
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-- elseif self:check_road(self:get_pos_relative({x=0, y=0, z=-1}, pos, dir)) then
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-- n_pos = self:get_pos_relative({x=0, y=0, z=-1}, pos, dir); --right
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-- elseif self:check_road(self:get_pos_relative({x=0, y=-1, z=1}, pos, dir)) then
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-- n_pos = self:get_pos_relative({x=0, y=-1, z=1}, pos, dir); --left down
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-- elseif self:check_road(self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir)) then
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-- n_pos = self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir); --right down
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-- elseif self:check_road(self:get_pos_relative({x=0, y=1, z=1}, pos, dir)) then
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-- n_pos = self:get_pos_relative({x=0, y=1, z=1}, pos, dir); --left up
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-- elseif self:check_road(self:get_pos_relative({x=0, y=1, z=-1}, pos, dir)) then
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-- n_pos = self:get_pos_relative({x=0, y=1, z=-1}, pos, dir); --right up
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-- else
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-- n_pos = nil
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-- end
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else
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if self:check_road(self:get_pos_relative({x=1, y=0, z=0}, pos, dir)) then
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n_pos = self:get_pos_relative({x=1, y=0, z=0}, pos, dir); --front
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elseif self:check_road(self:get_pos_relative({x=1, y=1, z=0}, pos, dir)) then
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n_pos = self:get_pos_relative({x=1, y=1, z=0}, pos, dir); --up
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elseif self:check_road(self:get_pos_relative({x=1, y=-1, z=0}, pos, dir)) then
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n_pos = self:get_pos_relative({x=1, y=-1, z=0}, pos, dir); --down
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elseif self:check_road(self:get_pos_relative({x=0, y=0, z=1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=0, z=1}, pos, dir); --left
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elseif self:check_road(self:get_pos_relative({x=0, y=0, z=-1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=0, z=-1}, pos, dir); --right
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elseif self:check_road(self:get_pos_relative({x=0, y=-1, z=1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=-1, z=1}, pos, dir); --left down
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elseif self:check_road(self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir); --right down
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elseif self:check_road(self:get_pos_relative({x=0, y=1, z=1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=1, z=1}, pos, dir); --left up
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elseif self:check_road(self:get_pos_relative({x=0, y=1, z=-1}, pos, dir)) then
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n_pos = self:get_pos_relative({x=0, y=1, z=-1}, pos, dir); --right up
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else
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n_pos = nil
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end
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end
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if n_pos then
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n_pos = vector.round(n_pos)
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end
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return n_pos
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end,
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on_activate = function(self, staticdata, dtime_s)
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-- self.object:set_armor_groups({immortal=1})
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self.object:set_armor_groups({fleshy=40, snappy=60, choppy=80})
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--decrease speed after car is left unattended
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self.object:set_velocity(vector.multiply(self.object:get_velocity(), 0.5))
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local pos = self.object:get_pos()
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local d = self:get_yaw()
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self.old_pos = vector.round(pos)
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local dir = self:get_yaw()
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if self.old_direction then
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dir = table.copy(self.old_direction)
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end
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--self.old_direction = self:get_yaw()
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--strict direction
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dir.y = 0
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if math.abs(dir.x) > math.abs(dir.z) then
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dir.z = 0
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else
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dir.x = 0
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end
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self.old_direction = vector.round(dir)
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end,
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on_step = function(self, dtime)
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local pos = self.object:get_pos()
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local p = vector.round(pos)
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local v = self.object:get_velocity()
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local s = vector.length(v)
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self.control_timer_right = self.control_timer_right + dtime
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self.control_timer_left = self.control_timer_left + dtime
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-- Get player controls
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if self.driver then
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local player = minetest.get_player_by_name(self.driver)
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if player then
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local ctrl = player:get_player_control()
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if self.control_timer_right > 0.15 and ctrl and ctrl.right then
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self.control_left = nil
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self.control_right = true
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self.control_up = nil
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self.control_turbo = nil
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self.control_timer_right = 0
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elseif self.control_timer_left > 0.15 and ctrl and ctrl.left then
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self.control_left = true
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self.control_right = nil
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self.control_up = nil
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self.control_turbo = nil
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self.control_timer_left = 0
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elseif ctrl and ctrl.sneak and ctrl.up then
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if self.fuel-1 >= 0 and (s + 2) <= cars.speed_max_turbo then
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s = s + 2
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if s > 4 then
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self.fuel = self.fuel - 1
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end
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end
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self.control_left = nil
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self.control_right = nil
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self.control_up = true
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self.control_turbo = true
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elseif ctrl and ctrl.up then
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if self.fuel-0.5 >= 0 and (s + 1) <= cars.speed_max then
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s = s + 1
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if s > 4 then
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self.fuel = self.fuel - 0.5
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end
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end
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self.control_left = nil
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self.control_right = nil
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self.control_up = true
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else
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self.control_left = nil
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self.control_right = nil
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self.control_up = nil
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end
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if ctrl and ctrl.down then
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if (s - 2) >= 0 then
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s = s - 2
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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 self.full_stop then
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-- when punch or mesecons
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if self.punched and self.punch_direction then
|
|
self.full_stop = false
|
|
--handle punch
|
|
if (s + 1) <= cars.punch_speed_max then
|
|
s = s + 1
|
|
local dir = table.copy(self.punch_direction)
|
|
dir.y = 0
|
|
-- --strict direction
|
|
-- if math.abs(dir.x) > math.abs(dir.z) then
|
|
-- dir.z = 0
|
|
-- else
|
|
-- dir.x = 0
|
|
-- end
|
|
dir = vector.normalize(dir)
|
|
-- self.old_direction = vector.round(dir)
|
|
self.punched = nil
|
|
|
|
self.old_pos = table.copy(p)
|
|
self.next_pos = self:get_next_rail_pos(p, self.old_direction)
|
|
|
|
if self.next_pos then
|
|
--set new car object parameters
|
|
v = vector.multiply(vector.normalize(self.old_direction), s)
|
|
self:set_velocity(v)
|
|
self:set_yaw(self.old_direction)
|
|
end
|
|
else
|
|
self.punched = nil
|
|
end
|
|
end
|
|
elseif s < 0.3 then
|
|
-- when stop is temporary
|
|
-- also when car is first placed
|
|
local node = minetest.get_node({x=p.x, y=p.y-1, z=p.z})
|
|
-- uphill - invert old direction
|
|
if self.old_direction.y == 1 then
|
|
self.old_direction.x = -self.old_direction.x
|
|
self.old_direction.z = -self.old_direction.z
|
|
self.old_direction.y = -1
|
|
s = s + 0.5 -- downhill
|
|
end
|
|
|
|
self.old_pos = table.copy(p)
|
|
self.next_pos = self:get_next_rail_pos(p, self.old_direction)
|
|
|
|
if self.next_pos then
|
|
self.old_direction = self:precize_direction(self.old_pos, self.next_pos)
|
|
--check rail and handle energy loss/increase
|
|
if node.name == "asphalt:asphalt" then
|
|
s = s - 0.01
|
|
else
|
|
s = s - 0.1 --something else
|
|
end
|
|
|
|
-- car will not move anymore
|
|
if s < 0.3 then
|
|
s = 0
|
|
self.next_pos = nil
|
|
self.full_stop = true
|
|
end
|
|
else
|
|
s = 0
|
|
self.full_stop = true
|
|
end
|
|
|
|
--set new car object parameters
|
|
v = vector.multiply(vector.normalize(self.old_direction), s)
|
|
self:set_velocity(v)
|
|
self:set_yaw(self.old_direction)
|
|
|
|
elseif self.next_pos == nil or
|
|
math.abs(self.old_pos.x - pos.x) > 0.5 or
|
|
math.abs(self.old_pos.z - pos.z) > 0.5
|
|
then
|
|
-- when car reached next rail
|
|
local node = minetest.get_node({x=p.x, y=p.y-1, z=p.z})
|
|
self:precize_on_rail(pos, 0.2)
|
|
|
|
--calculate where car will go next
|
|
if node.name == "ignore" then
|
|
--map not loaded yet
|
|
self.next_pos = nil
|
|
s = s * 0.5
|
|
elseif self:check_road(p) and
|
|
(math.abs(self.old_pos.x - pos.x) > 1.5 or
|
|
math.abs(self.old_pos.z - pos.z) > 1.5)
|
|
then
|
|
--car went too far, accept new road
|
|
self.old_pos = table.copy(p)
|
|
self.next_pos = self:get_next_rail_pos(p, self.old_direction)
|
|
s = s * 0.9
|
|
elseif (math.abs(self.old_pos.x - pos.x) > 1.5 or
|
|
math.abs(self.old_pos.z - pos.z) > 1.5)
|
|
then
|
|
--car went too far, return to old road
|
|
if self.next_pos then
|
|
local nextnext_pos = self:get_next_rail_pos(self.next_pos, self.old_direction)
|
|
if nextnext_pos == nil then
|
|
--dead end, stop car
|
|
self.old_pos = table.copy(self.next_pos)
|
|
self.full_stop = true
|
|
self.next_pos = nil
|
|
self.object:set_pos(self.old_pos)
|
|
s = 0
|
|
else
|
|
--continue from last rail
|
|
local dir = self:precize_direction(self.next_pos, nextnext_pos)
|
|
self.old_pos = table.copy(nextnext_pos)
|
|
self.object:set_pos(nextnext_pos)
|
|
self.next_pos = self:get_next_rail_pos(nextnext_pos, dir)
|
|
end
|
|
end
|
|
s = s * 0.9
|
|
elseif self:check_road(p) and self.next_pos and
|
|
(math.abs(self.old_pos.x - pos.x) > 0.5 or
|
|
math.abs(self.old_pos.z - pos.z) > 0.5)
|
|
then
|
|
--on next rail
|
|
self.old_pos = table.copy(p)
|
|
self.next_pos = self:get_next_rail_pos(p, self.old_direction)
|
|
|
|
if self.next_pos == nil then
|
|
--dead end, stop car
|
|
self.full_stop = true
|
|
self.next_pos = nil
|
|
self.object:set_pos(self.old_pos)
|
|
s = 0
|
|
end
|
|
elseif self:check_road(p) and self.next_pos == nil then
|
|
--on rail position
|
|
self.old_pos = table.copy(p)
|
|
self.next_pos = self:get_next_rail_pos(p, self.old_direction)
|
|
|
|
if self.next_pos == nil then
|
|
--dead end, stop car
|
|
self.full_stop = true
|
|
self.next_pos = nil
|
|
self.object:set_pos(self.old_pos)
|
|
s = 0
|
|
end
|
|
end
|
|
|
|
self.control_left = nil
|
|
self.control_right = nil
|
|
self.control_up = nil
|
|
|
|
--calculate next car direction
|
|
if self.old_pos ~=nil and self.next_pos ~= nil then
|
|
local dir = self:precize_direction(self.old_pos, self.next_pos)
|
|
local direction_changes = false
|
|
|
|
-- direction changes
|
|
if dir.x ~= self.old_direction.x or dir.z ~= self.old_direction.z or dir.y ~= self.old_direction.y then
|
|
--do not flip!
|
|
if dir.x * self.old_direction.x ~= -1 and dir.z * self.old_direction.z ~= -1 then
|
|
direction_changes = true
|
|
end
|
|
end
|
|
|
|
-- new direction
|
|
if direction_changes then
|
|
self.old_direction = table.copy(dir)
|
|
end
|
|
|
|
-- more energy loss on turns
|
|
if direction_changes then
|
|
s = s - 0.2
|
|
end
|
|
end
|
|
|
|
--handle downhill/uphill energy
|
|
if self.next_pos ~= nil then
|
|
if self.next_pos.y < self.old_pos.y then
|
|
s = s + 0.5 -- downhill
|
|
elseif self.next_pos.y > self.old_pos.y then
|
|
s = s - 0.5 -- uphill
|
|
end
|
|
end
|
|
|
|
--check rail and handle energy loss/increase
|
|
if self.next_pos ~= nil then
|
|
if node.name == "asphalt:asphalt" then
|
|
s = s - 0.01
|
|
else
|
|
s = s - 0.1 --something else
|
|
end
|
|
-- loss energy on skipped blocks
|
|
s = s - 0.01 * vector.distance(self.next_pos, self.old_pos)
|
|
end
|
|
|
|
--mesecons support?
|
|
-- --local acceleration = minetest.get_item_group(node.name, "acceleration")
|
|
-- local acceleration = tonumber(minetest.get_meta(p):get_string("car_acceleration"))--original PilzAdam version
|
|
-- if acceleration > 0 or acceleration < 0 then
|
|
-- s = s + acceleration --powerrail
|
|
-- end
|
|
|
|
--handle punch
|
|
if self.punched and self.punch_direction then
|
|
if (s + 1) <= cars.punch_speed_max then
|
|
s = s + 1
|
|
else
|
|
self.punched = nil
|
|
end
|
|
end
|
|
|
|
--limit speed
|
|
if self.control_turbo then
|
|
if s > cars.speed_max_turbo then
|
|
s = cars.speed_max_turbo
|
|
end
|
|
elseif s > cars.speed_max then
|
|
s = cars.speed_max
|
|
elseif s < 0 then
|
|
s = 0
|
|
end
|
|
|
|
-- car will not move anymore
|
|
if s < 0.3 then
|
|
s = 0
|
|
self.next_pos = nil
|
|
-- downhil/uphill and powerrail prevent stop
|
|
if
|
|
self.old_direction.y == 0
|
|
then
|
|
self.full_stop = true
|
|
end
|
|
end
|
|
|
|
--set new car object parameters
|
|
v = vector.multiply(vector.normalize(self.old_direction), s)
|
|
self:set_velocity(v)
|
|
|
|
self:set_yaw(self.old_direction)
|
|
end
|
|
|
|
--animation for uphill/downhill
|
|
if self.old_direction.y < 0 then
|
|
self.object:set_animation({x=1, y=1}, 1, 0)
|
|
elseif self.old_direction.y > 0 then
|
|
self.object:set_animation({x=2, y=2}, 1, 0)
|
|
else
|
|
self.object:set_animation({x=0, y=0}, 1, 0)
|
|
end
|
|
|
|
--handle sound
|
|
self:rail_sound(dtime)
|
|
end,
|
|
|
|
on_rightclick = function(self, clicker)
|
|
if not clicker or not clicker:is_player() then
|
|
return
|
|
end
|
|
local player_name = clicker:get_player_name()
|
|
if self.driver and player_name == self.driver then
|
|
self.driver = nil
|
|
cars:manage_attachment(clicker, nil)
|
|
elseif self.passenger and player_name == self.passenger then
|
|
self.passenger = nil
|
|
cars:manage_attachment(clicker, nil)
|
|
elseif not self.driver then
|
|
self.driver = player_name
|
|
cars:manage_attachment(clicker, self.object)
|
|
elseif not self.passenger then
|
|
self.passenger = player_name
|
|
cars:manage_attachment(clicker, self.object, 2)
|
|
end
|
|
end,
|
|
|
|
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, direction)
|
|
if not puncher or not puncher:is_player() then
|
|
-- Punched by non-player
|
|
self.punched = true
|
|
self.punch_direction = direction
|
|
elseif puncher:get_player_control().sneak then
|
|
-- Player digs car by sneak-punch
|
|
if self.driver == nil or puncher:get_player_name() == self.driver then
|
|
if self.sound_handle then
|
|
minetest.sound_stop(self.sound_handle)
|
|
end
|
|
-- Detach driver and items
|
|
if self.driver then
|
|
if self.old_pos then
|
|
self.object:set_pos(self.old_pos)
|
|
end
|
|
local player = minetest.get_player_by_name(self.driver)
|
|
cars:manage_attachment(player, nil)
|
|
end
|
|
if self.passenger then
|
|
local player = minetest.get_player_by_name(self.passenger)
|
|
cars:manage_attachment(player, nil)
|
|
end
|
|
for _,obj_ in ipairs(self.attached_items) do
|
|
if obj_ then
|
|
obj_:set_detach()
|
|
end
|
|
end
|
|
-- Pick up car
|
|
local inv = puncher:get_inventory()
|
|
if not (creative and creative.is_enabled_for
|
|
and creative.is_enabled_for(puncher:get_player_name()))
|
|
or not inv:contains_item("main", "cars:car") then
|
|
local leftover = inv:add_item("main", cars.car_to_item(self))
|
|
-- If no room in inventory add a replacement car to the world
|
|
if not leftover:is_empty() then
|
|
minetest.add_item(self.object:get_pos(), leftover)
|
|
end
|
|
end
|
|
self.object:remove()
|
|
end
|
|
else
|
|
-- simple tool wear
|
|
if puncher and puncher:is_player() and puncher:get_wielded_item() then
|
|
local tool=puncher:get_wielded_item()
|
|
tool:add_wear(100)
|
|
puncher:set_wielded_item(tool)
|
|
end
|
|
-- car is not immortal anymore, so handle when it is destroyed
|
|
minetest.after(0,
|
|
function(self)
|
|
if self.object:get_hp() <= 0 then
|
|
-- to stop soun when car unloads, is destroyed or is picked up
|
|
if self.sound_handle then
|
|
minetest.sound_stop(self.sound_handle)
|
|
end
|
|
-- Detach driver and items
|
|
if self.driver then
|
|
if self.old_pos then
|
|
self.object:set_pos(self.old_pos)
|
|
end
|
|
local player = minetest.get_player_by_name(self.driver)
|
|
cars:manage_attachment(player, nil)
|
|
end
|
|
if self.passenger then
|
|
local player = minetest.get_player_by_name(self.passenger)
|
|
cars:manage_attachment(player, nil)
|
|
end
|
|
for _,obj_ in ipairs(self.attached_items) do
|
|
if obj_ then
|
|
obj_:set_detach()
|
|
end
|
|
end
|
|
end
|
|
end,
|
|
self)
|
|
|
|
self.punched = true
|
|
self.punch_direction = puncher:get_look_dir()
|
|
end
|
|
end
|
|
}
|
|
|
|
minetest.register_entity("cars:car", car_entity)
|
|
|
|
minetest.register_tool("cars:car", {
|
|
description = "car (Place on road only. Sneak+Click to pick up)",
|
|
--inventory_image = minetest.inventorycube("cars_car_top.png", "cars_car_side.png", "cars_car_side.png"),
|
|
inventory_image = "streets_melcar_inv.png",
|
|
--wield_image = "cars_car_side.png",
|
|
wield_image = "streets_melcar_inv.png",
|
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
|
local under = pointed_thing.under
|
|
local node = minetest.get_node(under)
|
|
local udef = minetest.registered_nodes[node.name]
|
|
local wear = itemstack:get_wear()
|
|
if udef and udef.on_rightclick and
|
|
not (placer and placer:get_player_control().sneak) then
|
|
return udef.on_rightclick(under, node, placer, itemstack,
|
|
pointed_thing) or itemstack
|
|
end
|
|
|
|
if not pointed_thing.type == "node" then
|
|
return
|
|
end
|
|
local car = nil
|
|
if minetest.get_node(pointed_thing.under).name == "asphalt:asphalt" then
|
|
cars.set_fuel(car_entity, cars.fuel_from_wear(wear)) --no idea why this works...
|
|
cars.set_old_direction(car_entity, yaw_vector(placer:get_look_horizontal()))
|
|
car = minetest.add_entity({x=pointed_thing.under.x, y=pointed_thing.under.y+1, z=pointed_thing.under.z}, "cars:car")
|
|
elseif minetest.get_item_group(minetest.get_node(pointed_thing.under).name, "cracky") > 0 then
|
|
cars.set_fuel(car_entity, cars.fuel_from_wear(wear)) --no idea why this works...
|
|
cars.set_old_direction(car_entity, yaw_vector(placer:get_look_horizontal()))
|
|
car = minetest.add_entity({x=pointed_thing.under.x, y=pointed_thing.under.y+1, z=pointed_thing.under.z}, "cars:car")
|
|
elseif minetest.get_node(pointed_thing.above).name == "asphalt:asphalt" then
|
|
cars.set_fuel(car_entity, cars.fuel_from_wear(wear))
|
|
cars.set_old_direction(car_entity, yaw_vector(placer:get_look_horizontal()))
|
|
car = minetest.add_entity({x=pointed_thing.above.x, y=pointed_thing.above.y+1, z=pointed_thing.above.z}, "cars:car")
|
|
else
|
|
return
|
|
end
|
|
|
|
minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
|
|
{pos = pointed_thing.above})
|
|
|
|
if not (creative and creative.is_enabled_for
|
|
and creative.is_enabled_for(placer:get_player_name())) then
|
|
itemstack:take_item()
|
|
end
|
|
return itemstack
|
|
end,
|
|
})
|
|
|
|
cars.fuel_from_wear = function(wear)
|
|
local fuel
|
|
if wear == 0 then
|
|
fuel = 1000
|
|
else
|
|
fuel = (65535-(wear-1))*1000/65535
|
|
end
|
|
return fuel
|
|
end
|
|
|
|
cars.wear_from_fuel = function(fuel)
|
|
local wear = (1000-(fuel))*65535/1000+1
|
|
if wear > 65535 then wear = 65535 end
|
|
return wear
|
|
end
|
|
|
|
cars.get_fuel = function(self)
|
|
return self.fuel
|
|
end
|
|
|
|
cars.set_fuel = function(self, fuel, object)
|
|
self.fuel = fuel
|
|
end
|
|
|
|
cars.set_old_direction = function(self, v, object)
|
|
self.old_direction = v
|
|
end
|
|
|
|
cars.car_to_item = function(self)
|
|
local wear = cars.wear_from_fuel(cars.get_fuel(self))
|
|
return {name="cars:car",wear=wear}
|
|
end
|
|
|
|
minetest.register_craft({
|
|
output = "cars:car",
|
|
recipe = {
|
|
{"default:glass", "default:glass", "default:glass"},
|
|
{"default:steelblock", "default:steelblock", "default:steelblock"},
|
|
{"asphalt:bucket_oil", "", "asphalt:bucket_oil"},
|
|
},
|
|
})
|
|
minetest.register_craft({
|
|
type = "shapeless",
|
|
output = "default:steelblock 3",
|
|
recipe = {"cars:car"},
|
|
})
|